that's good to hear, especially regarding level design. some people in this thread said its shit.
edit: and difficulty. big, modern games are all ridiculously easy.
What did I say about releasing finished game? Well, some people managed to finish it. You need save often and persevere.I lost my will to play for now, after I got my Gloo Cannon misteriously disappear from my inventory. I'm certain I didn't put it in a recycler. After googling it seems that other people are having disappearing weapons glitch too and supposedly it happens when transfering between areas.
Oil monsters though. Hard to get passed that part.
I lost my will to play for now, after I got my Gloo Cannon misteriously disappear from my inventory. I'm certain I didn't put it in a recycler. After googling it seems that other people are having disappearing weapons glitch too and supposedly it happens when transfering between areas.
Quick question, what does the difficulty settings change? Enemy HP bloat? Lower resistances for the player? Better enemy AI?
As usual, Honest Trailers is more well-researched and comprehensive than most reviews.
Other than no reference to Arx Fatalis...
They release that survival patch I'll buy it right now. Should have been in the game since the beginning though. AAA Priorities...
There's like 20 gloo guns scattered all over the ship you can find, and you can also find plans to create one using the assembler-machine-thingy. I wouldn't let that stop you from playing.
They release that survival patch I'll buy it right now. Should have been in the game since the beginning though. AAA Priorities...
Yeah, that and the Disc Rifle with a depressed AI guiding system that talks to you. Lot of personality here, shame it didn't make the final cut.
http://farcrymods.freeforums.net/thread/499/disc-rifle-cut-game
http://www.gamesradar.com/preys-cut...ing-gun-and-you-thought-the-aliens-were-wild/
But I digress, the survival patch is actually requisite for me at this point. It sounds like the game is too easy even on Nightmare without these features, which apparently still have their footprint all over the design (other health conditions, help text mentions weapon durability, oxygen tanks scattered around the station, etc).
Have you actually played this game? It's quite hard on Hard unless you really scrounge/explore a lot, and the highest difficulty is certainly rougher than in Shock 2 as the enemies are harder to predict/fight. I have to reload a lot on Hard, and am always out of ammo - and I recycle obsessively.But I digress, the survival patch is actually requisite for me at this point. It sounds like the game is too easy even on Nightmare without these features, which apparently still have their footprint all over the design (other health conditions, help text mentions weapon durability, oxygen tanks scattered around the station, etc).
Also, when people say that this is "the closest we ever got to a real successor to system shock 2!!!11", it isn't really that far from the truth.
But only because all attempts at it thus far have been utter shit, and it's not like there've been that many of them in the first place.
If we're honest with ourselves this is... quite a bit better than Shock 2. And I really do love System Shock 2. I'll try to explain why:
1) The weapons actually feel good and not clunky / almost all weapons in SS2 are a bit wonky.
The pistol and shotgun are decent, the other guns not so much, especially trash like the Q-Beam.
2) There's nice environmental interactions that were not possible in SS2.
No doubt.
3) There is quite a bit less hand-holding than SS2. There's no intrusive tutorial and the station opens up in a way SS2 never. I am at a point where I can literally go anywhere I please - and get my ass kicked because it's quite hard.
The tutorial in SS2 is completely optional and the intro with the mission postings is shorter than Prey's apartment intro.
4) The inventory system is less of a pain.
I don't see it.
5) Recycling is fun and rewards hoarding, giving even crap a use.
Hoarding is a good thing? Recycling works almost the same way in SS2 you just can't recycle weapons.
6) The skill tree is a bit better balanced than in SS2 (which had many borderline useless abilities)
Agreed.
7) There is more freedom in solving puzzles / rooms. There are more options than in System Shock 2 in general: vent, move the obstruction, blow the obstruction away, fight through alternate route, find password, hack, repair, turn into a coffee cup, shoot a button with your nerf gun... that's not even all of them.
Agreed.
8) The weapons combo nicely with one another, making combat as complex as you want it to be.
Applies to SS2 as well, nothing stops you from using Proximity Grenades, the Stasis Field Generator and Psi along normal weapons to make combat more interesting.
9) PSI in SS2 was generally trash and a drag; the abilities in this game are instead quite useful, if not as varied.
Maybe true, but a big reason abilities in this game are useful or "not a drag" is you can auto-aim or freeze-to-aim practically all of them, many still have shit damage. Also the psi cooldowns suck and are huge in Prey.
Things SS2 does better:
1) It has Shodan
2) The audio logs in SS2 are, while campy, more interesting as a whole
3) No Neuroscope. I hate things like that.
4) The enemies are more interesting/varied/memorable.
This is a pretty big strong point you have to admit. It's a big one for me at least.
5) In System Shock 2 you're never overwhelmed with where to go next or what quest to do - if you are a modern gamer, Prey is downright intimidating. Right now I have like 8 active 'quests', all around the stations, and I can essentially go wherever I want, even areas I shouldn't be in
6) Maybe I am the only one but I like that enemies in SS2 respawn. Keeps you on your toes and drains your ammo
I haven't figured out how respawns work in Prey yet, it seems related to quest resolution only. I don't mind Prey's take on it, some of the quest/progression related respawns are huge, like what happens to the Lobby...
7) I find OS upgrades more meaningful than the mod chips
Doesn't help that you can't see what the mod chips ACTUALLY do since their descriptions are so cryptic. Not exactly meaningful.
8) The sound design is more refined. (Not music; the way SFX and atmospheric sounds are used.)
Combat music was better.
9) No fucking EVA sections; Jesus those suck
Those were supposed to be in SS2 right at the end (Rickenbacker) but they got cut heh.
SS2 isn't exactly the most balanced game with all of its useless PSI powers and crappy Exotic tree as you'd become god at the end of the game regardless of how you built your character, but whereas SS2 had some semblance of character building, Prey follows after DX:HR where you only have to choose which upgrades you want first instead of which upgrades you want at all. At the end of my first playthrough I had hoarded so much trash to recycle and fabricate into more Neuromods, that I became Max Payne, master engineer and 1337 Hacker. I had 3/6 of the skilltrees maxed out and whatever decisions I made at the start of the game started to feel pointless when I'd end up becoming superman anyways.
Hoarding items is just tiring in general, especially when you are replaying the game and have to go through all that shit again. SS2 was a lot more compact in comparison level design-wise as each container wasn't filled with trash, so there was a lot less hoarding and backtracking to recycling involved. Making weapon upgrades and Neuromods craftable was a huge mistake, it devalues the feeling you get when you find them through hard exploration as opposed to the joy of finding cybermodules. This goes for most items as well, when items are craftable they start feeling disposable and the fun behind finding them normally whittles away. That said Prey tends to throw more shit at you than you will end up actually using so the feeling is devalued regardless, but I guess that's a trait both games share, I didn't use the Replicators in SS2 all that often.
Another point for Prey is less hitscan enemies. You can slide under a Phantom projectile as its fired and dish out some nerd justice up close.
ciox you're wrong about the Q-Beam. It is the most deadly when combined with psychoshock or nullwaves. Handles telepaths in 10 seconds.
They do respawn, and it's not quest related, at least it's how it goes for me. Sometimes it's mimics, sometimes it's annoying voltaic phantoms or a pair of technopaths / telepaths. Keeps me wondering how other characters managed to get by them (especially if there are telepaths around)6) Maybe I am the only one but I like that enemies in SS2 respawn. Keeps you on your toes and drains your ammo
Not really, it's handy when you need to kill some enemies cleanly (like that Telepath in the Arboretum that controls several quest-related characters), without risking stray shots killing the actual NPCs. Also, fully upgraded QB is useful against big and slow enemies like all -paths since running up to them and trying to shotgun Saints Row style is a literal suicide. Every weapon is very enemy-specific, in my opinion — pistol is very good against Weavers as their shield is wasted with 1 shot (and 1 pistol shot is much less valuable than anything else) and its fast fire rate allows to kill Weaver before it tries to flee (especially in space). Shotgun one shots unaware phantoms if fully upgraded and is the best weapon to deal with Nightmares (5 or 6 shots is enough to kill it before it even tries to cast anything, just run up and shoot), well, and the 3d printed x-bow, you already know why its in the game. Disruptor charger is the best weapon against technopaths and robots (it kills technopath in 4 or 5 shots, super easy as compared to dealing with him with shotgun or anything else)\especially trash like the Q-Beam.
Actually, I quite like them - you feel really exposed when you do them and the aliens have a clear upper hand over you in the micro-gravity. I wonder how they persuaded Bethesda to add more or less realistic controls, consequences of bumping into stuff and other things that probably make the game even more unpalatable to an average popamoler9) No fucking EVA sections; Jesus those suck
Wouldn't say they are useless, if you play the hacker way, they are basically the only thing that allows you to finish the game and survive in Shodan's lair while hacking the computers (cascade for armor + 2 types of damage reduction shields + healz + adrenaline / crystal to conserve ammo / make the worm guts section more enjoyable)SS2 isn't exactly the most balanced game with all of its useless PSI powers
Well, at least stealth works in Fallout 4. Huge variety of weapons and monsters. Alternate paths. Better hacking mini game. Customizable main character. Experience levels. Better soundtrack. 120-300 hours of gameplay, Less buggy. Its funny how prey can be so buggy, when it is so linear and simple game, i guess arkane developers are not very good at coding stuff.Jim "Fallout 4 is a 9.5/10" Sterling, topkek.Even Jim Sterling thinks this is just ok game, not good game. And i agree..its average at best and if Jim fucking Sterling thinks that way, then its a fact and makes any other argument invalid.
Shotgun kills them in about 3 seconds or less.ciox you're wrong about the Q-Beam. It is the most deadly when combined with psychoshock or nullwaves. Handles telepaths in 10 seconds.
Agree. Preydrones are almost retarded as biodrones.Look, it's obviously not a deal breaker for me and it was just an off-hand remark - but it's pretty disappointing nonetheless.
I do think the amount of white knighting in this thread is hilarious, though.
I am actually surprised you can slide under those projectiles as they are homing projectiles with massive hit box.Another point for Prey is less hitscan enemies. You can slide under a Phantom projectile as its fired and dish out some nerd justice up close.
Hoarding items is just tiring in general, especially when you are replaying the game and have to go through all that shit again. SS2 was a lot more compact in comparison level design-wise as each container wasn't filled with trash, so there was a lot less hoarding and backtracking to recycling involved. Making weapon upgrades and Neuromods craftable was a huge mistake, it devalues the feeling you get when you find them through hard exploration as opposed to the joy of finding cybermodules. This goes for most items as well, when items are craftable they start feeling disposable and the fun behind finding them normally whittles away. That said Prey tends to throw more shit at you than you will end up actually using so the feeling is devalued regardless, but I guess that's a trait both games share, I didn't use the Replicators in SS2 all that often.
I definitely feel tired about all the clutter in these types of games now, probably started with Bioshock/Fallout3, there's an insane amount of garbage to rifle through in the average room.
Not really, it's handy when you need to kill some enemies cleanly (like that Telepath in the Arboretum that controls several quest-related characters), without risking stray shots killing the actual NPCs. Also, fully upgraded QB is useful against big and slow enemies like all -paths since running up to them and trying to shotgun Saints Row style is a literal suicide. Every weapon is very enemy-specific, in my opinion — pistol is very good against Weavers as their shield is wasted with 1 shot (and 1 pistol shot is much less valuable than anything else) and its fast fire rate allows to kill Weaver before it tries to flee (especially in space). Shotgun one shots unaware phantoms if fully upgraded and is the best weapon to deal with Nightmares (5 or 6 shots is enough to kill it before it even tries to cast anything, just run up and shoot), well, and the 3d printed x-bow, you already know why its in the game. Disruptor charger is the best weapon against technopaths and robots (it kills technopath in 4 or 5 shots, super easy as compared to dealing with him with shotgun or anything else)\
Honestly sounds like bullshit to me. I certainly prefer SS2 over the Bioshock games but you're going to have to list some solid reasons as to why SS2 is supposed to be a better game than this one. Not feels; actual reasons, gameplay/RPG relevant ones.
crossbow(lolz)