Israfael
Arcane
- Joined
- Sep 21, 2012
- Messages
- 3,607
It's like removing the whole idea of what this DLC is, I guess most people are storyfags...No corruption timer and Higher difficulty
It's like removing the whole idea of what this DLC is, I guess most people are storyfags...No corruption timer and Higher difficulty
It's like removing the whole idea of what this DLC is, I guess most people are storyfags...No corruption timer and Higher difficulty
Rock, Paper, Shotgun Scoreless:
I’m still going with this, crashing and sneaking and leaping and flailing through the interconnecting sectors, and being absolutely properly terrified of the new Moonshark monstrosity that haunts the central hub. Whether it will hold my attentions long enough to persist to try to get all five off the base in a single run seems a lot less likely, but I’m having a great time for now.
Mooncrash is an enormous paddling pool compared to Prey’s Olympic swimming pool. There’s none of the depth, but it’s a heck of a good time to splash around in.
PlayStation Universe 8.5/10:
I can’t say this is what I expected from Arkane’s next dip into the world of Prey, but I’m happy that this is what we got. Prey’s structure is a good fit for this kind of roguelike/Metroidvania type of spinoff, and it shows in how it plays out. While the story’s shortcomings aren’t too much of a problem, the ridiculous load times are. Luckily, this is a fine DLC addition to Prey that takes the best of the main game and makes it work in a more compact frame.
GameSpew 9/10:
Offering over 10 hours of rewarding, exciting, and sometimes horrifying Prey gameplay, Mooncrash is undoubtedly one of the best pieces of DLC I’ve ever had the pleasure of playing. Perhaps the only nitpick I can make about it is that it can eventually become to feel a little samey running through the same four areas. With the enemies and items within them being randomised every time the simulation is reset, however, it’s not that much of an issue.
If you own a copy of Prey and want a reason to go back to it, pick up Mooncrash without a moment’s hesitation; it’s absolutely essential. And if you’ve not yet played Prey there’s never been a better time to jump in. Consider picking up the new deluxe edition which includes the base game and Mooncrash at a bargain price.
NDTV Gadgets 360 9/10:
All in all, Prey: Mooncrash makes Prey better. It isn’t a conventional addition to the game by any means, but it does more than enough to keep us coming back for more. It’s well worth a download if you own Prey, and a great reason to check out the game if you haven’t already.
GameSkinny 8/10:
Mooncrash is just the start of the Prey renaissance, as later this year we'll get Typon Hunter, an asymmetrical 1 vs 5 version of the game that will also support VR! Hopefully we'll have plenty of more Prey ahead, as Mooncrash shows there's still life in this game, and a full sequel would be well received by the fan base.
bit-tech.net Scoreless:
Arkane has itself described Mooncrash as an experiment. I get the feeling that it was a troubled project which the devs have attempted to rescue with a new direction. Either way, whether or not you think it is successful will depend largely on what you expect from Prey and Arkane in general. I personally think it’s deeply flawed, but also undeniably intriguing. I can’t recommend it outright, but I have found myself thinking about it far more than I anticipated.
Pretty easily given that Prey bombed because its budget outsized its audience.
Taking the name prey was idiotic. It serve no purposes otehr than alienating people.
Prey - Mooncrash is what a triple-A roguelike should be
Prey - Mooncrash is by far and away one of the most masterfully crafted pieces of DLC I’ve played. For the money - £12.99 / $19.99 - it’s easily one of the best experiences to come out of E3. Truly, if you’re a fan of Arkane’s unbeatable narrative design work in games like Dishonored, Mooncrash is unmissable.
The concerns around the DLC are warranted. How do you graft a roguelike structure to an immersive sim? It’s a question that Arkane answer with confidence. My worry was that Mooncrash was simply an attempt to turn Prey into a predator of more popular genres - what next, a battle royale mode? But no, my worries were more than mitigated during my first hour of play.
Mooncrash does not trade off any of the idiosyncratic traits Arkane is known for: humour, charm, and environmental storytelling litter the Pytheas Moonbase. You could spend hours in a single station reading terminals and many more tinkering with Prey's physics system. This is not a roguelike meant to be rushed through. Like a budding, Typhon-infested flower, Mooncrash blossoms as you spend more time with it, eventually resulting in a meaty game full of clever secrets.
Mooncrash puts you in the shoes of five different characters who are all dealing with the same problem. They’re stuck on the moon and aliens have taken over their place of work. Each character is unique - from a crestfallen test subject to the morally-grey cousin of the original game’s protagonist, Morgan Yu - and must deal with the challenges of the moon differently.
Yet, the rub is that you’re actually playing as a hacker called Peter, who is stuck in a satellite orbiting the base, using a virtual reality system to simulate the experiences of the five characters to understand how the place fell to ruin. He has his own stakes, being separated from his wife and child and at the will of his dubious employer, Kasma Corp.
The point of each gameplay loop is to escape the Moonbase, but it’s not that simple. You start off with a single actor, but when you unlock a second character, the simulation is kept running and you must escape with them too. You must then return to the Moonbase as the next individual and are stuck with whatever choices you made as the previous character - terminals you hacked or items you picked up during the initial escape carry over. Other static items carried over include Neuromods, fabrication recipes, and implants picked up during your runs.
Different characters are equipped with certain preordained items. These may offer a research-oriented experience with the Psychoscope, or aim to give you a more physical approach to your problems, such as the security officer’s shotgun. Each character has a foil, and you can mitigate their weaknesses by using points gained in the simulation to install implants, add weapons, or give them survival items.
The latter is crucial due to Mooncrash running with Survival Mode difficulty baked in. This means if you crash into a wall and suffer a haemorrhage, or fall ill to radiation in the Crew Annex, you must fix it with a particularly scarce item or face ruining your run, and losing your ability to jump or install Neuromods. Finding the fabrication plans for these pieces of kit are often the difference between life and death.
The tension is compounded further by the corruption meter. This gauge constantly ticks up and will warp the simulation as you spend more time in there. The result of high corruption is tougher enemies to beat, more environmental hazards, and the loss of poor Peter’s sanity if you stay too long.
This all feeds into the end goal of the DLC, which is to escape with all five characters in a single run. There are only five means of escape, so you must figure out how to manage this difficult task with pure intuition. This isn’t taking into account that each character has their own story objective - a voice-acted vignette that sits seamlessly within the roguelike simulation - grafting an emotional pull onto getting the hell out of dodge.
There are bountiful surprises hiding in Prey - Mooncrash, which truly make it an adventure to be experienced at your own pace - on with the storytelling chops of Prey itself - and not one to be blindly rushed through. Don’t let its roguelike label tell you otherwise.
it would've sold better if they named it Neuroshock.If they hadn't named it Prey, it would have sold even worse. Marketing was non-existent.
Pretty easily given that Prey bombed because its budget outsized its audience.
In my opinion Prey might have bombed because of the endless backtracking through the same few maps. Sure, SS2 did this the same at it's time, but times have changed and people expect more variation and not only samey gameplay in the same few maps over and over! Just notice how cool any CoD maps are looking for the few minutes that players blow through them...
If overhyped Dishonored didn't help Dishonored 2, no amount of Shock in the title would have helped it.it would've sold better if they named it Neuroshock.
it would've sold better if they named it Neuroshock.If they hadn't named it Prey, it would have sold even worse. Marketing was non-existent.
I'd say that Dishonored was more than similar enough even with obviously a different pool of inspirations and goals, but that's also allegedly done so past this year's Prst support idk what they can do next thst isn't either a new IP or Prey 2
So I spent the last few days replaying the base game after finishing Mooncrash, trying to get a Mooncrash "feel" by following the RoSoDude method of no quicksaves/savescumming, plus survival. And Mooncrash really draws attention to some of the balance issues in the original. Currently up to crew quarters (although I did life support/power plant/all the space stuff earlier than you normally do), and I have nearly all human skills upgraded, about 35 medkits, enough food that I never need to use the medkits, so many grenades I'm recycling most of them, and the three guns I mainly use (shot, Q-beam, stun) fully upgraded. And 100 or so of both mineral and synthetic meterials. The only time I've died in hours and hours was when I jumped into electrified water for some reason and when the first nightmare stepped on me after I ran up to it with a shotgun to stop it despawning as it's scripted to do. And I would have lived if I'd remembered to use slow-time. I admit I have meta-game knowledge, but still, replays shouldn't be so easy (they aren't in SS2)