Safav Hamon
Self-Ejected
- Joined
- May 15, 2018
- Messages
- 2,141
Mechanically it was exactly what you would expect from Prey, a first-person shooter, married with what you would expect from Obsidian, a role-playing game. There was to be a big hub where you could interact with all sorts of different people, for example. On the surface it sounds a lot like where Human Head was going with Prey 2 - be a bounty hunter on an open alien planet and improve powers and gadgets along the way - but Obsidian was apparently never told much about that game. "[Bethesda] were very close-lipped about what was going on with Human Head," Feargus Urquhart, studio co-owner and CEO, says. "They had a specific 'what they wanted the game to be' - I don't actually know if that was what Human Head was working on or not."
The pitch Obsidian worked up had a lot to do with dealing with different aliens. "Usually in sci-fi games we humanise - we interpret aliens from how they would react if they were human - so we design a lot of aliens as humans in suits," Urquhart says. "What was important was having the aliens not just be aliens in suits. They have completely different desirous wants and needs, they react to different things they see, and they see things in different ways. How could we have aliens in this world really feel alien?"
There was also going to be Parkour, jetpacks and grappling hooks - mechanics "to try and take the shooter into three dimensions", Parker says. "Since it was sci-fi we really wanted to play with vertical space."
But the Prey 2 pitch didn't go anywhere. "Bethesda talked to us about the opportunity, they never promised anything," Urquhart says. Perhaps two years after buying Arkane, Bethesda had Arkane Austin in mind for the game. Whatever went down, what Arkane eventually made bared no resemblance to what Obsidian had in mind.
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