PREY

PREY (2017)

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shortly after prey released, raphaƫl colantonio (founder of arkane) left the studio, his words more or less "i want to make games but i feel like i'm just making products". i empathize. prey, a crown jewel of the immersive sim genre and a fascinating combination of player freedom with tight writing and attention to detail, was a commercial failure. prey was strangled by bethesda who refused to ship review copies and who stapled the completely unrelated 'prey' title onto what is ostensibly a something shock game all in order to hold onto their precious trademark, a spoil of war from human head studios. the game was rigged from the start.

immersive sims are tough to design. you've got to create level design that isn't some last of us cutscene hallway--you've got to allow for all sorts of playstyles, approaches, theories, and strategies... especially when you give the player some very, very interesting tools such as the gloo gun, that which is a metroidvania sequence breaker in handheld form. immersive sims generally have tight narratives (or, at least, strong worldbuilding). prey does both, of course--it's always interesting to discover every little story nestled in every little corner aboard talos 1, the stage for prey's play. but like i said, they're tough to design... so most studios don't bother. and who can blame them when gamers too seem to reject the genre, dishonored 2 a commercial failure, deus ex mankind divided a commercial failure (and square enix's meddling, like bethesda, sure didn't help). no, no, we want more slop. we want more movie games. etc, etc

despite me thinking this deserving of a near perfect score, i'm bothered that i don't feel enthusiastic writing this. i guess i'm down harder than i realized about the current state of the games industry, the current state of triple a. what is it about these games that just don't click with gamers? are they too hard? immersive sims are interesting in that, if you don't know what you're doing or don't make an effort to really understand the game, you're going to find yourself loading a save far too often. prey is merciless in this regard, and i speak to experience. my first playthrough found me desperately scrounging for ammunition and barely surviving encounters with anything. four years later, forgetting near everything, i was suddenly doing so. much. better.

why? well, i started actually scrounging all the trash i could, for one. i stopped breaking down weapons into spare parts--there's more than enough of those around the station. i started REALLY using the hell out of that wrench (don't underestimate it. i used it to the very, very end). but the most important thing i did was using the analyzing helmet tool that researches enemies and offers you advice, strengths, and weaknesses. holy hell, why did i never even bother with that before? enemies i remember giving my hell last time were cakewalks on this run. lord, over halfway through the game i felt like space jesus, undefeated.

awkward transition but there's definitely some negative aspects that hold prey back from being absolutely perfect. art aside, the bugs (when and rarely they appear) are rough. bodies disappearing or clipping through the ground, glitched objectives, flickering lighting, and invisible fire all add up to a laundry list of annoyances... but if you're not going for 100%, you probably won't stumble over many. prey's got an incredible introduction and charges full speed ahead with its first act, but loses steam around halfway when the environments start drying up in creativity and everything starts feeling samey and boring. it's like playing half life's residue processing but for ten hours. and without spoiling, the endings are suuuuper anticlimactic and sloppily rushed through. worse, there's no real good combat payoff before then, either. i was geared up for war, man.

i think my favorite part about the game is that, despite playing through massive runs, i could still definitely see myself going back for thirds in a few years and playing just a little differently. with as many options, styles, and tools the game hands you, it's a little impossible for anything but maybe the same story growing dull. that's the magic of an immersive sim.