Review

Prey Review

  • First Released May 4, 2017
    released
  • PS4

Prey for mojo.

Update: The review text has been amended to reflect our experience with the Xbox One and PC versions of Prey. Please scroll to the bottom to find the updated content.

For a game so concerned with the perils of futurism, it's ironic that Prey feels like it's trapped in the past. With the Dishonored series, developer Arkane Studios has become torchbearer of the Looking Glass legacy, crafting so-called "immersive sims" from the building blocks of System Shock and its various progenitors. The frameworks of these games are just as formative to the design of Prey, but while the Dishonored titles take ideas underpinning the genre and push them forward, Prey's humdrum execution of these fundamentals leaves it feeling stuck in time.

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Set in the year 2032, Prey casts the player as Morgan Yu, a scientist that finds herself--or himself--trapped on Talos I, a space station overrun by a race of highly intelligent aliens called the Typhon. Morgan was involved in the creation of Neuromods, a technology derived from the Typhon that allows humans to augment their abilities. She was also the primary test subject for them, hot-swapping Neuromods in and out of her brain with reckless abandon. During the removal process, the memory of a user is rolled back to its pre-installation state, and since the game begins shortly after some mods are ripped out of her brain, Morgan--and by proxy, the player--starts as an amnesiac.

Prey's opening is its most memorable part, largely due to its own "Would you kindly" moment, and the promise of what it could mean. In the ending of Irrational's BioShock, the revelation surrounding this phrase re-contextualises the events of the entire game to deliver a commentary on player agency. Prey subverts this with an early game twist that lays the groundwork for players to scrutinise their agency in the moment, to question the motivations of characters as they appear, and re-evaluate the impact they're having throughout. It's an opportunity to tell a twisting, paranoia-fuelled story that forces you to second-guess your own character. But sadly, that opportunity is largely wasted. Prey quickly loosens its grip on this narrative thread, allowing it to drift into the background in favour of environmental storytelling that shifts the focus to Talos I itself.

With its fusion of art-deco stylings and utilitarian design, Talos I is initially very striking. It has the deep red furnishings and gleaming gold frame of a baroque hotel but this is abstracted against the blackness of space, visible through giant glass windows. Together with the luminescent blue computer screens and neon stylings of other futuristic technology, Talos I has a distinct visual identity, but it's one that grows tiresome.

Video game worlds are often designed on the same principles as amusement parks, with zones supporting unique themes for variety. Talos I, however, maintains a consistent aesthetic throughout its various areas, breaking the uniformity of its visual design only for the Arboretum, where lush vegetation, towering trees, and snaking vines are entangled with cold space station architecture. Otherwise, the place is comprised of typical living quarters, office areas, and an abundance of science labs in various states of disarray. Logically, the lack of variety makes sense--it's an installation designed to house people that do science, not a funfair. Nevertheless, the lack of variety provides little incentive to stop and admire your surroundings beyond the initial few hours.

Good immersive sims--like BioShock and Dishonored 2--weave stories into their environments. In Prey, however, those stories are limited to either "people were here, Typhon appeared, killed everyone, knocked over furniture, and blew holes in things" or "Typhon were being experimented on here, they got out, knocked over furniture, and destroyed all the expensive science stuff." A space station ruined by a catastrophic event and the hubris of its leaders is evocative in itself, but this is just the outline of events, and without more color Prey's world reveals itself to be vapid and lacking in depth.

Smaller tales involving the people stationed on Talos I can be found by reading emails at computer terminals, and although they provide a little more to latch onto, by and large it's all similarly forgettable. Emails are mostly the kind of thing you'd expect a bunch of coworkers to be contacting each other about: complaining about colleagues, reminding each other about best practices in the workplace, or explaining why that door you really need to get through is locked.

Hidden amongst all the emails and loose papers strewn around environments is the occasional meaningful exchange--like a group arranging a Dungeons & Dragons game complete with character build sheets, a multi-part treasure hunt, details of shifts in Morgan's personality during the Neuromod testing, or theories on the strange abilities the Typhon exhibit. Again, these are effective in creating a sense that Talos I was a real, functioning place where people worked and lived together, but the abundance of mundane notes makes reading them a chore, and overall they feel like filler for an overarching narrative that's stretched thin.

A key part of Prey's story involves presenting conflicting evidence about Morgan's personality before the memory loss, specifically her intent for Talos I and her contingency for a Typhon outbreak. The game wants you to define your Morgan by completing select side-quests that require moral decisions. However, it only serves up a handful of these moments and they come in the form of uninspired missions for characters who seem like distractions from the main narrative instead of pivotal figures in the outcome of the story. Prey makes an honest effort of raising the profile of these people, but it happens late in the game, and when all's said and done, the characters still felt disposable. There's a restraint to Prey that creates a disquieting quality in Talos I, but when this philosophy is extended to its characters, it just makes them fade away.

Prey does occasionally deliver an engaging mission ... but they're few and far between

Who can be blamed for wanting to ignore that guy that asks you to go out of your way to fetch a personal artefact? Or that lady who needs you to expend precious resources battling Typhon to grab her medicine? It turns out, however, these menial tasks are critical to the ending. And when the game laid out the unexpected way it all tied together, the revelation didn't feel earned. Prey does occasionally deliver an engaging mission, such as a hunt for an escaped convict, but they're few and far between, and often end very anticlimactically.

Prey's gameplay experience fares better, but it's uneven and, at times, its systems feel at odds with itself. With limited access to weapons and special abilities, much of the early game feels like a slog. The Typhon are abundant and soak up damage, so you're dumping ammunition into them while they chip away at your health, and then struggling to stay alive since resources are scarce. It feels like the worst parts of survival horror: a punishing war of attrition, but without the cycle of tension and release that makes it enjoyable. This becomes pronounced when you consider that Mimics, the most prevalent type of Typhon enemy in the early stages, have a tendency of appearing in blind spots and catching you off guard.

This aspect of the game is simultaneously exhilarating and infuriating. The Mimics are small, highly mobile creatures that have the ability to shapeshift into innocuous objects around them. This means that you can walk into a room and be completely unaware that a Mimic waits just a few feet away, disguised as a cup or a trash can. While this was effective in creating tension, it also detracted from exploration; I wasn't soaking in the atmosphere as much as I was painstakingly scouring it to get that Mimic before it chipped away at my health, forcing me to use precious healing items. And when I took on a Mimic, the lethargic controls of gunplay coupled with a small, black Mimic darting around the floor of a dimly lit room and leaping off walls made me feel like Mr. Bean.

There are methods to uncover a Mimic before it strikes, most notably by scanning environments using the Psychoscope, but having to put it on every time you enter a room becomes tiresome. The scanner is better suited for rooting out a Mimic once it has revealed itself and skittered away to hide again.

Mimics are eventually joined by Phantoms, which are the result of Typhon reanimating dead human bodies. These wraith-like creatures patrol Talos I and, given their ample health pool, are difficult to bring down early on. They're not particularly interesting to fight since they just close the gap and physically attack you, and they eat up a whole load of resources to successfully vanquish. This enemy type becomes more interesting as elemental variants are introduced, as they can limit the weapons you use, split into multiple attackers, or set the environment on fire. However, for a significant amount of the game, Prey never afforded me the freedom to approach combat how I wanted--it forced me to play conservatively. The scarcity of health packs and ammunition meant that it was in my best interest to sneak by enemies, which was fine most of the time, but became frustrating in situations where they were swarming around an objective.

click image to view in full screen
click image to view in full screen

As the game progresses, Neuromods become more abundant, which in turn means you can unlock abilities that level the playing field somewhat. This is when Prey's combat opens up, and while it doesn't provide as much room for creativity as Dishonored 2, weapon and ability combinations develop a satisfying synergy. The GLOO Cannon, for example, can be used to fire a foam that hardens and immobilizes enemies, at which point a Kinetic Blast can shatter them into pieces. Other powers can compel enemies to fight alongside you for a short period of time, or teleport short distances to get the jump on targets. As newer foes are introduced, it becomes imperative to use the Psychoscope--a helmet with a scanner attached--to research the Typhon and reveal their individual weaknesses, while also unearthing more abilities to unlock.

The downside of using alien powers is that the the turrets littered around Talos I identify you as being part Typhon and open fire. Again, early on this feels like punishment for exploring the more interesting wrinkles of combat, but over time, turrets become less of an issue as they can be hacked or easily destroyed. In its latter stages, Prey's combat feels varied and strategic.

As you venture deeper into Talos I, you'll find Recyclers and Fabricators. You can use these to break down and reassemble junk into useful items ranging from weaponry and Neuromod upgrades to turrets and med packs. Having these went a long way in alleviating the pressures of resource scarcity and empowered me to really approach combat and exploration how I wanted. I could go into any scenario feeling like I had a decent shot of defeating the Typhon and achieving my objective.

Neuromods can also be used to solve some of Prey's puzzles, though these are often based around simply figuring out how to gain entry into inaccessible locations. In most cases these areas are designed to allow a degree of freedom of approach. Typically, the options are obvious: if you don't have a keycard, you can hack the lock, look for a vent to crawl through, or use brawn to move an obstruction. One of the more creative ways to overcome an obstacle is to grab a small object like a cup, use Mimic Matter to turn into it, and slip through small openings. Of course, your approach is dictated by the upgrades you've unlocked, so if you've developed Morgan using a specific ability path instead of diversifying ability upgrades, you may find you're regularly approaching these puzzles in the same way.

While not challenging, these puzzles shine a spotlight on the layout of Talos I. On a small scale, the looping vents, multi-layered rooms, and gravity lifts (which act as arteries throughout the station) show consideration has been given to the physical construction of Talos I. The GLOO Cannon is particularly effective in showing how Prey's environments can fold in on themselves. Its foam hardens when fired at walls, allowing Morgan to use it as a makeshift platform. This makes it possible to circumvent the obvious path in favour of a more diverse approach, highlighting the thoughtful level design.

Where Talos I really shines, however, is when you leave the station entirely, entering space to marvel at it from the outside--which you can do by unlocking specific doors in each area. It's truly fascinating to see how all the pieces fit together and find the alternative entry points into the different parts of the station. Floating through the guts of Talos I really hammered home the scale of the space station. And sandwiched between the hulking construct and the deep, dark infiniteness of space, I felt overcome with a feeling of insignificance. The mixture of cosmic noise and the distant warbles of Typhon floating around, meanwhile, created a strange calm in me; Prey's space exploration was unexpectedly affecting.

Unfortunately, I encountered a number of technical issues with Prey in my playthrough, the most severe of which prevented quest progression entirely. These had to be resolved by loading an earlier save, which meant losing some progress. I also had enemies clip through walls multiple times, the worst occasion being an electricity-imbued Phantom right next to a gravity lift. Its elemental power disrupted the lift and prevented me from using it. Prey also suffers from lengthy loading times when moving between areas, which becomes particularly noticeable when completing side-quests, as they often ask you to dart back and forth between multiple locations.

Another major bugbear is the audio mixing. Prey has the most aggressive and abrasive sound design that I have heard in quite some time. The appearance of a Mimic, for example, is accompanied by an ear-piercing shrill, and since you're often not looking at the Mimic when it appears, the sound feels awkwardly timed and annoying. The soundtrack, meanwhile, is buried under what sounds like a warehouse full of fax machines and dial-up modems all powering up at the same time. Couple that with multiple characters delivering their dialogue in unison and it's pure, maddening, auditory chaos.

Prey's technical issues are also present on the Xbox One. This version features lengthy load times when moving between areas and small hitches when entering new rooms in the current area. Combat feels similarly sluggish and imprecise, though this is remedied in the PC version thanks to the mouse control option. The PC also has the shortest load times, lasting roughly 10-15 seconds when transitioning between many of the early areas, compared to over a minute on both console versions. If you have the option, the PC version is the one to play.

Prey is a game of uneven pacing and uninteresting characters. It opens with a poignant, thought-provoking premise, but fails to follow through until the end, when it claims a revelation it doesn't quite earn. Its gameplay falters out of the gate, eventually maturing into something worthwhile, if a bit familiar. As an homage to System Shock it's competent and at times even enjoyable. However, Prey fails to distinguish itself, and next to immersive sim contemporaries such as Dishonored, it feels stagnant.

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The Good

  • Talos I's structure and design is thoughtfully crafted
  • Combat becomes satisfying and rewarding
  • Space sections are a nice change of pace

The Bad

  • Story feels thin
  • Lack of memorable characters
  • Early game is a grind
  • Obnoxious audio design
  • Quests are mostly uninspired

About the Author

Tamoor played Prey for 40 hours. At least 10 of those were spent rolling around Talos I as a coffee cup.
622 Comments  RefreshSorted By 
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Alexander2cents

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I wish we got Prey 2 instead of this.

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e2ec

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Edited By e2ec

I totally agree with 6. At least with ps4 the game were too difficult in many ways and got too many places where to get totally stuck (e.g. Deep Storage and Power Plant) which took easily too much time to resolve the way out. Also the beginning of game with plenty of ammo, medkits, armor etc. when encountering heavy enemies was quite a struggle.

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MARSDUDE

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A 6? Playing this on PC and it's one of the best games I've played this year, alongside Zelda, Mario Odyssey, Mario+Rabbids and Wolfenstein 2.

9 • 
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JesusJones1024

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This was the most well written review I've come across in a long while.

3 • 
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Glic2K

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Just started over again, playing on the hard setting this time. It's amazing how much stuff I missed on my first playthrough. It feels like I'm playing the levels in a completely different order this time. Especially in the early game, there's actually a surprising amount of flexibility and freedom in exploring early on. I can't believe the reviewer called it a "grind"; there are so many great moments in the early game, both in the details of the story and also learning all the game's unique mechanics.

The first playthrough I got stuck at a locked door in the maintenance tunnels; on my second run, I discovered three different ways to get past that same spot. It just gets better and more rewarding the more I play.

There are so many clever little details all over the environment, and so many ways to approach the obstacles and enemies. Enemies that seemed almost unbeatable on my first run, I'm now killing with a wrench. Soak up all the details and information around you and the game gets so much better (and easier). It rewards you for paying attention and getting immersed in it.

5 • 
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Glic2K

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Just finished the game last night. Wow, this review could not be more wrong. This game is an absolute masterpiece. Everything about this game just drew me further into its world. Even the audio was fantastic; it's full of subtle clues that help to convey the level of danger in a way that really helps the gameplay. If you think the "story is thin," take a look at the video Extra Credits did on the subject; it's clear a lot of thought and care went into Prey's premise.

If this game had been called System Shock 3, I would not have been disappointed*. It's that good.

*I mean, if it had Shodan - that's all it's missing.

6 • 
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redV

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Edited By redV

this game is 6, why man ? Fair ?? Oh good Lord, forgive his sins !

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Eidolon

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I have to disagree strongly. The verdict "fair" is not fair. I am an old player, played System Shock before the Intel Pentium Age, played System Shock 2 and Bioshock (1, 2 and Infinite). In my opinion the greatest games ever are System Shock and Bioshock and they are certainly hard to compete. I have been playing Prey for more than ten hours now on my PS4 (Pro) and it is a really good game, a very good game. Of course it is not as new as System Shock or Bioshock have been back then, but I am completely sucked in. I give it a 9 (out of 10). I also liked Dishonored (1 and 2) very much. Prey is a game you can play several times and it will never be the same. If we give games like Prey a bad rating the gaming industry will produce more straightforward games like Doom or Quake (single player). Nice games but normaly played only once. Prey is complex, you need a brain to play it not just your fingers. I understand that some players will be frustrated, but that's a feature not a flaw.

6 • 
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Yams1980

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just finished this game, really boring. Its a keycard finding game, reminds me of wolfenstein 3d, gotta find the keys for those doors guy, we will run around lost like its 1993... its fun backtrailing all over the place looking for keycards... and i love how enemies just magically reappear and waste more of your resources to kill them all over again.

If people actually liked this game, i find your patience for the repetitive and clunky very inspiring and you have a strong will thats for sure, because i did manage to finish this game, but i had to force myself through the game. Far, far too much backtrailing and item grinding for resources, a time sink and not a fun one.

I was hoping for something big to happen in the game, nothing ever did. I wanted to escape the crap station and land on earth and start turning humans into aliens. But you have no freedom in this game, your stuck in a little cage, backtrailing and looking for keycards. is that fun? If you find a live human in the game and attack them, their AI response is non existant, they don't respond in any meaningful way. At one point i threw a box at a guy, instead of him just saying something like, "hey man wtf". What happened was he started shooting at me and so did every single human on the ship... for throwing a box at them.. yep... great AI this game has, really realistic in 2017.

The game lacks interaction, you have brief audio communication with some people on the ship. But it needed more, it needed more people to talk to in game, and more random events to happen. You should have had lots of encounters with aliens attacking humans in different ways. Instead we mostly only see dead people on the ground and never see the aliens killing the humans. I would have loved to see almost everyone alive on the ship but running around getting mauled down from the aliens and giving me the chance to save them and then being able to talk to them and force them to help me or face my own judgement on them. The game misses out on so much possibility with this. You need to have a connection with people on the ship, you get very little of that other than reading random emails off the peoples computers.

3 • 
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MARSDUDE

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Edited By MARSDUDE

@Yams1980: It's meant to be a System Shock/BioShock-style game. What you wanted sounds like something completely different.

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R4gn4r0k

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Is this review a joke ? When is the real review coming ?

Serious question.

This game reaches the greats like Half Life, Bioshock or Dishonored.

10 • 
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scymitar

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Edited By scymitar

I for one think the review was fair and it seems I am among the few to think that. First of all, it's an inconsistent experience. In some areas, enemies respawn if you re-enter said areas within a couple of minutes, while in others they never do at all. It's also quite disorienting. By default it marks every single objective as active BUT DOES NOT show what they are in the HUD unless you're 100m or closer to them. Consequently, unless you go through the tedious check/uncheck objective routine, you'll have trouble knowing where you're supposed to go. To make matters worse, many keycards and/or codes needed are scattered in the most hidden places, leaving you to spend a great part of the time looking for them, while having to battle some of the enemies that respawn over and over again in certain areas, all the while scrambling to stretch your very limited supplies as much as possible. There's not much in the way of protection either. Your suit feels rather useless in that regard, it feels more like a rag that does almost nothing to protect you. That's not all. The weapons are only mildly effective against anything larger than a basic mimic, thus you may often find you simply don't have enough ammo to survive an encounter with multiple enemies. Probably the absolute worst part are the glitches. NPCs turn hostile for reasons unknown, preventing mission progress, while dead NPCs carrying mission-critical items turn up missing. Also, in some areas, you simply take an amount of damage when entering, for reasons unknown, or when switching your weapon. The latest patch didn't fix the issues completely, instead it just reduced the likelihood of them occurring.
Also I would like to point out that the graphics felt dissapointingly dated, even with everything maxed out. Textures not loading properly or loading with a huge delay did not help the experience either. Although, I can imagine they had to chop up the graphics engine in such a way that AMD cards can handle it properly, after all you see the large AMD logo every time you start the game.
As it is, i'd give this game a 6 for the story (the story is the only thing that kept me going) but that's about all.

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likeflint

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Wow, this review was way off the mark. As others have mentioned it almost seems a little suspect... especially compared to other reviews around the Internet. What, is the reviewer taking revenge on Bethesda not floating him some "perks". Hopefully not, but either way the review is waaaay off and the critiques provided as evidence are pulled out of thin air for the most part. Thank God for games like Prey or we would get another FPS multiplayer snooze fest with no campaign or a joke campaign. Or the 60th iteration of call of duty.

As a single player experience this game really took me somewhere new. I loved the MetroidVania elements and how it built on some of the best parts of BioShock. I want to see more Single player exploration games like this. The quality was nothing less than I'd

expect from Bethesda, and I loved every minute of it. This is one of those games that may not be doing anything especially new but it does what it does incredibly well. I get so sick of how games dispense with a good solid bedrock of fun mechanics and gameplay, and instead feed us a bunch of gimmicks that get old after a few hours. If you are the type of person who games alone and are looking for a great summer game, this is the one!

8 • 
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--Anna--

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Bad reviewer...Good game.

13 • 
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Holy-HF

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Edited By Holy-HF

Bahahahaha, what's wrong? Did Bethesda not pay you guys for this review so that's why you're giving it a 6? Jesus christ

9 • 
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sbaltys

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Seems a little harsh.

4 • 
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Ezioprez9709

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Surprised that Gamespot didn't run a competition for this game. Remember that time when they did a giveaway for a certain game and then gave it a 4/10? Brilliant.

A six isn't a bad score by any means, it's above average. That's fine, but what's with all the damn promotions? I understand that commercials and advertisements help the developers and the site itself, but why so many? At this rate Destiny spam will start coming back.

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mogan

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mogan  Moderator

@Ezioprez9709: Six isn't better than average, it's just above the median for Gamespot's review scale.

2 • 
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HowlingFantod

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I feel obliged to chime in here and say that I think a review of 6 is pretty far from the mark. I realize it's all very subjective, but I have a hard time seeing this game as 'fair' in any way. I think it's one of the most inspired, dynamic, and interesting games I've played in a very long time. It's not perfect, but it's very far from 'fair.' I mean that it a good way; this game is excellent.

7 • 
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RaveNRolla

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i just started my 2nd playthrough on Nightmare with Typhon powers only. Now i can manage having only 100 hp (even on Nightmare there's nothing that one-shots you, but yes i die more frequently because even mimics do massive damage) and 100 psi. But what's killing me at the moment is that i can't expand my inventory on this playthrough. Running back and forth to the nearest recycler all the time. In theory you could say you'd only carry your most important weapons, yet in practise this doesn't work. i need the gloo gun, because exploration is even more important on this playthrough (no 20% extra recycling yield) and it really helps with those dodgy mimics and phantoms too. i need both the pistol (long range dmg) and shotgun (heavy dmg and knockdown). the wrench is also very important to conserve ammo (though i'm not 100% sure this is necessary because you get the plans to craft ammo pretty early on). then there is the boltcaster, which is essential in opening certain doors/door-opening utilities of computers (psychotronics morgue and armory for example) but for the rest of the time just takes up inventory space. since it's very easy to make (only 2 parts i think) i could just throw it away after using it or store it somewhere. the only cut i made so far is the q-beam which i never really used on my 1st playthrough either. other than that inventory management is the real horror on this playthrough.

If i would know the game inside out i think it would be a lot easier, because weapons appear along the way all the time and if i would know i could drop my gloo gun here because before i need it again there will be another in that area where i need it i could save a lot of space.

other than that Nightmare difficulty hits hard. i love it.

2 • 
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iamreadingboobs

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One of the best single player game I have played in years, equal or better than Dishonored. Stupid gamespot giving good games bad score to make them feel better about themselves. Bethsoft knows Gamespot is stupid so they barred reviewer from releasing rating before release. I only look at gamespot rating as reference but never trust it, I trust Metacritic instead.

6 • 
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deactivated-5b2c8e0382c99

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@iamreadingboobs: Sorry for saying I'll have what you're smoking. That was a douche move.

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deactivated-5b2c8e0382c99

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@iamreadingboobs: Umm... no. Equal or better than Dishonered? Lol. I'll have whatever you're smoking. The story isn't interesting. The combat feels weak. The creatures are more frustrating than fun to kill and the graphics look outdated. GameSpot was dead on with this review. They may have even rated it too high. This game is more of a 5.

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SJGSpook

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@frosty988: You just blow. The enemies are not frustrating at all. Millennial trash.

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D3V1LD0G666

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Edited By D3V1LD0G666

@SJGSpook: Probablly a Liberal Snowflake too, go eat some Tide pods Millennial Bitch @frosty988

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deactivated-5b2c8e0382c99

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@SJGSpook: Also, why do people get so mad when you don't like what they like? I didn't tell this guy he couldn't or shouldn't like the game. Yeah, I said I want some of what he's smoking. I'll admit that was a douche thing to say, and I'm sorry @iamreadingboobs. More power to him for liking it, but I felt he was wrong in saying it was comparable to Dishonored. Does that mean I'm right? No. It just means I disagree. Give me a better defense than, "You just blow." Tell me why you think I'm wrong. I gave that guy a list. Do the same to me. I would respond a lot better to you if you had backed up your reasoning for why you think I'm wrong. You just go straight to name calling though. Change your fucking tampon.

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deactivated-5b2c8e0382c99

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@SJGSpook: Umm... excuse me? Calling me millennial trash? And how old are you? This isn't a question of gaming skills. I'm not lacking there by any means. This just isn't a good game. That's all there is to it.

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HckyTwn

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Edited By HckyTwn

I agree with many of the gamers below, this score is way off the mark. It's clearly not a 6/10 game. Gotta wonder what Gamespot is playing at here.

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snogglethorpe

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The review author seems to have played some other game by mistake, because his take on Prey is bizarrely off-base. Prey is one of the most subtle and well-crafted games in a long time, way, way better than most games in recent memory, and just an amazingly immersive and affecting experience. [Ok, maybe BOTW is better.]

Really Gamespot, you gotta make sure your reviewers at least play the right game!

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Mathandr

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After playing this game for a solid week I must say that this score HAS to be retaliation towards Bethesda's review policy. I am enjoying it way more than I did Dishonored or Rage. I said it before and I will say it again, it is Bethesda's decision how to control their content. If a reviewer decides to rush through a game and give it a poor score out of some sort of revenge, well that gives me a lot more reason to think that Gamespot reviews are too biased to trust than it gives me reason not to trust Bethesda.

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visua

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@mathandr: agreed, this game is definitely better and longer than Rage and Dishonored 2. It's also much better than bioshock (I liked but no stealth gameplay) and Deus EX. The original Dishonored holds it's own though. I want to see another Prey game by the same team.

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RaveNRolla

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@mathandr: it's an opinion after all. he's got some valid points from his perpective and in no way does he bash the game. Also a "6" is not a poor score either. people just have different tastes and that's alright. i'm enjoying the game like you do too. i definitely like dishonored 2 better than Prey, but i would score Prey a 7 (which is a good score and yet only 1 score higher that this supposedly low score of the reviewer), as i find the setting, the heavy exploration aspect and the game mechanics (recycling, crafting, etc.) very much to my liking. the gameplay itself, or for the most part the combat gameplay feels a bit off to me but not nearly so bad that i wanna put it down.

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Mathandr

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Edited By Mathandr

@RaveNRolla: I am just comparing it to the 9 the original Dishonored got, the 7 Rage got, and let's throw in the 8 that Strafe got... objectively comparing the games a 6 is definitely a weak score. 60% is basically a failing grade in most real world cases. Couple that with the articles that came out by reviewers bashing Bethesda for their new policies, the narrative seems pretty cut and dry. That said, maybe this IS an objective opinion. I could just be acting the paranoid stoner :P Either way I hope my second opinion helps someone who is on the fence after reading this review.

This is my main reason for feeling this score is disingenuous: http://kotaku.com/prey-shows-that-bethesdas-review-policy-is-even-bad-for-1795064470

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RaveNRolla

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Edited By RaveNRolla

I came for the Survival Horror and stayed for the music.

Niiice soundtrack!

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Gelugon_baat

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Edited By Gelugon_baat

If you seem to like the kind of gameplay in Prey because it looks Shock-y but have yet to play the game, you might as well just wait for the System Shock remake.

Don't be a junkie. Else, you might just cause the Shock genre to turn out the way the modern military shooter and tower defense genres did.

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Eldeorn

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I dont agree with this score. In the genre it is, it's a good game. It may not be that inventive, but does it really have to be? The reviewer obviously doesnt have a clue and fail to see the qualities of this game. Mass Effect Andromeda was a 6. This is an 8.

I enjoy it alot so far. If you like system shock, deus ex (the first), bioshock and similar games, this is a good one too. They obviously "got it" when it comes to understanding what this genre is about.

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spikex8

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I do not respect your opinion, and disagree.

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kingnothing47

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I respect your opinion, but I have to disagree. I would definitely say it deserves at least an 8.5 based on the merits of its design. I find the setting to be absolutely gripping, of the 29 hours I spent in my playthrough almost all of those came from just exploring at my own pace. I loved that the station was mostly opened up to me barring the main questline, and I religiously sought out all the dead employee because I sincerely enjoyed discovering their fates. The enemies were varied and satisfying to purge from an area, but the scarcity of ammunition towards the endgame made them intimidating once more. The sound design was excellent, and added to the already thick tension in most of the game's areas. I will agree with you that the plot is not unique or notably different than that of SS2, Bioshock, or the like. It's very similar in its overall premise, the moral and ethical dilemmas of pushing humanity "forward", and the aftereffects of said push. Having said that I found Prey to be very sincere and authentic in its delivery, so while the overall story might be hackneyed, it had strong delivery and a believable world. I really would recommend that scifi, horror, and fans of strong single player story games check our Prey. It ticks all the right boxes, and greatly impressed me with what it had to offer

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robertoenrique

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@kingnothing47: I agree with you 100%. Just finished the game and I'm feeling a bit nostalgic. People honestly buy this game, you wont regret it!

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JesterOfBass

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Honestly I'm not entirely sure how to feel just yet. I got it at launch and so far have played it twice, totaling about 4 hours or so.

While exploration is enjoyable enough, there's really nothing about it that screams HEY YOU HAVE AN HOUR TO SPARE. PLAY ME.

I'm sure I'll get around to finishing it eventually, but I'm not tripping over myself to do so. And if the rest of the game retains that stagnant feel then a 6 is probably fair.

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RaveNRolla

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@jesterofbass: it's definitely not the kind of game you can play when you just have an hour. it takes me almost an hour to thoroughly rearrange my inventory ;)

i'm hoping to finish it this friday when i have the whole evening to play. i'm at 33 hrs currently.

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JesterOfBass

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@RaveNRolla: Agreed on the inventory. I think I spent at least an hour just picking up junk and recycling it lol

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KerenskyTheRed

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This fits the trend of Gamespot panning a game I actually enjoy.

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