Prey Review
- Title: Prey
- Publisher: 2K Games
- Developer: Human Head Studios
- System: PC (360)
Instead of the protagonist's racial background being a footnote, or something you only find in the manual, Human Head brings a version of Native American spirituality to the fore by tying it directly into gameplay elements. Tough-guy Tommy doesn't believe in 'that crap' when the game starts, but soon enough he's leaving his body to walk about as a being of pure spirit (which comes in mighty handy around auto-turrets). This 'out of body' experience means that, for all intents and purposes, Tommy can't die. When you do deplete your health bar, instead of reloading the game you're taken to a grim-looking plateau and given the chance to fight for your life. Your spirit-bow is quite adept at taking out the bad spirits surrounding the place, and every one you destroy returns a little health or spirit energy. After a set time span, you're sucked back down and out into the living world to face your foes again. It was great not having to worry about saving and reloading, but after the third or fourth time the simple shoot-the-spirits game got a little old. It would have been great if the spirit world had become a tougher place further into the game. And while the occasional chat with your dead grandfather was enjoyable from a plot perspective, the lack of gameyness to your trips into ancient New Mexico disappointed. The designers took us on an in-game spiritual journey, but there was very little to actually 'do' as that journey progressed.
While there are spirits in the game, most of the shiny comes from alien technology. Portals are a great tweak to time and space, and already look like they're going to be a permanent fixture in FPS gaming. Opponents and some simple switches can throw open oval passageways to 'someplace else'. Not just a loading gimmick or gag, the portals physically link areas that are otherwise inaccessible. Early in the game they do a bit of showing off by walking you past a glass box with a small rock in it. You're left wondering what exactly it is, as it has no obvious purpose. Just a few moments later, though, you're stepping through a portal onto a rocky spheroid inside a glassy enclosure. It's a cheap trick, but effective at getting across the technology's potential. The gravity flipping trick is a more straightforward puzzle element, requiring you to alternate the orientation of 'down' in order to gain access to various surfaces in a room. In most cases it's fairly simple to see what's going on, but there are several great Escher-esque moments that require you to exercise your three dimensional thinking skills. The 'undying protagonist', gravity-flipping, and already adopted-portals are all great gimmicks, and I find myself actually hoping that I'll be seeing copycat game mechanics in future FPS titles.Unfortunately, the overall vision of the game falls somewhat short of the greatness it was striving for. The techno-organic (read: drawn on a trapper-keeper) motif that your surroundings and enemies display begins to look exactly like every other game made with the Doom 3 engine after you've killed your tenth identical bad guy. So far, every game we've seen made with this technology have been visually arresting, but more or less artistically bankrupt. Prey, at least, takes the gooey look to its fullest; many of your weapons are actually alive, and some were formerly pieces of enemies. As you're walking along, your weapon might hiss at you menacingly. This little touch is so clever and appreciated that it makes the boring sameness of the enemies and corridors that much more drab.
Even more frustrating is the ease with which most veteran FPS players will complete this title on 'Regular' mode. There's a solid fifteen hours or so of gameplay here, but for the first half of the game you're probably going to find yourself trying to remember what the spirit world looks like. The second half is more challenging, but only at a level the first half should have ramped up to. That said, I would far and away rather games be too easy than too hard; it's a lot of fun to finish a game and I think a lot of modern titles don't keep that in mind when gauging difficulty. The challenge level felt as though they were purposefully teaching you as you went; the integration of new elements into your knowledge of the game world was accomplished at a brisk but digestible pace. Just the same, once the game really got rocking I found myself hoping for more intelligent baddies to fight; not every bad guy can be from F.E.A.R., I guess.Visually, Prey acquits itself well against its contemporaries. The Doom 3 engine is still a solid platform to wrap a game around, and the dark-n-moody atmosphere it fosters was fairly appropriate considering the setting. The 'generic alien squishiness' did get old after a while, though. Even more annoyingly, the alien designs felt uninspired on first brush and just kept hanging around throughout the game. There just aren't that many types of baddies to face in this title. While I'm not looking for a menagerie to start hunting me down, I would have liked a little more variety; the ground-level grunt was particularly boring. The spiritual children, at least, were interesting from a background standpoint. Encountered in a few choice areas, their creepy appearance and haunting laughter was one of the few genuine chill-inducing elements of the game. Aurally, there wasn't much beyond those laughing children to look forward to. Forgettable music and fairly standard moans and groans from your enemies dog your steps through the game. Weapons sounds were serviceable; while not anything amazing, they did lend a passable feeling of weight and power to your arsenal. My favorite audio element was actually the occasionally overheard snippets of radio broadcasts from Earth. Quiet moments could be spent preparing for your next run by listening to (real-life radio host) Art Bell receive calls from bewildered humans experiencing the alien invasion on the ground. The only real humour in the game, the vignettes were well written and produced, and well worth the time it took to listen.
Prey, with its retro-inspired corridor shooting and tired alien antagonists, could have fallen victim to retread gameplay and genre boredom. Instead, Human Head has managed to lift the simple shooter out of mundanity by give us some new things to see and do while we're mowing down generic baddies. A serviceable plot and a spiritual twist, on top of new-tech portals and gravity flipping, is just enough to make everything old seem somehow a little bit new. The 'classic' shooter is something I'm starting to get tired of, but with Prey at least one more title has made aiming and shooting fun enough to recommend. If you're a fan of the FPS genre, especially the early work of id software, you're going to have fun with the new toys given to us by Human Head Studios.
I personally prefer humorous violence. For example : WORMS!!!
What ever happened to Co-op mode? That available back in the days of Quake and DN3 and was hugely popular. It was fun battling the computer with a buddy. Then for some reason it just vanished from most titles. I say bring back co-op mode and breathe a little life back in this tired genre.
http://religiousfreaks.com/From the summary: They are a combination table-top gaming and computer gaming studio, and their completion of Prey some nine years after it was first shown to the gaming press is nothing short of extraordinary.
SWG was developed in that time frame...granted, it sucked - but still, it was a persistent, complex MMORPG. It takes 9 years to develop a first person shooter? Really??
Do you have spiritual powers that allow you to see in the dark. Or do we have to download a duct-tape mod?
Abaddon: An Xbox 360 Indie game
I loved the "It's so dark, I feel like I'm doomed." :)
Much better than Doom 3, [...]
Off course. Carmacks' strength lies in designing game engines and renderers, not games. Most of ID's profits are made up of licencing engine technology to companies that know how to make games rather than the engines.
Prey was fun to play. It would have been much much better if there was some variation. Those aliens visited various planets to harvest, but nothing of the alien planets were encountered in the games. It's was the same bio-tech space ship every level.
Another things that was to bad was the lack of the indian trials, it was about to become interested to perform those trials. But it never happened.
I kinda wish game reviewers would start including this information in the review. It sounds like a neat game, but I have one very simple requirement before I'll buy another PC game:
It must run without the CD in the drive.
I wish reviewers would include information on how the copy protection is on these games. If I had known that WarCraft III would find a way to kill my CD drivers, I'd never have bought it. (Seriously, I had to reinstall Windows to regain access to my CD drives.) I'm sick of putting up with video games that require the CD for no good reason, and am simply furious at the games that attempt to install driver-level code.
Can Slashdot reviews please start containing information on how the game handles copy protection? I'm willing to put up with registration keys and online activation. I'm not willing to put up with having to have the CD in the drive just to run the game.
Prey sounds like it's a game I might be interested in playing - assuming that the copy protection isn't too severe.
You are in a maze of twisty little relative jumps, all alike.
The voice acting and characterization are really strong in this game, and these elements really help to bring credibility and immersiveness to the experience. In a genre of famously mute protagonists it's really nice to BE such an expressive guy for once.
Play the demo and you'll see what I mean. You'll agree with me 110% when you hear him say "Nasty!" near the beginning!
Does it run Linux?
Yes, yes, the game has a full version of Linux in a virtual machine and on that version they've taken the liberty of preinstalling Tux Racer. You'll have just scads of fun as you pause the game to play TR whenever you want. But why stop there? You can pause the game and balance your checkbook on Linux, use OO.o to write a letter, or even develope your own high-end video game with all the included development tools.
Yes, it runs Linux, and after installing the 8th DVD you too can enjoy this beautiful operating system and just ignore this game as long as you'd like.
TW
http://gamingexcellence.com/xbox360/games/400/revi ew.shtml
"That said, I would far and away rather games be too easy than too hard;"
Um where I'm from, the harder a game is the *better* it is. I read that line and the one about 15 hours of gameplay and thought, wow.. this is why i dont play offline games. I was going to download this game even, on account of the trailers, but now im not so sure. What kind of game reviewer thinks that a game being easy is a positive point? Easy to understand, easy to get the hang of sure, but easy puzzles? easy fighting? sounds lame to me. Easy is for n00bs.
I'll just use my special getting high powers one more time...
There is one or two Doom 3 jokes in the game. You enter a dark hallway and your character says "It's so dark in here... I'm doomed!"
One of my favorite parts of this game is towards the end when your character actually gets pissed off and he starts yelling "Die you mother f@cker!" and other expletives as you're killing aliens.
I played Prey on my PC (P4 2.6 @ 2.8, a gig of ram, and a 6600 @ GT speeds). Very smooth at max details and 4xAS in 1024x. From a technical POV, everything's fine, except for savegames. Thankfully they let you save any time you want, but the files take up quite a bit of space (about 300 megs from autosaves only) so enable the NTFS compression if you need/want. The other problem occurred when I ran out of space and it crashed while writing a quicksave. I wasn't able to load it, of course, but after deleting it even the previous saves refused to work for some reason. Maybe it is/will be fixed in the latest patch. Anyway, I'm not gonna write a whole review now, but just go over a few key points.
Maybe calling it revolutionary is a little too much, so I won't, but the game featured a huge amount of refreshing ideas (portals, gravity tricks, immortality, and somewhat the weapons, and some minor stuff) but, as Zonk said, had its weaknesses in enemy variety and behavior. So, after finishing the game, I didn't immediately want to play again through the whole thing, but I did to take a few screenshots and found it hard to stop when I got to the place I wanted.
BTW, did anyone notice the aliens changing the jukebox to JP when you return to the bar? Now a less rhetorical question: under what conditions does the Blue öyster Cult appear on the jukebox? I didn't think it was special when I took the screenshot, but it wasn't there the second time I tried.
I just want to make sure Prey is NOT using StarForce. I absolutely refuse to buy or play any game that uses that malware. Can anyone confirm this? Thx.
That's at least how it's reported.
>> But does it run linux?
No. It seems that many believed/hoped it would, since it uses the doom3 engine. However, apparently ``There just really isn't any big demand for it" - see this post in this thread.
There isn't supposed to be a mac port either, so save your time if you're not a windows/xbox user.
I rather enjoyed the multiplayer. It's rather fun to go into spirit mode and score some cheap shots against someone before they manage to knock you back into the real world... but you gotta hide your body, because it's easy for others to hear it when you're in spirit mode (I seemed to have a knack for finding my opponent trying to hide this way).
The sunbeam weapon (read: the weapon that sucks in those balls of the walls, with the "light" balls) is fun to wield, but also sucks to be killed with (it's equivalent to that gun in Half-Life 1 that uses the nuclear energy packs and goes WHIIIIIR... forgot what it's called :( oh well).
Portals are fun too, especially since you can wedge yourself BEHIND some (others can still figure out you're there because the portal is open) and fire through where the portal is with most weapons. Hehehe.
Prey is one of the better FPS games to come out recently. Unfortunately that's like saying someone is the best ukelele player in Fargo.
We've seen just about every possible variation there is to the FPS theme, and the portal bit helps make Prey different, but what we don't really have is a game that really draws people in. The original Half Life did that. HL2 also did well in that regard. The problem is with the real lack of innovation in the genre - at the core the difference between Prey and every other alien shoot-em-up is a few tweaks in gameplay mechanics.
The FPS genre is starting to get played out, and while Prey is a noble effort, it just isn't enough. The AI just isn't challenging enough, and the portals and other gameplay additions keep the game from being a failure, but they're not enough to make it memorable.
I wish I had some magic solution for what would renovate the FPS genre, but I really don't. Better AI would certainly help, and more interesting art direction would also differentiate games from each other (why does every game that uses the Doom 3 engine look the same?). FPS titles seem to be losing their "spark" and maybe some creative title will create a new wave of innovation in the genre, and while Prey makes an admirable attempt to bring some new life into the genre, what makes it innovative tends to get overwhelmed by what makes it look and play like every other title in the genre.
I was one of the first internet gamers, playing in the first Australian national competition contested by 12 teams, each game played 4-8 a side. I then went on to be a part of the first Australian quake team playing Japan.
Since then I have found very little in online gaming that could possibly compare with that experience. Since then clone after clone of the original quake game with no innovations other than a little tweak of the graphics here and there has been released. Team fortress was probably the first and last (very obvious) true innovation for this genre. Every title that has been released since then has really only done one thing and that is splinter the online gaming community into smaller and smaller inconsequential parties, the differences between each party only being measured by the bank accounts of the distributors of these overly rehashed games.
There has been far too much emphasis on single player gameplay, I find playing single player is a little like getting out the playboy magazines and locking yourself in your room in favour of meeting up with your girlfriend and then there's the same leap in excitement going from adhoc multiplayer games to organised team play (ie where each game you're representing a team with the same team mates).
Whats more exciting throwing a football about in the park with a random selection of friends ? Or playing in a team in a large competion ? Anyone who has done both will tell you the thrill of playing with serious intent in an organised competition is far more exciting.
Personally I really don't care about graphics or whether I'm a genetically modified army doink, or an indian. Once you're immersed in a real competition such subtlties are really of no consequence, it's a bit like the quality of the turf at a football field, it really doesn't impact on the intensity of the game play.
What it comes down to is basically people in the industry know there's no need to really create anything new, they can just schlopp up the same old swill into the trough year after year and people will keep buying it. It's a cheap and easy buck and a shore fire way to make money, but it totally lacks vision.
In the area, the protagonist makes the comment "Wow, it's really dark. I guess I'm doomed."
Good to see the Duke Nukem humor is still alive in FPSes :)
http://www.3drealms.com/history2.html
:(
Yes, Prey was due out in 1998. This is 3d realms, and they finally released Prey, now imagine if Duke Nukem comes out this year. They'll have nothing to work on
The funniest thing is that they tout portal technology. Portal is due out with Episode 2 of HL2, producing a more interesting a better version of dynamic portals made by the player.
Feel free to laugh at meantions of DNF also on that history page.
Compared to the pc version, the 360 version is a joke.
I was actually quite interested in how this game compares to games available on the 360 and games that will be available for the PS3. Without regard to whether the port is any good, the grapics on the PC version look great compared to screen shots I've seen of other games on next gen consoles. Being a long time PC gamer, I remember when the PS2 came out how jealous I was of how good it looked. But comparing these screen shots to shots I've seen of 360 games, it doesn't look like the 360 has much of an edge, if any.
Slashdotters have been happy to point out that for the cost of a PS3 you can get an Xbox 360 and a Wii. Consider for a moment that everyone who has a console will also have a PC. Looking on the Dell site right quick I was able to outfit an XPS 400 with a 2.8Ghz Pentium D, 1GB RAM and an nVidia 7300LE video card for $720 (Free shipping). The lowest end entry level PC on the site, the Dimension B110 goes for $299. That means that the cost of a reasonable, mainstream gaming PC, more than capable of running this game, is cheaper than the cost of either the Xbox 360 or the PS3, plus a cheapy PC (360@$400 plus PC@$299 equals $799. PS3 is $200 more). The Wii is the exception, but it's particular market and gimick make it an apples to oranges comparison.
Without going into whether the types of games you'll find on a console are better, are you getting better equipment out of them? Are you getting better looking games? Is this the generation of consoles that the PC ends up winning? I don't know, but it looks to me like the PC is both a more powerful gaming machine and a better value.
TW
Uhm, that's pretty much all Carmack does. He hands over a new or revamped engine to the team and they do the rest, from design to implementation. I'm sure he has plenty of input into the process, but if you'll check .plan archives, interviews and the like you'll see that he's well into researching and implementing new engines and techniques before whatever id's current game is complete, or he's off in the desert trying to launch someone into space.
-= I can't think of anything witty, creative, or insightful for my sig, so deal with this. =-
It is worth noting that this game runs fantastically in Wine, I do so myself.
I disagree with some elements of the review - I thought the music was well composed, and suited the mood of the game perfectly. I found the character I was playing to be a likeable guy, with some funny comments to make as he makes his way around. Picking up the leech weapon early on in the game makes him comment, "This should rock some shit!"
I found spirit mode to be a very interesting addition to the game play and strategy. Sometimes the gravity stuff seemed gratuitiously used - used for the sake of doing it - but in other places in the game it was downright brilliant, as were some of the portal based puzzles.
Not one of the weapons is a "classic" FPS retread - no pistol, no shotgun, no chainsaw, no "nail gun". There's a rocket launcher of sorts, but interestingly it's only usable on a handful of enemies.
I did find the game to be a tad on the brief side - it definitely left me wanting more. I replayed the game immediately in "Cherokee" mode. The primary difference between "Regular" mode and "Cherokee" mode is there are no health packs or health rechargers - anywhere. This difference forced me to play far more aggressively.
Something else not mentioned in the review is that the game has a dynamic difficulty level - how well you play, and what weapons you favor has an effect on what enemies show up, how many show up, and what kind of ammo you are going to find in the ammo closets and lying around. If you think you are a tough guy, play like it, and the game will ramp up the difficulty for you. Something else that's off in the review is that the spirit world - where you fight for physical and spiritual strength when you die - does change in difficulty throughout the game, with more obstacles blocking your shots, and a tendency to not give you enough of the "kind" of spirits you need. The spirits will also attack you more frequently and rob you of strength.
I never once got lost in the game - its very linear, which is odd given is decidedly non-linear architecture and level design. You will never have to guess where to go, or what to do. Some people might not like this, and enjoy a real brain buster. This game isn't for that. I solve quite enough puzzles at work thank you - I play games to have fun. This game is fun from start to finish, and I really recommend it to people who also look for fun from their games.
[*spoiler warning*]
Maybe I am a softy, but I really felt terrible having to kill off the one person I had been fighting to protect for the first half of the game. There was an emotional intensity both to the character's devotion, and his reaction to that event that made playing the second half of the game even more fun - I was on a trail of vengeance, leaving a wake of death behind me. Having the character yelling at the aliens as he slaughters them was a great addition. Kudos to the designers for making me give a crap about what was going on in the game.
planet texture maps and more