Prey makes a big deal out of the amount of
choice it offers players. The marketing materials and the game itself
use the phrase “Play Your Way” to describe the experience, which suggests that Prey is
going to have that elusive ‘replayability’ that some players crave. I like games that force the player to make
meaningful choices, however the key word is meaningful. Prey constantly offers players choices, but
it would be generous to describe them as meaningful or even interesting. The choices in Prey typically revolve around
exploration instead of moral dilemmas. For example, you’ll stumble across a locked
door and have to pick one of six different ways to get inside. None of the choices I made in Prey mattered,
but I could live with that if the game offered an engaging experience. It doesn’t, at least not for the entire
game. I started off playing an interesting survival
horror experience, which then became a poor first person shooter, and eventually morphed
into a game of running away from enemies until you reach a loading screen. With Prey, Arkane wanted to give players choices,
when what it should have been doing was making decisions. Namely, what kind of game does it want Prey
to be. In the end, it’s a bit of everything and
a lot of nothing. Before I go any further, it’s time for your
obligatory spoiler warning. This is an analysis video, so I will be going
over the entire story and discussing the ending in detail. If you like the look of Prey, then I recommend
you play it before watching this video. There are time stamps in the description if
you want to skip ahead. Which brings me to the review score. As always, I like to give the score I’ve
awarded the game up front to save you wading through to the end of what I’m sure will
be another long video. I’m giving Prey three stars out of five. For context, I don’t use half stars and
I define a three star game as one that is okay. Not bad, not good. Just okay. If you’re a particular fan of the genre
then you might want to play it, but otherwise you can probably skip it without losing any
sleep. There’s a written review up on my website
which is linked in the description. If you’re on the fence about buying the
game, then the written review should help. It’s spoiler free. I said that you might want to play Prey if
you’re a fan of the genre, but I haven’t said what that genre is. The description I saw bandied around the most
was immersive sim, and that’s not a genre label I particularly like. What does ‘immersive sim’ even mean? Most first person games attempt to be immersive
with varying degrees of success. I’d say Call Of Duty is an immersive sim,
but that would be a silly label to apply to the game. After a couple of hours with Prey, I thought
‘survival horror’ was a better description. However, by the end of the game, I have to
hold my hands up and admit that immersive sim might just be the best way to describe
the game, solely because of the lack of other options. It’s not an RPG, it’s not an FPS, and
once you get past those first few hours, it’s not a survival horror game either. Perhaps the difficulty with lumping Prey into
a genre is why many reviewers opted to describe Prey by comparison to other games. This is actually a big deal. In video game reviews for most of the big
publications, it’s typically a written or unwritten rule that you must not compare the
game you’re reviewing to another game unless it’s a sequel and even then you can only
compare it to other games in that series. Comparing games within a review is seen as
a huge sin equal to or perhaps even worse than not living in San Francisco. As an aside, I’ve always thought the ‘no
comparison’ rule was bullshit. I get the rationale. If you compare a game to another game then
you risk alienating readers who don’t know what that other game is. It’s a relic of the days when people couldn’t
watch a video of said game within three seconds of reading about it, and I’ve always thought
it was a silly rule. Anyway, rant over. There are three games that did actually get
mentioned quite often in comparison to Prey: System Shock 2, Bioshock, and Dishonored. None of these comparisons work all that well
beyond a quick surface level analysis. System Shock 2 has a similar set up and story,
but it plays completely differently with dice roll combat the most obvious contrast. Bioshock looks a lot like an underwater version
of Prey. It has a similar art style and the plasmid
powers look a lot like Prey’s alien neuromods. However, Bioshock is a relatively linear game. You don’t have much freedom in where you
go and when, which to be fair is kind of the entire point of that game. For all its failings, Prey at least attempts
to be more open in its structure. Which brings us to Dishonored. Dishonored is the game Prey most wants to
imitate, but it fails in crucial ways that I’ll go into more detail on later. To sum up, don’t let people’s comparisons
to other games sway you one way or the other. Prey is its own game. Although, to be fair, I am going to compare
this game to Dishonored quite a bit at the end. I’m not going to touch on the original Prey
from 2006, however I will put a link in the description for a great video by Noah Caldwell-Gervais
where he compares the 2006 and 2017 versions. Before I get started, I just want to give
a quick outline for how this video is structured. I’m going to start off talking about the
story and some of the game’s lore until I reach a natural stopping point. Then I’ll discuss the systems in the game
like combat, skill trees, and resource management. Then I’ll go through to the end of the story
before rambling on about immersion and the illusion of choice. There are plenty of time stamps in the description,
so you don’t have to watch it all in one go. You start the game by choosing between a male
or female version of Morgan Yu. I chose the female Morgan, so I’ll be referring
to her as female throughout. It doesn’t make any difference who you choose
as far as I can tell. Morgan wakes up in her bed in the year 2032. You grab a handy little device that will be
with your for the rest of the game and listen to a one-sided conversation with your brother,
Alex. You’ve been selected to work aboard the
illustrious space station Talos 1 and it’s time for your first day of training. Alex tells you to put on your suit and head
up to the roof. You’ll have to get used to these one sided
conversations, because Morgan is a silent protagonist. Presumably that’s to help with the whole
‘immersion’ thing, but I generally prefer my protagonists to talk, either with or without
voice acting. You can look around your apartment and pick
up nearly everything that isn’t nailed down. Some of the things you can pick up are materials
that you can keep, but there’s a lot of random junk that serves no purpose. This is 100% nitpicking, but I don’t like
being able to pick things up if we can’t use them in a meaningful way. It always ends up feeling like the developers
are just giving me shiny new toys to play with in case I get bored. If I can’t use a coffee machine or a bar
stool, then why let me pick it up? The game is full of these sorts of objects
and you can never do anything with them. There’re books to read, although as is par
for the course, you’re only really reading a few paragraphs. Generally, reading extracts of stories is
not a good way to get across complicated lore or background and they end up being dumping
grounds for terrible writing. That’s generally the case anyway. Some of the books in Prey are worth reading,
so I recommend you at least skim read them if you can. They drip feed you with information about
the history and state of affairs in the world without introducing a new noun on every line
like some games do. Once you’re done exploring, you put on your
spacesuit and head to the roof where there’s a chopper waiting. The helicopter takes you to the Transtar training
facility via one of the best credit sequences I’ve seen in recent years. Once in the facility, you’re ushered through
to a training room for what looks like a token tutorial section. It’s anything but. In the first room, you’re asked to move
some boxes out of a circle. I rolled my eyes and got on with it. There’s no point complaining too much about
tutorials; they have to be done. Prey is different. I failed the red box tutorial and moved into
the next room. There I had to hide, except there was nothing
in the room to hide behind, only a tiny chair. Again, there were some disappointed reactions
from the people assessing me when I failed the assignment. In the next room, you’re asked to move over
an obstacle and press a button. You fail miserably. Finally, you have to answer some questions. They start simple enough. Where would you like to go on holiday? How would you feel if you were sentenced to
death? Not terribly difficult to answer. Then we get to what is commonly referred to
as the trolly problem. In this case it’s a train, but the principle
is the same. A train is bearing down on five people who
will die if the train hits them. You can switch the tracks, but there is one
person tied to the other track. What do you do? Most people would probably switch the track
because one person dying is better than five. The point of the question is to go a little
deeper than that. It’s easy to say in theory that you would
switch the tracks to ultimately save four lives, but then your action causally leads
to the death of one person. If you do nothing, then more people die, but
at least you won’t have blood on your hands. Or, alternatively, what if you happen to know
the one person tied to the second track, but the other five are strangers? Would you still do the logical thing? It’s not exactly a new question, but it
does come into play later in the game, as do the follow ups--would you push an enormously
fat man onto the tracks to save everyone’s lives, and would you yourself jump in front
of the train to save everyone. You can probably see where the game might
be going Now, slightly obvious questions aside, I loved
this tutorial. It completely subverted expectations while
introducing a mystery to proceedings. However, while I loved the tutorial, the key
word is ‘loved.’ Past tense. About a third of the way into the game, I
came to the realization that the tutorial could have been done a hell of a lot better
and would have improved the game considerably. I’ll come back to that later. After the tutorial, you watch as one of the
scientists is attacked by a black creature. Gas is released into the chamber and you drift
into unconsciousness. You wake up in your bed and start the day
as if nothing had ever happened. There’s no call from Alex this time. Instead you get a call from a woman called
January who tells you to escape. You leave your apartment again and find that
the technician that was working in the hall is now dead. You can’t go anywhere and the only thing
you can pick up and use is a wrench. You grab the wrench and do the only thing
left open to you--break the glass and get the big reveal. You were in a simulation on board Talos I
the entire time. Oh, and it’s actually 2035, not 2032. The helicopter ride was part of the simulation,
which you might have noticed if you were incredibly observant. Look at this part of the helicopter ride again. There’s a quick flicker where the city disappears
and you see the real blue screen instead. This is a solid way to start the game and
probably came as a cool surprise to about 37 people. Unfortunately, in this day and age, I can’t
imagine there are all that many people who played the game and didn’t know this was
coming. Prey now starts to open up and we’re introduced
to the ‘play your way’ mechanics. By the time you make it to the lobby, you’ll
know that there are multiple different ways to get through doors and that most of them
will be so obvious you have to try to miss them. Let’s start with a computer you come across
early on. You don’t know the password and you won’t
be able to hack it yet. Fortunately the password is left on a sticky
note attached to the computer. What does this tell you? It tells you that there’s not much need
to hack computers because you’ll usually be able to find a password nearby. An identical situation pops up within the
first hour. I appreciate that this is early in the game
and that it won’t always be this easy, however I still believe this is a bad message to impart
early on. The game is terrified about locking players
out of content so it always makes the content accessible in multiple ways. The message isn’t that you’re going to
need hacking skills to use password protected computers, it’s that hacking might save
you a couple of minutes of hunting around an office, even though you were probably going
to do that anyway while gathering resources. In case you played the first hour without
realizing that you can “Play Your Way” a screen pops up that literally tells you
to ‘play your way’. You have to get past a door. You can get the keycard or look around for
an alternative route. The thing is… the keycard is laying right
there on one of the nearby tables. I’d be amazed if anyone managed to find
an alternative way past the door without first stumbling onto the keycard. Looking for a secret route requires exploring. If you explore, you’ll find the card. Either way, I don’t feel like I’m playing
the game in two different ways. We don’t have any skills yet, so this introductions
doesn’t help us make a decision about the sort of character we want to become. A better way, might have been to give the
player their first skill point and let them chose a skill which will then open up one
possible option and close another. For example, the player could be restricted
to three choices. Increased strength, hacking, agility. If you chose strength you can pick up nearby
objects and throw them at the door to break it open. If you choose hacking you can hack the keypad. If you choose agility you can jump higher
and reach a vent. Particularly creative players could use strength
to place a climbable object next to the vent if they really want to feel like a smartarse. I know this might sound like it’s restricting
player choice, but it’s early in the game and this would show players that the skills
they acquire will affect how they progress through the game. As it stands, you’re just going to stumble
your way through without thinking much. Now, to reiterate, we’re essentially in
a tutorial section here. The tutorial is supposed to hold your hand
and show you the ropes. Unfortunately, the tutorial is teaching players
bad habits. Even early on, the tutorial should make it
clear that passwords and door keys won’t be easy to find. Later on, you find a joke email admonishing
employees for lax password security, but acknowledging a problem doesn’t mean there’s not a problem. The tutorial introduces us to combat by having
Morgan fight mimics with a wrench. You should also pick up the glue gun in the
first two hours. I’ll talk more about combat later, but for
now, I will say that the glue gun is a useful weapon, both for the options it opens up and
the way it helps compensate for some of the inherent problems with combat in the game. The unofficial tutorial ends with our first
neuromod. Morgan injects these devices into the area
around her eye to gain a new skill point which can be used for everything from stat boosts
to alien abilities. This image is quite dramatic, but it looks
a little odd that the needles have already popped out as she raises it to her face. By this point, you’re probably wondering
why the hell you’re injecting alien substances into your eyes. Fortunately the game provides you with a nice
little lore dump shortly after. Prey takes place in an alternate reality where
JFK survived the assassination attempt. As alternate reality ideas go, it’s about
as novel as ‘what if someone killed Hitler before he came to power,’ but it’s not
really important. In 1963, the Americans and Soviets agree to
work on a space-based research facility named Kletka. This research facility will later become Talos
I. Even taking into account that the Russians and Americans were working together, it seems
a bit of a stretch to believe they could build a habitable space station in 1963, especially
in such a short period of time. In 1964, the US buys the rights to Kletka
and starts making substantial bioscience developments as part of Project Axiom. Project Axiom made rapid progress by working
on the alien species known as the typhon which were discovered in the late fifties or early
sixties by a Russian satalite. Material from the typhon was used to develop
neuromods. While being injected around the eye might
sound unpleasent, the rewards might just be worth it. By injecting the appropriate neuromod, you
can learn a foreign language, become a classical pianist, or even understand how to play 4X
games. By the 1980s, Project Axiom was put on hold
due to geopolitical issues on Earth and later stopped completely after two scientists died
onboard. In 2025, a private company known as Transtar
purchases Kletka and tarts it up a bit. In 2030, Talos I is opened for business and
serves as a monument to the private space industry. Back to the story. January tells you to go to your office where
you watch a video you recorded previously for this very eventuality. A few years ago, Morgan started testing a
new type of neuromod based on typhon organisms and tried mapping their neural pattern onto
hers. The neuromods have to be removed before new
ones can be added, however removing a neuromod causes memory loss. There’s a system in place to bring Morgan
back up to speed between tests, but Alex has messed with that part causing Morgan to repeat
the same day over and over again. Morgan figured out that something was wrong
and reprogrammed the operator that is now known as January to effectively act as a back
up. Morgan is about to tell you why Alex has been
messing with your routine when the message gets cut off. To watch the rest of the message, you must
fix the Looking Glass system which in turn requires you to access Dr. Calvino’s workshop. Once there, you restore the connection and
head back to your office to watch the rest of the video. Morgan tells you that you have to destroy
Talos 1 to make sure not even one single cell of Typhon material makes it back to Earth. You have to blow yourself up, along with everyone
else on the station. Alex doesn’t agree. He’s too proud to accept failure, and presumably
doesn’t want to die, so he will try to stop you. Your next quest is to get the two arming keys--one
yours and one Alex’s--to blow up the station. If you think this seems to be moving along
a bit quickly, then I have good and bad news. The good news is that you are still nowhere
near the end of the game. There’s plenty more to do. The bad news is that you’re going to spend
a long time just exploring the station with no real motivation other than a general desire
to find the arming keys and kill yourself. There’s lots of backtracking and a few heavily
contrived problems put in your way to add to the game’s length. This is a good time to stop talking about
the story and start looking at what you actually do in the game. I keep mentioning neuromods, so let’s talk
about them first. Instead of levelling up in the game through
an XP bar, you’ll need to find neuromods to unlock skills. Early on, you can learn skills with just one
neuromod, but the number you need quickly increases so that you’ll eventually need
8 neuromods to upgrade some skills to the final level. The neuromod skill tree is where you will
create your character and decide how you are going to play the game. You’re presented with three different skill
trees--scientist, engineer, and security. These descriptions do a piss poor job of describing
what skills are in each group, so I wouldn’t worry about it too much. Security sounds like it would be about weapons--which
it is--but it also includes stealth skills. Engineer includes things like repair, but
hacking is shunted off into the scientist category. I spent a long time looking through all these
skills when I spent my first few neuromods. Some skills are clearly meant to assist those
who want to do direct combat and others help with stealth. You also get unexciting, but useful, skills
that provide additional materials, increase inventory space, and help you repair turrets. The skills should be up on the screen now
and lumped into four categories: combat; stealth; neutral; and indirect combat. The number next to each skill is the amount
of neuromods you’ll need to unlock the full potential of the skill. The exact split is up for debate. I classify skills like enhanced health to
be combat focus because typically if I’m playing stealth then I avoid direct combat
and don’t need health. As you can see, while there aren’t a lot
of what I label stealth skills, there is a large neuromod cost to unlocking the maximum
stealth abilities. You can probably combine stealth and indirect
combat skills because they both involve avoiding your character getting into gun fights. If you do that, it’s not far off from an
even split between direct combat and stealth in terms of the options available to you when
deciding where to allocate skill points. I wanted to play stealthily, so I used my
neuromods to unlock leverage--which helps lifts objects that might be in the way--and
the ability to walk without being heard. I wouldn’t recommend you take this approach. I always hesitate to use absolutes when talking
about games. I never pretend to be the greatest gamer--in
fact I think I’m fairly average--so generally when I say what you can and can’t do in
games I’m talking about the average gamer. With that in mind, I’ll say the following:
stealth is not a viable build in Prey. At the beginning, it’s deceptively easy
to sneak around the levels and generally remain unseen by the game’s more troublesome enemies,
however this doesn’t last long and you will eventually have to build into combat skills. I generally min max in games like this, however
in Prey, I ended up spreading my Neuromods all over the place. As I mentioned, I started off investing a
few points in stealth and then leverage to help sneak into a couple of rooms that I couldn’t
otherwise get to. Quick aside here: you don’t need to invest
all the way up to leverage 3. There wasn’t a single leverage 3 item that
I couldn’t move by picking up a nearby leverage 1 item and throwing it at the bigger thing. I’m torn on whether I like this. It’s a pretty cool use of the game’s physics
system and a good example of the Play Your Way mechanic. However, I’d be pissed if I spent loads
of neuromods to get to level 3 and then found out I needn’t have bothered. Anyway, with my increased stealth and leverage,
I was doing a lot of exploring and collecting which meant my inventory filled up. I used a neuromod to give myself a little
more inventory space because I despise inventory management. All this exploration means you’re going
to end up in lots of combat encounters with mimics. I started getting annoyed at my limited stamina
so I boosted this a bit. Next up was a skill called necropasy. For some reason, you can’t pick up exotic
materials from dead typhon until you’ve learned this skill and I was getting a bit
annoyed at leaving it all behind so I invested some points here. I was still trying to play vaguely stealthy
at this stage, so I learned to repair turrets to help deal with the phantoms. Combat became harder and harder to avoid,
so I added some health benefits and then skills that boost materials created from scrap which
in turn helps you make more ammo. More on that later. I knew I needed more skill in combat I invested
neuromods in upgrading my weapons... and I think you get the point now. My skills were all over the place out of necessity,
or at least it felt like it. Apart from the one decision at the beginning
of the game, I never felt like I was choosing to play the game my way. I was simply trying to keep on top of the
challenge. Because make no mistake, Prey is a hard game. I know that’s going to vary a lot between
players, but it’s undeniably more challenging than other major titles. It doesn’t need to be as hard as it is but
that’s a separate conversation, By this stage, I realized that my plan to
play stealthily might not have been a great one and that was all but confirmed when a
new batch of neuromod options appeared about ten hours into my playthrough. The skill tree I went over earlier only includes
half of the options available, but you won’t know that when you start. You can also inject yourself with Typhon abilities
like disguising yourself as a mug or even resurrecting dead bodies to fight on your
behalf. You’re not shown these skills up front though. If I’d known I would unlock these abilities,
I would have hoarded some of my neuromods. The problem with these new skills isn’t
just that they come as a surprise. It’s that they shift the focus to combat
in a big way. Here’s the table I made before showing the
split of abilities into categories. And here’s a new table with the alien skills
added in. I’m probably being generous in attributing
remote manipulation to stealth because I never found much use for it. Really, the only new stealth ability you’ll
care about is mimic, because it looks cool to disguise yourself as a coffee cup. The shift to a combat focus should serve as
a warning for what is to come in the second half of the game and I pity anyone who decides
to stick to human only skills. January implies that injecting alien neuromods
will make you lose part of your humanity, but to me it felt like much more of a tactical
decision. If you inject enough of them the turrets will
detect you as alien and shoot on sight. I decided this was a risk worth taking, because
most turrets I came across were already destroyed by phantoms anyway. Once I stocked up on some offensive alien
skills, the combat became a lot more bearable. Firing shotguns into black blobs felt unsatisfying
but there’s no frame of reference for alien skills such as pyschoshock or electrostatic
burst and as such it doesn’t feel so frustrating to use. I mentioned earlier in the video that while
I loved the tutorial when I played it, I ended up annoyed that Arkane didn’t do it completely
differently. There are a hell of a lot of skills to pick
from in Prey, but half of them are kept secret from you until you’ve already spent a large
chunk of neuromods. The game also pretends that stealth is a valid
way to play the game from start to finish, and it’s really not. If the tutorial had shown me what powers I
would get to play with later in the game, I might not have wasted so many of my precious
neuromods on stealth skills that I barely used. The weird thing is, the introduction of the
story lends itself perfectly to a better tutorial. At the start of the game, Morgan is experimenting
with alien neuromods. The neuromods are then stripped out and she
loses her short term memory. Morgan is supposed to go through a short recap
where she’s brought up to speed on her lost memories, however Alex is messing with that
so she lives the same day again and again. This story could have been used to introduce
players to a sample of the alien skills they would get later on in the game. Arkane doesn’t even need to think up an
excuse for why the powers are later stripped away because that’s already part of the
story. Let’s imagine that the game starts in the
same way it already does, with Morgan waking up in her room and taking the helicopter ride
to the training center. Once there, you do a test as before except
the game tells you to use a skill--say mimic--and you pass with flying colors. The game then fades to black and suddenly
you’re in another test chamber. You’ve skipped forward to test 5 and have
no idea what just happened. You complete another test--let’s say psychoblast
this time--and then skip to the end where you’re congratulated on completing all twenty
tests. You as the player are left wondering why there
are weird gaps in the timeline. You then wake up the next morning except you
skip the helicopter ride and are suddenly on test four and then test fifteen. You could even black out in the middle of
one of the tests. The idea is to give the player Morgan’s
faulty memories and make them experience it instead of just being told about it. I know this isn’t entirely consistent with
the current story. Morgan can’t remember anything when she
wakes up in the morning, whereas the player will clearly still have memories of the tests
they did the day before. I still think it’s an improvement just due
to the way it lets you experiment with the skills before deciding which approach you’re
going to take. A further change I’d make is to allow you
to acquire alien neuromods from the start. There’s not much point in keeping them separate
and the narrative link to them popping up is trivial at best. I mentioned that you’re going to be doing
a lot of combat in Prey, so let’s see what that looks like. Your first experience with combat will see
you armed with a wrench going up against a mimic. Mimics are creatures that can disguise themselves
as small objects such as mugs or chairs, which creates the potential for some damn good jump
scares. To the best of my knowledge, no one in the
game knows how mimics are able to replicate nearby objects. One theory mentioned in the game is that the
mimics aren’t disguising themselves as another object--they’re swapping with an object
in a parallel dimension. I don’t think it makes much difference,
but I thought I’d mention it. Mimics are challenging to fight for a number
of reasons. The obvious difficulty is that mimics have
the element of surprise which means you have to always be ready, surveying your surroundings
for anything that looks out of place. The developers clearly intended to make the
player scared of every object and I enjoyed the experience for the first few hours. Never knowing when a mimic might pop up adds
a real element of tension to the game and it’s satisfying when you get the jump on
them by noticing a trash can out of place or a duplicate coffee cup. In some rooms, every object that isn’t nailed
down has a little post it note on it stating ‘This is not a mimic.’ You’re not the only one creeped out by these
alien creatures. This effect drops off once you notice that
there’s a music cue when you walk into a room with a mimic and they usually show themselves
before hiding. Unfortunately, if you’re not able to get
the jump on mimics, you’re going to have a rough time. They’re fast. They fly around much quicker than you can
turn--although to be fair, there are doped up turtles that can turn quicker than you
in this game. You end up swinging your wrench wildly until
you run out of stamina--which doesn’t take long at the beginning of the game--and the
mimics will nearly always get at least one hit on you. Most fights with mimics end up becoming battles
of attrition where you accept you’re going to take a couple of hits but hope that you
have more health than they do. Combat with the wrench is horrendous, but
it’s a little harsh to judge a game by its default melee weapon so let’s have a look
at what else is on offer. Prey offers you a degree of flexibility for
what route you take when moving around the station, so there’s no guarantee you’ll
find the weapons in the same order I did. That said, most players will stumble across
the glue gun early on. It’s almost essential as a weapon and as
a tool for exploration. Mimics move quickly and are hard to hit, so
using the glue gun to temporarily freeze them in place should be the logical thing to do. Unfortunately, the quick moving mimics can
be just as hard to hit with the glue gun as they are with the wrench. The glue gun also fires large blobs--for want
of a better word--which have a tendency to attach to the first thing they brush against. If your aim is slightly off, the glue will
stick to the edge of a desk or a pipe. Glue gun ammo is limited, so when you end
up firing it all over the place only to miss the mimic with every shot, you’ll end up
frustrated and just whacking it with a wrench anyway. You’re best off saving that glue gun ammo
if you can, because it’s almost essential against the phantoms, which are the second
enemy you’ll meet in the game. You can avoid some of the early phantoms,
but at some point you’ll need to take them on. There are different types of phantom, but
they can all move quickly and deal heavy damage. The glue gun might buy you time to hide or
get a few shots in without them being able to retaliate. You’ll need more than just a wrench and
a glue gun to get through the game. The familiar pistol and shotgun are going
to be your main damage dealers and they show up just how slow and unresponsive the combat
is in Prey. Swinging a wrench around is one thing, but
any gamer who’s played a few first person shooters is going to have expectations for
how these guns should feel to shoot. You might feel like these expectations are
unfair given that Prey is not attempting to be Battlefield, but that’s besides the point. If a game is going to give you guns, it should
make them fun to use. The lack of a zoom down sights option is a
painful omission and aiming is ridiculously sluggish. I turned the sensitivity up but it didn’t
help a great deal. There is also a stun gun and a bow that shoots
foam projectiles which can be used to distract enemies. The Q-beam was the last gun I found, but it’s
probably the most powerful. You have to keep the beam trained on the enemy
until a bar fills up and they explode. You can’t be all that precise with the weapons,
but you don’t need to be. I’m not sure which came first: the decision
to have no aim down sights or to have enemies with no meaningful weak spots. Phantoms and other large enemies soak up a
ridiculous amount of bullets and never so much as stagger when you unload four shotgun
blasts at their midriffs. Of course, there’s a suitable lore reason
for why the enemies are so boring, but all the lore in the world doesn’t change the
fact that the fights are exactly that--boring. There’s no cover system, so fights just
end up being battles of attrition. Who’s got the biggest health bar? In the case of the phantoms, probably not
you. You’ll need to get the upper hand by freezing
them in place first, and don’t even think about reloading once they’ve detected you. There are a few other cool gadgets that are
worth mentioning. The recycling charges can be used to suck
in and recycle materials that might be blocking a door, but they can also be used to kill
enemies. I never had enough of them to make this a
valid long-term tactic, but they did get me out of a few tight spots. There’s also devices that nullify typhon
abilities or lures to get them out of the way and it’s all easily accessible on the
weapon wheel. For about three to four hours, I put up with
the combat limitations, because I didn’t see the game as predominantly combat focused. I had a great time sneaking around and jumping
out of my seat when mimics appeared out of nowhere. I snuck past the phantoms and treated the
game like a survival horror experience. If I absolutely had to fight, I placed some
turrets and lured the enemies into their path. I enjoyed it. Unfortunately, as time went on it became much
harder to play the game this way. Despite all the Play Your Way marketing, combat
is essential and if you’re not properly equipped, you’re screwed. I ended up acquiring a few typhon abilities
to make life easier on myself, although they weren’t much fun to use. Pyschoshock is probably the most useful and
often takes off a huge chunk of health off enemies, however it does it without any kind
of skill on the part of the player. You just press L2 and it hits the nearest
typhon. Combat focus isn’t an alien skill, but it
sure feels like one. You can slow down time to get a few quick
hits in, although at the lower levels you will also move slower as well. It’s useful and fun to use when it’s fully
upgraded. You can use other skills like mindjack and
machine mind to turn enemy typhon and machines against each other although the combat is
tedious to watch unfold and occasionally I just stepped in and finished off the fight. The last game I played where I turned enemies
against each other was Horizon and it’s safe to say that watching robot dinosaurs
fight is infinitely more enjoyable. This is another random aside--about the third
one at this point--but I don’t know where else to talk about it. If you’re watching the video you might have
noticed that Morgan sways from side to side a lot. I have a confession here: it took me a very
long time to release that this was due to radiation sickness. That’s definitely on me, but there is an
interesting set of coincidences for how I managed to miss this for so long. First of all, there are issues with input
lag, sensitivity, and drifting on the PS4. The input lag improved after a patch but the
default sensitivity is far too low and there’s definite drifting. Morgan would often slide to the side without
any input from me. I looked this up online and saw that it was
a fairly widespread problem. After a couple of hours, I increased the sensitivity
a few notches because the default settings were infuriating. Shortly after, I noticed that Morgan would
sway drastically from side to side as if the game were detecting tiny movements of my thumbs
on the analog sticks. Knowing about the drifting issue, I assumed
this was a bug, so I turned the sensitivity back down and it stopped. After a few more hours, the problem popped
up again and I was at a loss for the cause. I guess with hindsight it should have been
obvious that the problem was radiation poisoning, however radiation already slows down health
regeneration and decreases your stamina, so it never occurred to me that there would also
be a weird swaying effect. Anyway, I eventually figured it out, but I
wanted to mention it in case you wondered why the hell I was swaying from side to side
all the time in the video. Combat becomes a lot more bearable once you
start using the alien skills, and I strongly recommend you do. If you pick and choose carefully, you’ll
end up with a skill suitable for each enemy type. I understand why some players might want to
stick to human skills, but you’re making like unnecessarily hard on yourself if you
do. Before going back to the main story, let’s
take a quick look at the side quests. For a good few hours you feel like you’re
alone on Talos 1, but eventually you start bumping into other people and the station
feels a touch more alive. The first person I came across was a volunteer
called Aaron Ingram. Volunteer should be in inverted commas, because
he’s actually a prisoner. Transtar uses prisoners for some of its experiments
and Morgan is not innocent in all this. Ingram is guilty of all sorts of horrible
offenses, although he professes his innocence. You can open a door and let a typhon in to
kill him, or let Aaron go. The use of volunteers on Talos 1 hints at
a dark underbelly to life on the station, but it’s treated much like any other side
story instead of being given the thought it deserves. My first impressions of the side quests weren’t
all that positive. Fetch quests are always a little tiresome,
but they’re even more annoying when the reward is less ammo than you expended trying
to find it. You often get a tiny bit of additional story
or information about the crew, such as initials carved into a tree, however this sort of thing
felt more akin to what you might find in an email and wasn’t enough to justify the effort
I put into the quest. One side quest you can’t just ignore is
a large typhon beast called the Nightmare that pops up to hunt you down at what appear
to be random intervals. The first time this guy showed up I decided
to hide from him and he never found me. I never even saw him. I shrugged and moved on, assuming that the
side quest was done. It wasn’t. He showed up again and I killed him. Killing it isn’t enough though. The nightmare keeps returning and eventually
it becomes a nuisance. It’s one of the more video gamey moments
in Prey and should have been left out or at least more sparsely used. That’s the negative, however there’s plenty
of positives when it comes to the side quests, particularly the way they end up integrating
with the main story. In one quest, you wander into the kitchen
area and find a telepath which has a few crew members under its control and the chef, Will
Mitchell, is trapped in the kitchen. You can either kill the crew or set them free
by killing the telepath or using the appropriate typhon power if you have it. You complete a quick fetch quest for the chef
and then he agrees to let you into the freezer. He made it sound like an act of generosity,
so I wandered right on in. Unfortunately he’s not the real Will Mitchell;
he’s one of the prisoner slash volunteers who has escaped. He trapped me in the freezer and continued
to taunt me for the rest of the game. I thought that was it for this side quest,
but there’s more to it than that. In a separate quest, you meet up with Danielle
Sho, a woman I’d already heard a lot about from emails and recorded conversations. Thanks to audiologs, I’d already heard her
talking with her partner Abigail, but I also knew that Abigail was dead, because I’d
stumbled across her body. An audiolog told me to bang on a window near
the swimming pool to find Danielle. Sure enough, after banging on the window,
Danielle shows up floating around in space. Danielle is low on oxygen. With her last breaths, she asks you to kill
the imposter chef from the last side quest to get revenge for his murder of Abigail. This side quest also links in nicely with
the main story because later on you need Danielle’s voice to open a door. If you ask, she’ll record a voice sample
to save you hunting around for separate parts. Annoyingly, Danielle insists on staying outside
the station until her air runs out and apparently there’s no way to save her. One side quest stood out above all others. Apparently. I can’t say with any degree of certainty
how good the quest is because it bugged out on me and I couldn’t even start it. A couple of emails mention that Morgan used
to date a woman called Mikhaila. I kept waiting to find her dead body but it
never happened. Instead I bumped into her in the Coolant Monitoring
Station. This is what should have happened next. Mikhaila is sick and you only have two hours
to get her the meds she needs. I like the idea of throwing in time limits
like this to add a sense of urgency. After giving her the meds, she asks you to
look for her father. To no huge surprise, her father is dead and
furthermore it was you who killed him via your experiments. You’re given the choice to tell Mikhaila
what you did or delete the evidence. It sounds like a decent quest with one of
the more thoughtful moral quandaries in the game. Unfortunately, when I showed up to meet Mikhaila
for the first time, she had a red bar over her head which suggested she was hostile to
me. She never actually attacked me, but I couldn’t
talk to her either. I came back again later and she glitched out
in the floor before appearing as a dead body. This is not an uncommon glitch by the sounds
of it. I’ve seen it suggested that Mikhaila goes
hostile to you if you use alien powers in her presence, but I never did that. After completing the game, I went back to
an old save file and played for over three hours to get back to this quest. It was still glitched. This was with patch 1.04 installed. It might have been fixed since then, but I’m
not sure. Prey deserves credit for implementing its
side quests in a way that feels meaningful and elevates them above what is usually not
much more than another fetch quest. There are a few more examples of side quests
integrating with the main story, so let’s go back to the story and finish it off. When I left off with the story, Morgan had
to find the two arming keys and blow up the station. Alex has destroyed his arming key, however
fortunately there’s a fabrication plan in deep storage that you can use to make a new
one. To get to deep storage you have to travel
to the arboretum and that requires you to go through the Gravitational Utility Tunnel
System, or GUTS for short. This is one long low gravity tunnel and it’s
absolutely horrendous. This was definitely one of the least entertaining
parts of the game for me. I know I said earlier that the low gravity
stuff was quite enjoyable, but when you add in enemies it’s terrible. The combat is already unresponsive and clunky,
so combine that with spinning around in low gravity and you have a mixture for disaster. I started off trying to make my way around
the enemies, but that didn’t last long. Eventually, I ran out of ammo and had to power
through which worked, but was hardly satisfying. Life didn’t get any easier when I made it
to the arboretum. This was where I gave up trying to play stealthily. The arboretum has a lot of enemies, and some
of them are basically impossible to avoid. There’s one spot with two phantoms prowling
around by a door where you don’t have much choice but to get into direct combat unless
you plan to just make a run for it to another loading screen. While you’re here, it’s worth fixing an
elevator to create a shortcut back down to the lobby. The door to deep storage is locked, however
a conveniently placed dead body and a recording device point the way forward. You need to find voice samples from Danielle
Sho to open the door. This is the part of the game where it officially
went wrong. Up until this point, I kept hoping the survival
horror vibe from the first few hours might return. It didn’t. Backtracking makes up most of the second half
of the game and it’s not a lot of fun. I mentioned earlier that you can just speak
to Danielle to get the complete voice access code, however as is typical of my luck, I
happened to get 80% of the voice samples before stumbling upon Danielle. It doesn’t really matter either way. Once you’re done, you go back to Deep Storage
and get through the door. You’re not in deep storage for long when,
Alex locks you in to try and prevent you blowing up the station. Being locked in doesn’t stop you hunting
for the fabrication plan for Alex’s key which requires you to enter another low gravity
area, find a hard drive, and connect it to the computer. After downloading the fabrication plan you
can escape out an airlock and hunt for a way back into the ship. All of the airlocks have been locked, so to
get back in you need to use the station’s computer to bring in one of the many pods
that are floating around in space. One of the pods has a man called Dr Igwe trapped
inside and the game strongly encourages you to bring his pod in as your way back into
the station via the cargo bay. It’s not the only way back into the station,
but you could be forgiven for thinking so due to the heavy hints in the game. Dr Igwe ends up being a pretty important character
and was heavily involved in the final act of the story. It’s a little odd that this part is optional,
but I’ll talk about that more later. Now that you’re in the cargo bay, you can
meet up with Sarah Elazar and the surviving members of the crew who have been hanging
out this entire time. You need to get through one specific door
with a whole load of typhons on the other side, but Sarah won’t give you the key code
until you’ve placed a load of turrets outside the door to give everyone a decent chance
of survival. It wasn’t until I went back to the video
footage to make this video that I realized this was technically an optional side quest. The game presents this task in a way that
makes it sound like placing turrets is mandatory but I think you can hack your way through
if you want. You do have flexibility in how you get the
turrets. You can either find them lying around and
repair them, or fabricate some new ones. The typhon aren’t all that tough to defeat
once you’ve placed the turrets, although I still managed to make a mess of it the first
time. Sarah walked right into my line of fire and
they all turned against me. Seemed a little harsh. Once you’ve dealt with that problem, Alex
calls you up and asks to meet. There’s now a weird orange glowing substance
known as Coral floating around Talos 1. If you touch this stuff it will restore your
psi which is the consumable pool for using typhon powers. Alex is a no show, but you get to watch another
video from yourself explaining what the hell is going on. You see Morgan use some cool powers and then
acknowledge that she’s going to lose them soon when her memory gets stripped. Morgan explains that she thinks the Typhon
have an external neural framework and she’s given Alex a way to shut it down. Morgan is convinced this device will work
and she doesn’t like the idea of blowing everything up. Alex has been telling you this entire time
that you’ll change your mind when you find out the truth and to be fair, he has a point. Morgan is clearly the one who’s passionate
about carrying the project forward. You also should know by this point that Morgan
has been conducting experiments on people on the ship. You’re not the self-sacrificing hero you
thought you were. The constant memory stripping has changed
Morgan, but Alex is still prepared to leave the final choice with you. He promises to give you the arming key if
you promise to scan the typhon coral and at least consider using the nullwave device to
take down the typhon. At this point, it’s probably worth mentioning
that January isn’t the only operator Morgan programmed over the last few months. There’s also an operator called December
who encourages you to jump in an escape pod and leave. You can also find a broken operator called
October, which suggests there’s a November somewhere although I never found it. Anyway, Morgan heads back out into space to
scan the Coral with the nullwave device. This is another horrible section with plenty
of combat in space to drain any ammo you might have been clinging on to. After scanning the coral, you discover that
this neural network can communicate and consists of the psyche of all the humans that died
on the ship. This is where the game should have come to
a close. You have all the information you’re going
to get to make the final decision and you’re probably at least 20 hours in. There’s one more twist in the tail, and
it’s completely unnecessary. All this time, there’s actually been a nearby
military base and Transtar have ordered a military commander callled Dahl to relieve
Alex and Morgan of their positions on the ship. Dahl brings a bunch of military operators
with him and these things are a huge pain in the arse to deal with. They’re everywhere, and seriously, if you’re
still doing the stealth thing, then fair play, because I was all into combat at this point. Even with a maxed out shotgun and neuromods
in combat skills, the military operators still took multiple hits to take out. They go down a lot quicker with the disrupter
gun, but I started running past them after a while and just taking the damage. Your immediate quest is to access Dahl’s
shuttle. Once on board you listen to your own father
give the command to kill everyone on Talos 1 including you and Alex. Dahl cuts off the air supply in the cargo
bay endangering all the crew down there and you only have 15 minutes to solve the problem. A load more side quests pop up, once again
gently suggesting that you do things a certain way. For example, Dahl is sending military operators
after you so you can disable your tracking bracelet. Igwe pops up over the radio and asks you to
take Dahl alive. You have to meet Igwe in your office first
for no apparent reason, which just increases the amount of backtracking you're doing. Dahl is easy enough to knock out with the
disrupter gun and the air supply is easily fixed. Igwe then strips Dahl’s memories so that
he doesn’t know why he’s on the station. Dahl will then use his shuttle to take the
rest of the crew off the station. You can blow the shuttle up if you think it’s
too risky for people to make it back to Earth, assuming that’s where they’re going. Once Dahl is out of the picture one way or
another, you can meet up with Alex for real this time. Prey gives you a decent amount of freedom
here. You can straight up just kill Alex and steal
his arming key if you want. Assuming you let him talk, he tells you about
his desire to take the limelight away from the Transtar Board of Directors. He has evidence that shows the coral is broadcasting
a neural signal--a secret message to the stars--and he wants to find out what the message is and
who is listening. He gives you a fabrication plan for a nullwave
device that will eliminate all the typhon and allow the ship to survive. The second you take the plan, a massive typhon
thing called the Apex attacks Talos 1. The Apex messes with the gravity onboard and
starts working its way into the ship. It also does a hell of a lot of damage if
you get too close. Alex loses consciousness, but you can save
him by dragging him into a nearby safe room and closing the door. We are now finally at the end of the game. You can either arm the self-destruct system
or create and activate the nullwave device. I’ll talk more about the merits of this
actual choice later. Whichever one you choose, you’re going to
have to do a fair bit of backtracking. The large typhon thing will bug you wherever
you go, but I just kept running and ignoring everything I possibly could. I wish I could tell you this was due to my
excitement to see the end, however it was much more about my apathy for the game’s
combat. Let’s talk about the self-destruct ending
first. You slog through more enemies to arm the device
and then return to your office to activate it. Alex is there and will make one more attempt
to change your mind, but January zaps him unconscious. As she points out, it doesn’t really matter
because everyone’s going to die anyway. Before the station explodes you hear Dahl
talking to January as he boards the shuttle and leaves. In my version, Dahl had crew members on board
with him, so I’m not sure why January didn’t try to stop him leaving given she’s so concerned
about the risk of typhon material getting back to Earth. There’s a post credit sequence, however
it’s identical to the post credit sequence you get when you do the other ending, so I’ll
just talk about it then. If you choose to activate the nullwave device,
you have to kill January because she locks you out of the system. Once that’s done, you place the device and
activate it, killing all typhon on the station and the surrounding area. Now we get to the post-credit scene. It’s the twist. The big reveal. The moment that recontextualizes the entire
game you just played and makes you dwell on your own morality and what it really means
to be human. That’s probably how it’s described in
the design document anyway. Let’s have a look at how it actually plays
out. You wake up sat in a chair with Alex and four
operators talking about you. You can’t move your head much, however you
can just about see that your hands are black. Alex asks the operators--who are all named
after people you know from the game--what they thought of Morgan’s performance and
they go through one by one talking about how you did. These responses are all going to vary a bit
depending on your playthrough, but here’s the summary from mine. Igwe commended me for saving him, even though
it was the obvious thing to do, and then talks about my use of typhon powers. His language is so vague that I can’t tell
if he’s criticizing me for this or not. Sarah commends Morgan for helping out in the
cargo bay, even though that section was basically mandatory. Danielle is pleased you found her, but then
talks vaguely about how you didn’t kill the imposter chef for her. Again, the language is so vague as to be essentially
meaningless. Finally, my ex-girlfriend casually mentions
how I didn’t save her, but isn’t at all bothered by it. I wasn’t given the opportunity to point
out that I would have saved her if she hadn’t bugged the fuck out on me. Strangely, I also got criticized for killing
Alex even though I didn’t. I don’t understand this comment. I did kill Alex on a different save file,
but I’m fairly certain the game isn’t picking up on that. It’s probably something obvious that I’ve
missed--feel free to explain this bit in the comments if you understand this reference. Alex then explains what the hell is going
on. You’re not Morgan at all. You’re a typhon. Alex implanted Morgan’s memories in your
head and made you relive them as a simulation. The typhon have already taken over Earth and
it’s in a bad way. Alex explains that after years of trying to
put typhon powers into humans, they finally decided to do it the other way around. This was a test to see how typhons would react. Would they behave like a real human? Can your character be a bridge between the
species? You’re given one final choice. Alex offers you his hand and you can either
shake his hand or kill him. Either way, the game ends for real at this
point. This last decision is so silly that I’m
going to assume it’s just a joke and not get too hung up about it. So that’s it. It was all a simulation. There’s no way I can let that ending go
by without discussing it in a bit more detail. Let’s deal with the obvious stuff first. Having the big twist be ‘you were in a simulation
all along’ is not an acceptable ending. Is there a reason for the simulation story? Yes. Does it technically make sense? Yes. Is it a satisfying way to end 30 hours of
a game that constantly hammered home the importance of the choices you had to make? Of course not. Finding out you were in a simulation, is the
21st century equivalent of a book ending with the protagonist waking up from a dream. It’s bullshit and cheap. In fact, and I don’t use this word lightly
when talking about games, it’s lazy. Let’s move on. The most obvious questions raised by the ending
are what happened to Earth and to Morgan? The most likely scenario is probably that
all those neuromods the people of Earth have been injecting somehow led to the spread of
the Typhon. Or perhaps the real Morgan made it back to
Earth but by that point she was jacked up to the nines with typhon powers and that led
other typhon to Earth for an invasion. I don’t think Morgan is dead. I think she’s the opposite to your character
now. You are a typhon whose only memories belong
to Morgan. You think you’re human. Morgan is actually a human, but I suspect
she’s been taken over by typhon. The next game--assuming there is one--will
likely pit you up against this phantom Morgan. That’s about all I have for theories because
the game gives you very little to work with. In terms of the actual story, first I think
it’s important to assume that what happened in the simulation did actually happen in the
real world, at least up until the final decision and maybe a few of the choices on who to save
and kill. It’s impossible to critique a story if every
plot hole and qwirk can be waved away as part of the whole ‘it’s a simulation’ thing. It’s tempting to think about what is real
and what isn’t. The whole bit at the beginning about Morgan
losing her memories is incredibly convenient. The entire experiment doesn’t really work
if you as the typhon have all of Morgan’s memories. Real Morgan’s amnesia is crucial to the
simulation which wouldn’t have worked without it. Does that mean the memory loss is a lie to
help the typhon accept being a blank slate? Or is it just one hell of a coincidence? Real Morgan had to be losing her memory and
having her memory stored or none of this works. Speaking of which, Morgan tells you that she
loses her memories when the neuromods are removed. I got they impression they were permanently
lost. If they can be put back into the typhon then
why couldn’t they be put back into Morgan? Like I said, the story really falls apart
if you start questioning what is real and what is just part of the simulation. Beginning a story with amnesia is already
a bit of a cheap tactic by itself, but combining amnesia at the start and then a simulation
at the end just doesn’t work. At its heart, Prey is a relatively simple
story of an alien lifeform taking over a ship, and the attempts by humans to either get off
the ship or blow it up. There’s nothing wrong with that as a premise. Unfortunately, I don’t think Arkane nailed
the execution. That’s not to say it’s terrible. Far from it. It’s okay. I’m largely apathetic towards the entire
thing to be honest. I spent 30 hours on Talos 1 and read most
of the emails and books in the game. Somehow I still don’t feel like I know much
about how the typhon invaded and took over the ship. I guess it doesn’t really matter, but it
would have been nice to piece together the full story throughout the game. On this note, sorting the emails and books
into chronological order in your data tab would have been helpful. Instead, they’re all listed in the order
found and therefore trying to make them into a cohesive whole is exhausting. A minor niggle is that Talos 1 felt largely
empty until I suddenly found a group of survivors who I then barely interacted with again after
opening a door for them. Morgan can’t talk, so you can’t discuss
your plan or interact with them in any way. Given the limited amount of interaction, I
have to wonder whether the game would have been any worse off with no other people on
board Talos 1 at all? Maybe Alex as the last survivor and that’s
it. A few plot holes seemed to have crept in which
bugged me more than is probably reasonable or fair. First, there’s the whole situation with
Dahl. I’m pretty sure he came from a nearby military
base called Argus, but it’s not entirely clear. Dahl is supposed to collect all the research
data on board the station which conjures up images of him sticking in a USB stick and
downloading data like every Hollywood movie I’ve watched in the last ten years. I fail to believe Transtar would leave all
that data on Talos 1 with no backup when they’re investigating an alien race. If Transtar wants to stop the typhon infestation
spreading to Earth then letting Dahl board Talos 1 and then leave is probably not the
greatest idea. On the subject of spreading the infestation
to Earth, if they have a nullwave device that kills all typhon, can’t they use that on
Earth? I’m assuming the nullwave device is real
and not just part of the simulation, because that would be as annoying as hell. Overall, I get the impression that Prey doesn’t
know what it wants to be. It sure as hell starts off as a survival horror
game, however it ends in a chaotic mess of pulpy science fiction with the introduction
of Dahl and that big typhon thing showing up out of nowhere. Like I said, simulation bullshit aside, I
don’t hate the story. Let’s be honest, there are far worse ones
in video games. It’s the execution I take issue with. Prey should either have been a 10 hour survival
horror space adventure or a science fiction first person action game with much better
combat. Instead it spreads the story out over closer
to 20 hours by adding in lots of backtracking, and forces you to do combat when it doesn’t
have the systems in place to make that fun. It’s a noble effort, but largely an unsuccessful
one. Prey’s story is straightforward and not
particularly memorable, however I’d wager most people aren’t playing Prey for a detailed
narrative. It’s all about immersion and player choice. I’ll discuss choice at the end, but now
would be a good time to see how well Prey lives up to that God awful immersion sim title. Prey nails the feeling that you are on board
an actual space station thanks to cohesive level design that more than makes up for an
uninspiring visual style. I don’t particularly like the 1950s art
deco vibe. It’s been done to death at this point and
shows a lack of imagination. It would have been much more challenging to
come up with a modern theme that looked like something you might expect in space in the
2030s. You’d expect there to be minimal clutter
and a cramped environment. The problem with this, of course, is that
it runs the risk of looking incredibly bland and dull. That’s why Arkane went with the look they
chose--it’s simply easier to create a visually stimulating set of levels by adopting this
style. It requires a fair bit of explanation in the
story though. For example, why are there books on a space
station instead of tablets? The technology is clearly there judging by
the computers. The luxurious furniture and equipment is the
result of Transtar making the space station as appealing as possible to the world’s
top scientists. That’s not completely unforeseeable. Companies like Google and Facebook have offices
that look more like adult playgrounds than places of work. At a stretch, the fabrication machine can
explain why there are coffee machines and bar stools, but how did the bigger objects
get there. There are grand staircases and light fittings
that don’t look like they’ve been 3D printed from an Ikea schematic. There is a space elevator on Earth although
one company has a monopoly on it, so I imagine it’s an expensive way to transport a sofa
let alone entire staircases. Anyway, the visual style isn’t to my taste,
but it is at least consistent. Each area looks fit for purpose, while also
being clearly designed in the same image. I don’t find the visuals particularly immersive,
but the level design more than makes up for it. From the moment you first break the glass
and leave your fake apartment, you feel like the levels are part of one entire ship. Yes, there are painfully long loading screens
to deal with, however the geography of the station feels correct and that’s confirmed
when you float out of an airlock. It’s hard not to be impressed when you spin
around to look at the station and realize that it does all fit together with all the
areas where you expect to find them. Loading zones stop you from truly appreciating
this interconnectivity, but I did have a new found appreciation for the level design after
seeing it all laid out like this. This exterior section is also the game’s
fast travel system and as fast travel systems go, this is a pretty clever one. It’s not a particularly fast one mind you. To travel from one area to another, you have
to first hope that the area you’re in has an airlock and then that the area you want
to go to also has an airlock. Even if that’s the case, you then have to
endure two loading screens. There are many cases when it’s probably
quicker to stay on the station, although then of course you risk getting into combat and
expending precious resources. Eventually that becomes a risk outside the
station as well, but for a while you can treat it as a relaxing zone to move around in. The immersive sim label also applies to Prey’s
storytelling which is done largely through one-sided conversations which complement information
provided through emails and audiologs. I know it’s a popular opinion that silent
protagonists help with immersion, but I prefer protagonists to interact with other characters
in some way, even if there isn’t any voice acting. While the operator January plays a key role
in the story, it still feels like she was created entirely to impart exposition at you. When done right, this style of storytelling
can work, but it’s harder to get right than get wrong. Half Life famously has a silent protagonist
and the constant radio calls in Bioshock are certainly worth it when you reach the twist
at the end of the story. In Prey, the constant radio calls just get
too much. On more than one occasion, I would be listening
to an audio log when suddenly January would pop up and start talking over it, and then
when she’s finished, Alex would call and talk at me for a few minutes. Then Sarah Elezar joins in and suddenly you
don’t feel like you’re alone on the station anymore even though it’s eerily quiet. It’s like the station was busy but there’s
been a sighting of Taylor Swift on the supply deck so everyone’s run there to to check
it out. The conversations, if you can call them that,
with Alex and January directly advance the plot, but if you want background information
about Talos 1 or the people who lived on the space station then you’ll need to read the
emails and listen to the audiologs. The audiologs do a good job of fleshing out
characters that you would otherwise know nothing about. Probably the most notable side character is
Danielle Sho. If it weren’t for the audiologs, you wouldn’t
much care when you find her hanging around outside the spaceship mourning the loss of
her partner. Instead, you can listen to her hanging out
with her girlfriend as they record cheesy audiologs for their future selves to listen
to. It means something when you later find Abigail’s
dead body and have to watch as Danielle drifts alone in space. On the less positive side, there are plenty
of audiologs that are solely designed to serve as mini tutorials in case the player can’t
figure something out. For example, there’s an audiolog telling
you how to bring in a container which pops up at just the right time. Unfortunately, the vast majority of emails
fall into a similar category. Most computers have a couple of emails to
read but they’re often little more than thinly veiled excuses to give the player key
codes for doors or safes, or perhaps the location of a gun or ammo stash. Very few of the emails flesh out the world
or characters, with the dungeons and dragons references perhaps the most memorable. You wouldn’t expect corporate emails to
be treasure troves of character building information, however this is how Arkane has chosen to tell
the story, and therefore the emails need to do more to build up the world and those who
inhabit it. All the audiologs and emails in the world,
don’t replace actually seeing characters living their lives on board the ships and
therefore video footage or flashbacks would have been far more effective in making Talos
1 feel real and having us empathise with the few characters we meet. Flashbacks would fit with the story. They could be faulty parts of Morgan’s memory
that got injected along with the necessary parts for the simulation. Security camera footage is another option,
although it wouldn’t be as effective. One thing that can’t be understated when
it comes to immersion is the system for recycling scrap and fabricating supplies. During the early hours, when you’re carefully
walking down corridors, twitching at every shadow and jumping at every sound, you’ll
have to carefully manage your supplies because you will always be in danger of running out. I found myself short of all types of ammo,
health kits, suit repair kits, and spare parts. I picked up everything I could and even that
wasn’t enough. Part of the problem is that by exploring,
you encounter mimics which make you use up precious health and ammo, so whatever you
find is just replacing what you lost. Even when you do get fully stocked up, you
might hit a stretch where you don’t find any replacement ammo or health packs for some
time and be on death’s door with no way out. This is where the recycling and fabrication
machines come in. All the junk you pick up can be dropped in
the recycling machine and turned into materials. Those materials can then be shoved in the
fabrication machine and used to make most of the consumable items you’ll need in the
game assuming you have the fabrication plan for that item. You can even make weapons, although you’ll
likely find the weapon before the fabrication plan anyway. Perhaps most surprisingly, you can develop
more neuromods and you’ll likely end up with an abundance with them by the end of
the game. Having two separate machines for all this
felt like an unnecessary extra step, but the recycler only takes a few seconds to use and
it does make more sense to feed blocks of pure material to the fabrication machine instead
of random bits of scrap. It is annoying when the machines aren’t
together though. While they usually come as a pair, there are
many occasions when you’ll find a recycler without a fabrication machine and vice-versa. This is a real pain in the arse and means
you’ll either have to backtrack to find the other machine, or venture forward and
hope you’ll come across one soon. There’s a good chance you won’t find another
one soon because there’s not a tonne of these machines lying around. I once found myself with only 25% health and
no ammo or medkits. The only fabrication machine nearby required
me to get past three large enemies, all of whom seemed to spot me on sight the second
I entered the room. I ended up running for a door that I knew
would trigger a loading screen, then going back into the same room and just about making
it to the fabrication machine without being spotted. It wasn’t a great deal of fun. This shortage of resources suits the game
well for a few hours, maybe as many as five or six. I usually hate resource management, but if
there’s one genre it works for it’s survival horror. The problem of course, is that Prey doesn’t
stay a survival horror game for very long. Combat becomes unavoidable and when you have
to start gunning down rooms full of phantoms with your pistol and shotgun, you’re going
to constantly run out of ammo. This all makes the game quite challenging. Even when you have all the resources you need,
you won’t breeze through the enemies and when you can’t use your gun or weapon of
choice, you’re going to struggle. Prey isn’t easy and I’m not sure how I
feel about that. The challenge to stay out of sight is one
thing, but the amount of damage you take in combat is a touch ridiculous, and combined
with potential shortages of resources you can end up getting yourself into situations
that feel almost impossible to escape from. I’m not entirely sure the game needed to
be this difficult. The combat isn’t tight enough for the challenge
to feel fair like your typical Bloodborne or Dark Souls experience. The more enemies become unavoidable, the more
the game frustrates and not in a way I found particularly enjoyable. Many enemies could have been removed without
it negatively affecting the experience. Corrupted operators are probably the best
example and I never want to see one of those military operators ever again. Balancing difficulty and immersion isn’t
easy. On the one hand, being intimidated by the
game’s more challenging enemies is important to keep you immersed. However, save scumming is immersion breaking
and I definitely found myself slipping into that every now and again. Overall, Prey does a decent job of living
up to the immersion sim label for half of the game when things are kept simple. It’s the second half of the game when things
start petering out. When the game shifts from sneaking around
to all out combat, Prey starts to feel like a generic and somewhat dated attempt to copy
Bioshock almost ten years after that game’s release. I simply couldn’t stay immersed for the
entire 30 hour experience, and as that immersion dropped off, so did my enjoyment. I’ve been pretty harsh on Prey so far, but
most of the game is okay. A few improvements to the combat and a tighter
story would have improved the game no end, but ultimately my problems with the game run
a little deeper. My main gripe is with the heavily advertised
Play Your Way system. Play Your Way largely focuses on gameplay
options in the game, however it can also apply to the moral choices you’ll be presented
with during the course of the game. Let’s look at the gameplay first. I’ve already touched on this, but to summarize,
the game presents itself as having lots of options for how to progress and sometimes
it genuinely lives up to that. If you want to get into a room you could try
hacking the panel, or looking for the keycard, or climbing through a vent, or shooting the
button to unlock the door, or even turning into a coffee cup and rolling through a gap. When it comes to getting into places, you
do have an almost unrivaled amount of freedom. However, you still need to get into the room
and you know that no matter what choices you’ve made there will always be a way into the room. The choice of whether you hack the panel or
climb through a vent isn’t so exciting that you’ll want to replay the game again to
experience doing it differently. Not to mention, all these decisions are usually
blindingly obvious. 50% of the time, I already had the keycard
for the door, so none of the other options even came into play. I didn’t have the mimic skill early on,
so transforming into a coffee cup was out of the question and not all doors can be hacked. However, the developers refuse to not block
off any content, so you know there will be a way in regardless of your build. Usually it’s a maintenance panel that can
be moved, or a large object that needs shunting out of the way to reveal a secret path. Sneaking into locked rooms is satisfying the
first two or three times, but that satisfaction quickly disappears when you realize it’s
almost impossible to fail. As far as exploration goes, your choices simply
do not matter, and as a result, nothing feels satisfying. One of the most common examples I see referenced
for Prey’s flexibility in how you play revolves around use of the glue gun. By shooting glue at the wall, you can form
makeshift staircases to get to places you’re not supposed to go. Or at least, to places the game pretends you’re
not supposed to go. Early on, I used the glue gun to build a glue
staircase to get to a balcony that had a disruptor gun to pick up. I felt quite smug for a few seconds, until
I looked around the room and realized that I had done exactly what the game wanted me
to do. There was clear signposting to tell you that
you should try and build your own staircase, so it was fairly obvious. Prey gives you options for how to navigate
its world, but only because it’s taken away the options to begin with. It felt like a staircase had been stripped
out of the room just so players could make their own path. The jumping mechanics are also horrendous
by the way, so expect to spend a lot of time falling off blobs of glue. Now, to be completely fair, this is near the
beginning of the game, so this is arguably a tutorial of sorts. However, it happened later in the game as
well. Once, I was taking a secret route through
some maintenance tunnels and I had to make it up to a ledge that I couldn’t reach. A couple of well placed glue blobs can be
used to get there, however the ledge feels artificially high to begin with. Yes, I had to use the glue gun to reach the
ledge, but was I really playing my own way? I felt like I was playing the developer’s
way. In addition to exploration, you’re allowed
to choose the way you deal with the phantoms. You can avoid them, take them on directly,
or lead them into traps. As I’ve already discussed, I started off
playing Prey as a survival horror game and I had a great time. The longer the game went on, the more I switched
my focus to direct combat. This was partly due to a lack of stealthy
neuromod options, but also because of the sheer number of enemies. Even if you clear out an area, the enemies
will respawn, usually in larger numbers depending on where you are in the story. And then there are examples like the part
in the story where you are encouraged by Sarah to place turrets before opening a door. In case you missed the hint, the game throws
up a couple of side quests to tell you you need turrets, but it gives you options for
how to get them. You can find some lying around nearby and
reprogram them, or you can turn the power on and use the fabrication machine. The game is making it very clear that you
have a choice, because as players we’re increasingly programmed to value choice, even
if that choice is meaningless. I can’t imagine anyone is going to replay
the game and be all excited when the get back to this section due to the ability to find
the turrets in a different way. This choice is not really about providing
different ways to play. It’s about making sure you don’t get locked
out of any content. The game is worried that you might not be
able to reprogram the turrets, or that you might not have enough materials to fabricate
new ones. This further reinforces my belief that Arkane
doesn’t have the confidence to punish and reward players for their choices. Just like how you will always be able to get
into a room, no matter what skills you’ve picked, you will always be able to place some
turrets by the door if you want to. Obviously you don’t have to play the game
the way I did, but the more I think about it, the more I’m sure that most people will
have played the game this way. Now, I know that’s a silly thing to say
on a YouTube video. I’m going to get a bunch of comments from
people saying that they didn’t play it the same way, and that’s fine, but I’m convinced
there’s some truth in this statement. Early in the game, you’re given the tools
to take on mimics, but you’re going to struggle against the phantoms. Playing stealthily is the only sensible choice
here. There’s an abundance of ways to avoid phantoms,
so you have to actively decide to go up against them. The lobby area is a good example. You can move around the entire area without
being seen so long as you stick to the top floor. I honestly can’t imagine many players going
all glue guns blazing in the early hours. The more you play, the harder you’ll find
it to stick to this stealthy approach. It’s easy to avoid a couple of phantoms
on the ground floor by sticking to the roof, but when there are weavers and telepaths floating
around, it becomes a lot harder to be stealthy, both in terms of the skill and patience required. One of the more baffling things I’ve seen
people say about Prey is that it offers a lot of replayability because you can play
entirely using human powers and then again using alien powers. That’s true enough, but by ignoring the
alien skill tree, you’d be deliberately ignoring a large chunk of the content that
makes the combat bearable. It’d be like saying Rise of the Tomb Raider
has replayability because you can play it only using the bow and arrow and then a second
time using guns. Or perhaps playing Need For Speed, but only
turning left. That might be a bit of an exaggeration, but
I don’t think there’s a good reason to avoid the alien powers. The game tries to pretend it’s a morale
choice, but it’s really not. Finally, while Prey gives you multiple ways
to solve problems, it often gives you the solution as a side quest. These side quests automatically become active
quests, so it’s easy to assume that an optional side quest is a main quest. I’d have preferred Arkane to have a little
more faith in players and let them find out solutions, or at least make it clear that
there is more than one way to solve the problem. While you can play Prey however you like,
I’d wager that at least two thirds of people will play it in a similar way. Start off slow and avoid enemies, then start
taking enemies on, then get bored and start running past enemies. The more interesting discussion revolves around
Prey’s moral choices. Let’s talk about that big decision at the
end of the game. The decision about whether or not to blow
up the station and kill everyone or to activate the nullwave. I can see how this might sound like an intriguing
moral choice. Do you take the selfish route and activate
the nullwave, or do you play the selfless hero and blow up the station? This only works as a cool moral choice because
of the amount of information withheld from the player. Why is using the nullwave a risky move? Surely if everyone stays on the station then
there’s no risk of the typhon making it to Earth? Can Alex and Morgan work on a way to defeat
the typhon while on board the ship? January tries to convince Morgan that blowing
up the station is the sensible choice, but it sounds stupid. Sure, you kill all the typhon, but there’s
every chance they could come back, especially once the coral neural network is active. If Earth is already in trouble because people
have been injecting typhon material into themselves, then Alex and Morgan might be Earth’s best
chance of redemption. Killing yourself isn’t heroic; it’s stupid. Or is it? I don’t know, because I don’t have anywhere
near enough information. The self destruct solution also makes a mess
of the side quests. As January points out, why bother saving people
if you’re going to use the self-destruct anyway? If I was role-playing as a character who had
decided to use the self-destruct then I wouldn’t give a crap about saving people. What’s the point? I’d just be wasting time. I could even go on a killing spree for shits
and giggles. Call it target practice. But then at the end, I’d be judged as an
arsehole. The final insult is that neither choice is
bad and you get an identical ending anyway, because of the whole simulation bullshit. The only ‘bad’ ending, is taking the escape
pod and leaving early. I like that you can do this, but it’s clearly
a failure state and you’ll want to reload a save game to play the rest of the game. Even the scene where the operators judge you
at the end is underwhelming. So long as you complete a couple of side quests,
you’ll get praise and be told that the experiment was a success. I’ve looked at the trophies for Prey and
at the time of writing it looks like the vast majority of players who’ve completed the
game achieved the gold trophy for having high empathy and I’d imagine most of them did
it without even thinking about it all that much. The side quests attempt to test your morality. Do you kill the imposter cook for example? It doesn’t matter much either way. I didn’t, but only because I couldn’t
find him and I’d lost interest in the side quests due to the bug on the Mikhaila quest. I got praised for showing restraint anyway. I also got praised for saving Igwe, but it
looked like the only logical solution at the time. I didn’t care about him--I just needed to
bring in a piece of cargo to get back into the ship. I’d have had gone out of my way not to rescue
him. Then there’s the neuromods. When you first get the opportunity to use
alien powers, you’re warned that turrets might detect you as an alien and fire. You’re also warned about the dangers of
injecting yourself with a foreign substance. This is made out to be a big deal, but it’s
really not. All we get is a brief mention at the end that
by injecting yourself with typhon powers, maybe you were trying to become more like
your true self. That’s it. I’ve made it most of the way through this
video without making comparisons to other games, but I can’t talk about the moral
choices in Prey without talking about Dishonored, a game also developed by Arkane. Dishonored does a much better job of implementing
meaningful moral choice throughout the game and in a way that impacts the ending. I played through the original Dishonored twice,
doing a stealth and no kill playthrough and then a deadly playthrough where I killed everything
with a pulse, either biological or mechanical. Both approaches were viable options. Stealth was more challenging, but it was always
possible. I never felt like the game was nudging me
towards combat. When I had skill points to spend, there were
plenty of stealth choices available, including things like the ability to pause time. Even at the end of the game, there were skills
I hadn’t had the opportunity to acquire and wanted to use. There are also plenty of combat skills available,
so if you want to kill everything you can, and you can get bloody creative with it as
well. If you search YouTube, you’ll find videos
of people pausing time, taking over enemy bodies, and moving them in front of bullets
and loads of other flashy stuff as well. The actual combat has similar problems to
Prey in that you’re often just swinging wildly, but my God, there are so many more
entertaining ways to kill people in Dishonored. You can also utilize combat and maintain a
no kill playthrough thanks to all the non-lethal takedown options. Exploration in Dishonored felt a lot more
satisfying, but that’s in part down to the environment. Dishonored’s open townscapes offer more
opportunities to create your own path by moving around rooftops and sneaking through windows. It’s not Prey’s fault that it’s set
on a space station, but that does limit the freedom of movement. That’s how the gameplay differs, but it’s
the moral choices where Dishonored really shows Prey how it should be done. A non-lethal playthrough is clearly considered
the good ending whereas murdering lots of people gets you a bad ending. The impact is even felt before the ending. If you kill people, the streets will start
to swarm with rats and there will be plague victims everywhere to make life more difficult. Let’s compare this to Prey. In Prey, you have a game that is clearly not
intended to be played stealthily the entire way though. Only a small percentage of the skills are
appropriate for stealth builds so you’ll quickly be looking to dump neuromods elsewhere. Some skills from Dishonored would have been
welcome here, such as the ability to freeze time. You can slow time in Prey, but time slows
for you as well as your enemies and it’s called “Combat Focus” so it’s clearly
intended for combat. The combat itself doesn’t feel anywhere
near as satisfying. You can’t pickpocket a phantom, or choke
them unconscious. You either have to shoot them until they’re
dead or run past them. As for moral choices… I’m not sure there are any. I’ve explained why I don’t like the ending
choice, but it’s the lack of impact during the main game that is most obviously missing. Nothing changes based on your decisions. You could ignore all the side quests and the
game wouldn’t feel any different. You could kill everyone. You could save everyone. What changes? You get some extra story material from a few
characters, but the end result is always the same. I discussed a section of the game where you
are encouraged to set up turrets to defend a door. If you don’t set up turrets then the NPCs
can presumably die, but I don’t see how this would have made any difference to the
game. I never saw any of those characters again. They had no impact on the story other than
hanging around waiting to be saved and then disappearing. The tutorial posed a variation of the trolly
problem that suggested a difficult moral choice would pop up at some point. The reference to pushing the fat man onto
the tracks to save other’s lives is presumably a reference to Alex, although I never got
the opportunity to sacrifice him in any meaningful way. I have to assume that using self-destruct
is the logical decision which is the equivalent to changing the tracks, but it’s not the
tough decision I anticipated from that introduction. The game set up a big decision but never delivered. To be clear, I think Dishonored’s morality
system--or chaos system as it’s called in the game--is flawed and far from perfect. I’m only praising it here because I think
it’s leaps and bounds above the morality in Prey. With Prey, I hoped Arkane would have learned
from Dishonored and improved on a system that was a little too black and white for my taste. Instead they’ve taken a huge step back and
we’re just left with white. There’s part of a good game in Prey, but
it’s hidden inside a mediocre experience. I’ve praised the early hours of Prey for
the survival horror vibe I got from it. I should point out that I appear to be in
the minority for preferring the first part of Prey. Most people describe the game as starting
slowly and then opening up and becoming more interesting. That’s not the game I played. The more time I spent with Prey, the more
mundane it became. It simply doesn’t offer anything new or
interesting. In the end, it feels like Prey was developed
by three different teams. One wanted to create a spiritual sequel to
System Shock 2 with the story and setting. Another wanted to recreate the atmosphere
and visual style of Bioshock, while the final team tried to add the morality and freedom
of Dishonored. The collective whole is as disjointed as you’d
expect from that description. It’s a shame, because you can’t deny the
effort Arkane put into developing this game. I’m of the opinion that no major developers
are lazy. I’ve been critical of Mass Effect: Andromeda,
but you can’t produce a game like that if you’re lazy. Every big game requires hard work. Arkane went above and beyond in trying to
develop a believable space station and a sandbox environment for players to explore. I happen to think they made a bit of a hash
of it, but I admire the attempt. Part of the problem is presumably the way
Arkane split its development team in two after the original Dishonored. One team made Dishonored 2 and the other made
Prey. It’s a shame, because more influence from
Dishonored would have made Prey a much better experience. I’ve linked a Gamespot video in the comments
which goes into more detail on the development of this game and it’s well worth a watch. And that brings me to the end of this video. As always, if you liked the video hit the
like button and maybe consider subscribing and sharing. If you hit the bell icon next to the subscribe
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often. You’ll get two notifications a month at
most. The next game I’m going to play is What
Remains of Edith Finch, but it’s too early to know if I’ll do a video on that yet. I also need to tackle Persona 5 at some point
but don’t expect a video on that monstrousity anytime soon. Feel free to leave suggestions or questions
in the comments and I’ll respond if I can. Thanks for listening.