The First 15
Right away I have to say that the start screen music is perfect.
First I have to choose my gender. I’m male so I choose male. It’s the year 2032.
I leave my apartment and get onto a helicopter. The city looks really good. I can see the mix of new buildings along with “old” 2017 buildings. I arrive at the company headquarters and am greeted by a science probe which informs me that my brother is waiting for me.
I go through a series of very basic tests. The scientists are making this out to be some kind of huge deal, but I can’t figure out why. After the third test the scientist gets attacked by some kind of alien creature.
I wake up the next morning and find that things aren’t quite right. For instance, the hallway doesn’t go where it normally did. I grab a wrench and use it break the glass windows of my apartment so that I can escape…
…and walk out onto a soundstage. What the hell is going on?
Story
Several decades ago astronauts encountered the Typhon. The Typhon are an alien species with an unknown origin. America and Russia team up in secret to build a space station where scientists began studying the Typhon. Eventually they develop a device called a neuromod. A neuromod can teach a person any skill in a matter of seconds by remapping a person’s brain as if they had actually learned the skill.
Of course, everything eventually goes horribly wrong. The Typhon break containment and begin killing the people on the station while simultaneously growing some kind of weave, purpose unknown.
The story for Prey is as shallow or deep as you want it to be. A lot of the story is about the Typhon running amuck and trying to decide how to handle it. This mostly involves a lot of shooting things until they die. But there’s a deeper undercurrent that talks about memory, identity, and what it means to be an individual. There are choices that have to be made and repercussions for each decision. Players can dive into this or choose to ignore it as they wish.
Interface and Controls
You can set weapons to left, right, and down on the D-Pad to quickly swap between them which is nice. Up is reserved for the flashlight, which you almost never use. I wish the game allowed you to set a weapon to up as well.
The inventory has a number of issues that should be simple to fix (which leaves one to wonder why they weren’t fixed before release). These issues mostly arise when the player’s inventory is nearly full. The first issue is that items which should stack, don’t always stack when they enter the inventory. A single push of a button sorts them into a single stack, but having to go into the inventory, sort it, and exit out every time the player collects another item which fills their inventory gets annoying. The other issue is that if the player tries to pick up a weapon which takes up more than one inventory slot, the game will claim the player’s inventory is full even if the player has enough room but doesn’t have enough open inventory blocks that are side by side. Again, going into the inventory, sorting, and exiting out will fix the problem, but it’s bad design that such a thing is even necessary. Simply put, the inventory needs to auto-stack items that enter the player’s inventory, and if necessary auto-sort to fit larger items such as weapons.
I had a lot of trouble figuring out where I needed to go for some of the objectives. A few times I would follow a quest marker only to realize that it was just leading me to another area of the ship entirely. Other quests simply didn’t have a quest marker and reading the quest text still didn’t tell me where to go. The quest indicator should be another color if it’s in a different area of the station, and another QC pass on the quest text would have been nice.
I ran into an issue during spacewalks where it was next to impossible to track points of interest. The green dots would appear, but the only way that I could get the labels for these dots was to turn off all primary and secondary objective markers. The developers need to make it so that the labels will appear around all markers in the direction you are looking rather than one at a time.
Gameplay
The best part about Prey is how the game rewards the player for exploring. There is the primary objective and several secondary objectives, but a lot of the best gameplay is when players try poking their heads in nearby rooms, exploring down unknown corridors, or sometimes even just visiting entirely different sections of the ship. Unlike a lot of games that only let players go a little ways off the beaten path, Prey lets players explore for hours if they so choose in whatever direction they want. Some areas can only be accessed by progressing the story of course, but by and large the station is one giant playground to explore.
One of the core concepts of the game is the neuromods. Neuromods allow the player to learn new skills to fight better, hack doors, repair broken systems on the station, and a myriad of other things. I was particularly impressed with how I found every potential upgrade worth taking. At the start I wanted them all. And that was before the game doubled the amount that I had available to me. Mostly the player has to find neuromods, but they can also be constructed, up to a point. Once the player tries to make too many, the game locks them out and requires the player to go on a sidequest to unlock them again. I enjoyed how completing that sidequest became the most important goal to me even over the primary objective.
Eventually the player finds a scanner with which to scan the Typhon. Doing so unlocks new Typhon abilities that the player can learn. These include every ability the Typhon know such as mimicing objects, hurling fireballs, mind controlling people, and more. The ability to mimic objects was particularly interested because it allows the player to enter areas that normally are inaccessible. It takes a big mental shift to consider that the way past a locked door is to transform into a coffee cup and roll in through the mail slot.
The concept of the Mimic enemy is very cool. Mimics will (as the name suggests) mimic another nearby object and lie in wait. When the player gets too close the creature will drop the disguise and attack. This creates a lot of tension and leads to some interesting gameplay moments. When players first explore an area, they have to keep an eye out for duplicate items (one of which could be a mimic). And if they ever go back through an area, they must be wary of anything that wasn’t there before.
Turrets add another interesting element to the game. When I found my first turret I felt like I’d found my savior. I would carry it around with me while I explored the lobby and let it do the shooting since I had a very hard time hitting the fast moving mimics with my pistol (and the turret has unlimited ammo). Each time I walked in front of it, the turret would scan me and declare me free of Typhon material. It wasn’t until later that I realized why this was so important. If you choose to install Typhon neuromods, the turrets will start to attack you on sight. In this way they go from being a savior, to being another enemy. I found it to be a very interesting role reversal.
I especially liked the way the game handles spacewalks. I sometimes got turned around, and upside down, but it felt like a “natural” part of floating in space. The controls felt intuitive despite the lack of up and down.
The GLOO Cannon is Prey’s equivalent to Half-Life’s gravity gun. The GLOO Cannon does serve a purpose in combat, but its real use is for climbing walls and putting out fires. It gives the player a freedom of movement that takes a while to fully comprehend. Areas that at first appear flat hide a verticality that takes some getting used to. The game does a good job of showcasing what you can do with the weapon to get players started.
Another interesting weapon is the Q-Beam. The Q-Beam does reverse damage. This means that rather than lower the enemy’s health like most weapons, it begins to fill the enemy’s health bar from left to right. Once it fills the enemy’s health bar completely, the enemy disintegrates into its base elements that the player can collect. Since the beam only has to reach the enemy’s current health, players can combo other weapons with the Q-Beam if needed. My only complaint about this weapon is that the energy buildup decays very quickly. This makes it hard to use any other weapon after building up any kind of charge in an enemy. I would like to see the energy from the Q-Beam never decay once it applies to an enemy.
Grenades in this game are the worst weapon to try and use. Throwing a grenade is often times a study in futility. Without some kind of trajectory indicator it’s hard to tell where the grenade will go. Sometimes it doesn’t go far enough or it goes too far and misses the intended targets. Other times it bounces off something that the player might not even realize is in the way. This actually killed me when a grenade I threw bounced off a box and landed right underneath me before going off (though I did get an achievement for it). I would like to see the developers add in a system that shows the player the trajectory of the grenade before it gets thrown.
Then there’s the shotgun. The shotgun is by far the strongest weapon in the game and pretty much renders the others obsolete. The problem is that even with such a powerful weapon I still found myself crafting tons of ammo for it so it was actually fairly well balanced. But it highlights that the other weapons just aren’t good enough to keep up with the enemies of the game. I would like to see the designers boost the strength of the other weapons a bit rather than nerf the one gun that seems to really work. Also, it would be nice if players could upgrade the wrench to make it a more viable option rather than that thing players have to use when they run out of ammo.
The game allows players to equip chip mods which give various passive effects. I like the chip system, but one chip specifically I do not like. One of the chips allows players to detect Mimics while they are hiding as other objects. I feel like this removes a major element of the game and cheapens the experience. On the plus side, the chip does not work on Greater Mimics, but I still feel that it should be removed from the game.
Conclusion
You will like this game if you enjoy a game that rewards exploration and has more than a few jump scares.
You will not like this game if you want a more linear experience or if you strongly dislike jump scares. The game has some sense of horror to it, but after a while you get used to the Typhon.
I enjoyed this game mostly for the freedom it gave me in exploring the station. The combat is interesting and I felt challenged even on Normal difficulty. The Typhon abilities are also a nice touch with mimic being the most unique.
