{"id":177827,"date":"2017-02-15T21:26:34","date_gmt":"2017-02-16T02:26:34","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/less-surreal-more-cyberpunk-but-preys-first-hour-will-get-inside-your-head-vg247\/"},"modified":"2017-02-15T21:26:34","modified_gmt":"2017-02-16T02:26:34","slug":"less-surreal-more-cyberpunk-but-preys-first-hour-will-get-inside-your-head-vg247","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/less-surreal-more-cyberpunk-but-preys-first-hour-will-get-inside-your-head-vg247\/","title":{"rendered":"Less surreal, more cyberpunk  but Prey&#8217;s first hour will get inside your head &#8211; VG247"},"content":{"rendered":"<p><p>    Wednesday, 15 February 2017 12:14    GMT By Brenna Hillier  <\/p>\n<p>    Prey isnt as weird as those early trailers suggested, but it    is extremely cool.  <\/p>\n<\/p>\n<p>    In its opening minutes, Prey looks and feels very much like    the modern Deus Ex series, with a similar sort of streamlined    cyberpunk aesthetic.  <\/p>\n<p>    Prey is not as weird as Id hoped based on its E3    2016 reveal trailer, but after playing through the first    hour or so, Im gagging to see more.  <\/p>\n<p>    A lot of talk about Prey is going to focus on its lineage; it    comes to us from the same sprawling family as Thief, Deus Ex,    System Shock, BioShock and Deus Ex. Arkane is home to some of    the people who worked on those games, and if you had any doubts    about its affection for and connection to the grandaddy of the    immersive sim genre after Arx Fatalis, Dark Messiah of Might    and Magic and Dishonored, the in-game Looking Glass technology ought to tip you off.  <\/p>\n<p>    The more surface phenotypical features of this DNA are all    there. For example, you can pick stuff up and throw it around    if you want to, flush all the toilets you fancy, and even leave    little damage decals on monitors if you press the attack key    rather than the interact one when trying to check your email.  <\/p>\n<p>    The demo is too limited to judge whether the systemic and    emergent goodies of this family come through intact, but there    are clues. The Gloo gun hints at an interesting combat sandbox    which also doubles as environmental and traversal puzzle    toolkit, and my discovery of a Nerf crossbow  useless in terms    of damage, but a silent method of acting on interactive objects    at a distance  suggests therell be opportunities for    interesting stealth gameplay, too.  <\/p>\n<p>    The opening sequence is a soft tutorial and largely linear,    branching just once very slightly as you choose how to bypass a    closed door, where a popup message informs you that later in    the game youll encounter obstacles with multiple possible    solutions and can choose your own path. This explicit promise    of the old Looking Glass approach is more subtly echoed in the    branching of the skill trees as well as the the many terminals,    puzzles and routes Morgan cannot investigate in the opening    sequence but must return to later in the game.  <\/p>\n<p>    These familiar elements will almost certainly please genre    fans, but flushing toilets, a crowded combat sandbox and    freedom of playstyle are not enough to shift units. In its    opening minutes, Prey looks and feels very much like the modern    Deus Ex series, with a similar sort of streamlined cyberpunk    aesthetic  although its tempered by Arkanes distinctive    character design. I couldnt help but suppress a sigh as I    realised the environments were full of heavy objects Id be    able to move once I bought a leg augmentation  sorry, spent    Neuromods in the appropriate tree. Your mileage will vary on    that, but     as Deus Ex: Mankind Divided so recently demonstrated, mass    appetite for that kind of experience has diminished.  <\/p>\n<p>    Prey gets more interesting when Morgan moves into the main    environment  the Transtar space station is clearly part of the    same universe but lacks the pretty, frictionless future-urban    look of Morgans apartment. The decor here instead favours    corpses, combat damage and warren-like layouts that loop and    interconnect, each packed with props, resources, story hooks    and alien ambushes.  <\/p>\n<p>    The first main objective is to reach the hub at the centre of    the station, almost overwhelmingly riddled with doors over four    levels. Most of these were closed off, but it was easy to see    that players would be wandering back and forth between    locations throughout the game, gradually exploring and    unlocking the whole station; the maps found in most areas are    going to be a lifesaver. This freedom of moment means theres    no need to hoover up all the crafting materials Morgan finds    around the place, which rapidly gum up her inventory, and a    Metroidvania-style element means puzzles and secrets will    reward those who return to past scenes.  <\/p>\n<p>    As an example of this last point, theres a combination safe in    one of the earliest rooms Morgan can access. Fresh from    Dishonored 2s safe combinations, I    dutifully scoured the room for clues, eventually putting    together a grand conspiracy theory about the solution involving    emails found on various terminals nearby  and then giving it    up in disgust when I couldnt make the numbers work out for me.    Later I asked a PR rep about it, and she laughed: nobody in the    office had been able to solve it, and an email from Arkane    confirmed the solution was not available in the demo. Well,    then.  <\/p>\n<\/p>\n<p>    The upshot of everything Ive said so far is that Prey seems    like a decent enough game of the immersive sim lineage,    promising a wealth of exploration, combat and    throwing-things-at-other-things-to-see-what-happens in the    finest traditions of the genre. (In case you were wondering,    hitting an explosive gas canister with a wrench results in you    being blown up. I checked. If anybody asks, it was on purpose.    For science.) Without seeing more of the gameplay, the    differentiating feature at this stage has to be the setting and    plot.  <\/p>\n<p>    Without spoiling the story, Prey presents a more    straightforward narrative in the first hour than I had expected    based on the initial reveal. Looking back on E3 2016, I think I    made too much of director Raphael Colantonios promise of an    immersive sim with a psychological twist. I should have paid    more attention to the fact that the secrets    hidden in the reveal trailer were pretty obvious, and to    Bethesdas more matter-of-fact description of Prey as a game    about being the first human enhanced with alien powers aboard    a desolate space station under assault.  <\/p>\n<p>    There is a nice twist right there in that first hour, but it    was resolved by the end of the demo; I was disappointed by how    every question I had was answered almost immediately. By the    time I was finished I felt like I knew exactly what had    happened on the station, identified an antagonist, and had an    overall purpose. All very admirable in terms of video game    storytelling goals, and even from the start it feels more    cohesive than Dishonored (which for all     its truly glorious lore does feel like a story stitched    together from excellent level design). But not necessarily    super compelling stuff to anybody versed in literate sci-fi,    even with all the aliens and eyeball stabbing.  <\/p>\n<p>    This is often the case in the first hour of a game, and the    fact that Prey didnt leave me with a boatload of questions    does not mean things wont get super weird later on. I cant    help comparing it to BioShock Infinite, though; I remember    spotting the glitching Lutece statue in those opening few    minutes and feeling a building sense of excitement that here    was something I didnt understand at all. I hope Prey can offer    that same sense of mystery for all of us, and to satisfy my    personal tastes I hope it goes off the rails so hard it ends up    upside down, in another country and on fire.  <\/p>\n<\/p>\n<p>    Prey seems like a decent enough game of the immersive sim    lineage, promising a wealth of exploration, combat and    throwing-things-at-other-things-to-see-what-happens in the    finest traditions of the genre.  <\/p>\n<p>    Straight forward narrative and familiar immersive sim gameplay:    a solid package but not mind-blowing. So what Im having    trouble working out is why Prey has been nagging at my mind for    the past week, while its close cousin Deus Ex: Mankind Divided    has been gathering dust since about 20 minutes after release.  <\/p>\n<p>    Partly I think its a product of the nature of the demo; we got    a tantalising glimpse of the games possibilities without the    opportunity to get to grips with them. The enemies through the    demo were all the same type of grunt, for example, with    another, more interesting type shown only very briefly and    never engaged. The crafting and upgrade systems were available,    but without enough resources on hand to put them to significant    use. The story stood up and shook itself, and although the    hairs settled back down straight away, theres the chance it    could do it again  or perhaps stand up and savage the cat.  <\/p>\n<p>    I guess I want to play more Prey to find out if all these    things, combined with the obviously solid bones it is built on,    turn out to be as much fun as they could be. Thats a    stickier start than most games manage.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.vg247.com\/2017\/02\/15\/less-surreal-more-cyberpunk-but-preys-first-hour-will-get-inside-your-head\/\" title=\"Less surreal, more cyberpunk  but Prey's first hour will get inside your head - VG247\">Less surreal, more cyberpunk  but Prey's first hour will get inside your head - VG247<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Wednesday, 15 February 2017 12:14 GMT By Brenna Hillier Prey isnt as weird as those early trailers suggested, but it is extremely cool.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/less-surreal-more-cyberpunk-but-preys-first-hour-will-get-inside-your-head-vg247\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-177827","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/177827"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=177827"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/177827\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=177827"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=177827"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=177827"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}