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Prey Interview

PC Xbox 360 Interview by Ellie Gibson

23 June, 2006

If you haven't seen Prey in action yet, you really ought to take a look. For those who aren't familiar, it's a new first-person shooter with a sci-fi feel and an interesting take on boring old gravity - and it's heading to PC and Xbox 360 later this year.

The storyline revolves around Native American garage mechanic Tommy, who finds himself trapped aboard an alien spaceship with a personality all of its own. It's your job to rescue Tommy's girlfriend and find a way off the ship, together with the help of a ghostly hawk by the name of Talon. Luckily, you're armed with all sorts of mysterious Spirit Powers to help you in this task - not to mention an arsenal of really quite exciting guns.

We sat down with Tim Gerritson of Human Head to ask him all manner of questions including what makes Prey different from your average FPS, why there are only two multiplayer modes, and whether a console controller can ever really beat the old mouse-and-keyboard combo... Read on to find out more.

Eurogamer: What sets Prey apart from other first-person shooters?

Tim Gerritson: There are several things. There's the reluctant hero who isn't a space marine or a soldier, but rather just a man put in a position where he has no choice but to survive. There's the story told from a first-person point of view, where the hero is active and talking [about] the story that unfolds around him.

There's the use of Death Walk to get you back into the game after you've died, but without requiring you to replay an entire section of the game.There's the unique level design that throws out the usual laws of physics and places you within a living organism.

There's the use of Talon, your spirit totem to assist you as you navigate through the world. There's the setting, high above Earth, where you are constantly reminded of the menace that faces your loved ones. I could go on and on...

'Prey' Screenshot midwich

How did the Midwich Cuckoos end up on a living spaceship, that's what we want to know.

Eurogamer: The game seems to have a bit of an Aliens feel to it - were the Alien films an influence on you? What other films have inspired you?

Tim Gerritson: Specifically, HR Giger was a big influence on us. His ability to create a look that is at once biological and mechanical had a huge influence on us visually. We were inspired to create a unique look of our own that captured his spirit without specifically trying to ape his style.

Star Wars and its unique blending of spiritual and science fiction elements was also a big influence on us, as was Fire in the Sky, an abduction movie that finely captures the ever-present sense of fear in a totally alien environment.

Eurogamer: Where did the idea for the 'living ship' come from?

Tim Gerritson: That came early on. We felt that by making the ship you are abducted to a living entity, it gave us more opportunities to evolve the story beyond the usual science fiction drama. Getting the right look for that ship took much longer and was far harder.

Eurogamer: Can you explain a bit about the Spirit powers? How do they work, and at what points are they likely to prove useful?

Tim Gerritson: The spirit powers that Tommy learns during the game are Spirit Walk, which is the ability to leave his body and travel as a spirit. He leaves his body behind (leaving it defenseless and subject to attack) giving his spirit [the power] to travel semi-invisibly to by pass enemies (or sneak attack them), and to interact with key objects in the real world.

The next spirit power is Death Walk, which is what happens if your physical body is killed. Your spirit travels to a plane of existence between our world and the next and is forced to fight to return to the real world, where it can rejoin your physical body.

The final major spirit power is your spirit totem, Talon. He is a hawk that acts as your translator but also your companion, who defends you during battle by seeking to distract your enemies.

'Prey' Screenshot brek

Portals are not created by obese Ready Brek men running through walls, despite what this screenshot might suggest.

Eurogamer: What exactly is 'portal technology'? What are the portals for?

Tim Gerritson: Portals are used in various ways. The most obvious one is as a door between two points that enemies can travel through to attack you. Other portals are more subtle - they are used to change the physical setup of the world and make it something very different from what you see in our world.

Others may be invisible to the player entirely, but I don't want to give too much away regarding that.

Eurogamer: What's your favourite weapon in the game, and how does it work?

Tim Gerritson: My favourite weapon is the hider weapon, a sort of acid shotgun that shoots out the yellow glowing gastric juices of one of the enemies you fight. A lot of people like that gun, though I think the playtesters like the flexibility of the leech gun - a gun that sucks the power out of energy nodes on board the startship, creating different shooting effects depending on the type of power drawn upon.

Nearly all of the weapons have some sort of organic component to them as well, which creates both a visual interest and 'ick' factor when seeing them in use.

Eurogamer: Why are there only deathmatch and team deathmatch modes? Why not capture the flag, or something more original?

Tim Gerritson: Prey is predominantly a single player game, and we didn't want to divide our focus by trying to add on a ton of half-baked modes to multiplay.

Instead we decided to focus on making Deathmatch and doing it right. We reasoned that if we did a good deathmatch mode and got it right, and released the editor and SDK, we'd be in a far better position to create or support new modes down the road.

If we delivered a bad multiplayer experience, and few people cared about it, we figured there would be no point - since future development would never happen. This is the strategy we saw Valve use with Half-Life and we feel it worked very well in their case, thus proving our theory.

I think too many developers of limited size and resources like us try to throw in everything but the kitchen sink, thus creating a multiplayer that is quickly forgotten. We didn't want to do that.

'Prey' Screenshot mum

That's your mum that is.

Eurogamer: How does the anti-gravity element of the gameplay affect the way multiplayer matches play out?

Tim Gerritson: It's not really anti-gravity so much as different gravity, and it's the key to why our multiplayer is fun. By throwing out the typical rules of gravity, we created multiplayer situations where you really have to be thinking and reacting at all times.

We were very concerned early on that players would become overwhelmed by this feature, but in test it has proved to be easily adjusted to by most players and a hell of a lot of fun. Any game where you can be standing on one surface, while every other surface in the room has it's own localised gravity is a different experience to say the least.

Eurogamer: What are the main differences between the Xbox 360 version and the PC version?

Tim Gerritson: Both versions use the same source content though some of the visuals on the 360 use the medium PC quality settings for performance reasons. The 360 version has fully integrated Live support while the PC version uses the traditional user server based play.

Of course there's the controls as well. The PC version was designed for keyboard and mouse while the 360 uses the controller, though we tried to make sure the controls on each were adjusted so as to be comfortable and feel natural to the player. Outside of these differences, however, the experiences are very similar.

Eurogamer: A lot of hardcore FPS fans would say you can never have a truly great FPS on a console, because nothing can beat the mouse and keyboard combo. How would you respond to this?

Tim Gerritson: I believe Halo laid this to rest with a strong FPS experience on a console. For the super fast twitch style player who rules with a keyboard and mouse, however, I don't think anything will ever make them accept the controller/console experience.

For the mainstream gamer, the controller-based FPS is a lot of fun. Bad controls are bad controls, however, regardless of platform. For the 360 we worked with Venom to make sure the basic controls felt smooth and we followed the Halo setup as the guide. We also made the controls customisable with several different presets and easy adjustibility of the controller sensitivity to make the experience unique to each person who plays the game.

'Prey' Screenshot gravity

Prey's crazy take on gravity makes for some interesting multiplayer face-offs

Eurogamer: Last time we saw the game we noticed there were two difficulty levels - 'Normal' and 'Wicked'. Are you familiar with the meaning of 'Wicked' when used within South-East London?

Tim Gerritson: No, I'm personally not familiar, so pardon my ignorance on that. That's an unlockable version of the game that has actually been changed to Cherokee mode. The original use comes from another 3D Realms game - Max Payne - that had a similar unlockable mode.

Basically, the game has its own dynamic difficulty adjustment system that adjusts upwards or downwards on a limited scale based on how the player is doing. Once you finish the game, you unlock Cherokee mode, which is far harder - there are no health pick ups, less ammo, and everything is set to a harder level so you can really challenge yourself after you've played through the game.

Eurogamer: The PC demo has just been released? What can players expect from it?

Tim Gerritson: It's a fairly large demo. Not necessarily in terms of size, since it clocks in at about what most demos do these days, but in terms of how much content. We've shipped with two multiplayer maps and the first five levels of the game. You get to see a fair bit of the game in action to get a feel for it.

If you buy the full game, though, the demo save games work with the final version of the game (at least on PC) so that you don't have to replay sections if you don't like.

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Comments: 1-43 of 43 in total

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Yossarian
23/06/06 @ 07:03
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no 360 demo yet, though
itamae
23/06/06 @ 07:16
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"Are you familiar with the meaning of 'Wicked' when used within South-East London?

Tim Gerritson: No, I'm personally not familiar, so pardon my ignorance on that."


And neither am I. So, what are we in for here; more urine-related jokes? Or does it just mean "very cool" in SE London?
mowgli
23/06/06 @ 07:16
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such an excellent game, best iv played since fear
Mho7276501
23/06/06 @ 07:24
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great demo! Wasnt that bothered before but now i have pre-ordered! MP was a bit weird at first but when i got my head round the wall walking it was pretty cool.
Harpe
23/06/06 @ 07:32
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Great stuff... oooh the pretty.
Talha
23/06/06 @ 07:42
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The demo is very, very promising. Very refreshing to have such an unabashedly sci-fi theme in a shooter. I am only hoping that it doesn't get monotonous as FEAR got, despite being an excellent game.
UncleLou
23/06/06 @ 07:49
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/glares at Talha ;)

Demo is good - well, it's no FEAR, but it's a buy.
sharpfish
23/06/06 @ 07:52
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In the U.K, when someone says "hey dude that car is wicked" it translates to "Hello my friend, your car is really rather good".

So.. no urine jokes involved! :)

reality_cheque
23/06/06 @ 07:56
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"If you buy the full game, though, the demo save games work with the final version of the game (at least on PC) so that you don't have to replay sections if you don't like."

I like that. If it did it with the other console versions too that'd be ideal!
trevd72
23/06/06 @ 08:04
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i flogged PGR3 the other day and have dosh for a new 360. Should i pre-order or not....that is the question. i like to put the money back into the console it came from if you know what i mean and i cant see anything good in the next month, unless i missing something.
jack_klugman
23/06/06 @ 08:20
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Both versions use the same source content though some of the visuals on the 360 use the medium PC quality settings for performance reasons.

That's a little surprising. How can the Xbox 360 not enjoy top performance when my two year old PC runs it on 1600x1200 without a frame dropped?
3william56
23/06/06 @ 09:10
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Dear sweet mother of God, Jack, what have you done? You know that's an open invitation to another 200 post 'my 360 is has got a bigger c*ck than your PS3' strop-a-thon thread.

/hears the scampering of little fanboi feet

They're heeee-rrreee...

He didn't mean it! He didn't mean it!
Back! Back from whence ye came! YOU SHALL NOT PASS!

/falls to flaming doom
gamesb*tch
23/06/06 @ 09:14
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Azazel
23/06/06 @ 09:22
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ummm...

I must be missing something. Is it magic eye?
Talha
23/06/06 @ 09:26
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@UncleLou: Sorry to have rattled your delicate FEAR sensibilities! ;-) Please also note that I called it an 'excellent game' and stop glaring.

I am also puzzled by the mention of some graphical toning down done for the 360. Either it means that the game is optimized for quad SLi/Crossfire setups (Gaaaaaah!) or that the shared RAM of X360 is falling somewhat short. Whatever the case, it sure gives me a sinking feeling.
Darren
23/06/06 @ 09:27
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"Both versions use the same source content though some of the visuals on the 360 use the medium PC quality settings for performance reasons.

That's a little surprising. How can the Xbox 360 not enjoy top performance when my two year old PC runs it on 1600x1200 without a frame dropped?"

Yeah, that surprised me too... at first! My 3 year old Athlon XP 3000+ and GeForce 6800 GT graphics card can run this game at around 30 fps with v-sync on, 4X AA, 16X AF @ 1280x1024 and every setting at maximum. I even enabled my player shadow and used the Doom 3 tweaks in the Autoconfig.cfg file to boost performance. It's very playable and looks great.

I'd have expected the Xbox 360 to run at those setting easily seeing as the resolution is actually lower (1280x720 vs 1280x1024) but I guess the reason for medium settings is the lack of memory. My PC has 1GB of RAM and 256MB of graphics memory versus just 512MB on the 360. So in a way, the Xbox 360 is already suffering compared with PC not because of its graphics card or CPU but because of the lack of memory.

And to think my next PC which I'll be buying soon will have 2GB of memory and a 512MB graphics card.
Edited 1 times, most recently on 23/06/06 @ 10:30
Talha
23/06/06 @ 09:36
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I think now is a good time for Sony guys to consider bulding 1 GB of RAM into the PS3. But then, they will double the price so forget it. :-(

@Darren: What you wrote is extremely good news for the game running on my PC, since I have a 7900 GT while the other setup is identical to yours. Thanks!
Edited 1 times, most recently on 23/06/06 @ 10:37
UncleLou
23/06/06 @ 09:37
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Still surprising considerig that, from what I've heard, the old Xbox runs Doom 3 very respectable.
Talha
23/06/06 @ 09:43
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I have a sneaking suspicion that the devs are perhaps not pushing the 360 hard enough. Who can blame them, having to re-re-redevelop the game over the life of many consoles and the XBox platform no longer being very similar to PCs, unlike the last generation.
morriss
23/06/06 @ 10:08
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"Both versions use the same source content though some of the visuals on the 360 use the medium PC quality settings for performance reasons. "

Why? Lazy programming? Or can the 360 already 'not handle' teh graf1x?
Subquest
23/06/06 @ 10:25
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Played the demo and it's good fun - sometimes plays like a spacial awareness puzzle, great abduction scene, the most amazing human abattoir machine in gaming history, very halo like bad guys, pretty linear, could use better voice acting, leaves you wanting more..
Azazel
23/06/06 @ 10:36
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My suspicion is that they probably just didn't have the resources to completely re-optimise for a different platform.

As people have said: the original xbox can cope with doom 3 at a reasonable setting, so theoretically the 360 should have no problem with this. And you should also note that he said 'some' of the visuals would be toned down.

Anyway, we'll be able to judge how the differences between the two systems show up when they release the 360 demo - which i'm dying to get my hands on for one.
I was watching my mate play this on his rather nippy (nippier than mine anyway) PC last night, and it looked like a big load of coolio.
mash the x button
23/06/06 @ 10:41
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"The storyline revolves around Native American garage mechanic Tommy, who finds himself trapped aboard an alien spaceship with a personality all of its own".

Ha ha, they tried really hard here then. It does look rather flash though.
Laserbream
23/06/06 @ 10:49
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Cool, might buy this for the biomechanical thrills. I miss you System Shock.
fawe3
23/06/06 @ 11:09
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Um... Scary questions:

What sets Prey apart from other first-person shooters?
What are the main differences between the Xbox 360 version and the PC version?
What's your favourite weapon in the game, and how does it work?

:D
stonedben
23/06/06 @ 11:13
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"There are several things. There's the reluctant hero who isn't a space marine or a soldier, but rather just a man put in a position where he has no choice but to survive. There's the story told from a first-person point of view, where the hero is active and talking [about] the story that unfolds around him."

So I guess when he said "The army taught me how to kill" (or words to that effect) he was actually lying because he's not a soldier?
lambtron
23/06/06 @ 12:07
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It was just an infotainment short he watched as a kid:

How to kill by the USMC.

^_^
stoopidgreg
23/06/06 @ 12:26
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how many levels are in the full game? i completed the demo in around 45 minutes (not including the unskippable intro thingie where you have to wait for it to happen) so if i did 5 levels in 45 minutes there ought to be about 50 levels...
Azazel
23/06/06 @ 13:25
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What's your favourite weapon in the game, and how does it work?

My fav weapon is the one that pinpoints enemy weak spots for MASSIVE DAMAGE
urban
23/06/06 @ 13:48
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i maintain it looks shit :)
asphaltcowboy
23/06/06 @ 14:31
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i maintain you haven't played it and are therefore talking out of your arse :)

Oh and I would like to know the average play length for the game! Was glad the demo was more like 5 sections rather than 5 levels - I don't want to spoil the surprise!
jack_klugman
23/06/06 @ 14:40
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Both versions use the same source content though some of the visuals on the 360 use the medium PC quality settings for performance reasons.

That's a little surprising. How can the Xbox 360 not enjoy top performance when my two year old PC runs it on 1600x1200 without a frame dropped?

Dear sweet mother of God, Jack, what have you done? You know that's an open invitation to another 200 post 'my 360 is has got a bigger c*ck than your PS3' strop-a-thon thread.


After consultation with a coder buddy it just turns out that the Doom 3 engine doesn't work so well with Xbox 360 architecture. Apparently it was a similar case with Quake 4. So there you go.
Tyronne
23/06/06 @ 16:41
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I was not going to bother with this up until I actually played the demo and now I am very impressed.The portal ideas even in the demo work very well and there is a great sense of size to the places your walking about...the shrinking part of the demo is well done too...going to get this when it comes out.
BrokenSymmetry
23/06/06 @ 19:20
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I love the "Death Walk" idea. Finally a game that gets away from the tired old "Game over" concept. I've always thought that taking you out of the game when you "died" is a very poor solution, and a remnant of arcade games.

This Death Walk idea seems very similar to how death is handled in many MMO games (like in World of Warcraft, where you also become a ghost that has to get back to its body). I think it's a great idea to also do this in single-player games!
asphaltcowboy
23/06/06 @ 23:02
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Yeah, for once getting round the "quick-save-quick-load-quick-save-quick-load" style of FPSs... I've only been on the Death Walk once, but it didn't seem like there was any way to actually die... I shot the things that regenerated my health - nothing seemed to attack me... or do you just get a timelimit before you can't be resurrected?
BurningR
24/06/06 @ 22:56
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it rocked me when they played "don't fear the reaper" at the abduction part..that's an example of how there's a special feel to this game, like the shrinkin scene and gravity stuff
KraftWerk
25/06/06 @ 11:01
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Needs more cowbell, though.
Nostromo13
25/06/06 @ 17:07
#38
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i am still so shocked about the whole medium setting, 30fps crap that those of us who will be playing on a 360 will have to put up with. As it was already mentioned i may as well echo the same thoughts: the 360 hasn't got enough RAM.
amorpheus
25/06/06 @ 21:29
#39
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at last something funny to play besides my girlfriend 'devices'
strange side-effects happened though: at the end of the demo I felt the need to have sex with some sorta of sorayama's biomechy girl but beside this I guess this is a wicked game, whathever means that word!

parablax
26/06/06 @ 08:43
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Brilliant demo - preordered.

It still amazes me that 'Id' can create such an amzing game engine, but have to rely on someone else to build a decent game with it. This puts doom 3 to shame.
Inflatable
02/07/06 @ 07:07
#41
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The medium settings compared to PC are indeed probably because of memory limitations, not because the Xbox 360 ATI GPU cannot handle it.. That's the problem with gameconsoles, they always have some sort of limitation build in to reduce cost, and they are relativly fast obsolete compared to the latest PC tech.. Only big advantage they have is that they are a lot cheaper.. When you buy a Xbox 360 now, or PS3 end of this year, you bassicly buy a mid-2005 tech high-end gaming PC for a fraction of the price.. Still a good deal..

My P4 3.4Ghz, 2GB, 7600GT PC runs the Prey demo easy on 1280x1024 with everything at high/max and 2xAA.. The Xbox 360 demo version ran perfect aswell for me, and looked just as good as far as I could tell.. As far as I could tell because I can't really compare it since I don't have a HDTV (yet), so it's 1280x1024 v 862x480 resolution..
yorkiebar
05/07/06 @ 19:53
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downloaded the 360 demo last night - superb. Now I need to sell some stuff on ebay to justify getting it!
cyber_nicco
13/07/06 @ 20:19
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The reduced memory, I imagine, will just show up in some reduced texture quality. If it is handled well, I don't forsee a huge problem with quality. The textures the 360 is cabably of still far surpass the textures of last-gen systems.

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