Prey Review
Giger counter.
Version tested: Xbox 360
Summer's a rotten time for new game releases - we know this, but it's a good thing. It gives us a chance to, you know, go outdoors, see friends and family we've been "too busy" to see, not to mention indulge in an entire month's worth of football and the associated liver failure that goes with it.
But that's gone now, and unless you're indulging in a disgustingly long summer holiday (in which case, congratulations, enjoy it while it lasts) or have a stack of unfinished games to go back to, you're probably wondering whether Prey's good enough to rush out and buy. It's indicative of how quiet it is that so many people seems to be pinning their hopes on it being the next 360 killer app, but, yet again, it's one of those first-person shooters that threatens to do wow us with bold new ideas before treading the same old familiar path that's been etched into the FPS fabric since the late '90s.
To start with, it's promising enough. You assume the role of Tommy, a mid 20s Cherokee Indian who's never really been into all that spiritual mumbo-jumbo that his grandpa spouts. He prefers living a typical 'white man' life as a garage mechanic, and we join him in the toilet of his local diner. Before you ask, no he hasn't murdered anyone, but he soon finds himself making use of his handy wrench once some low down clientèle start disrespecting his barmaid girlfriend, Jen.
Come get some
Just as the fight's getting interesting, all hell breaks loose and Tommy finds himself abducted aboard an alien craft high above Earth's orbit, with his frightened friends and family screaming for help from their Giger-esque prison pods. Our reluctant hero quickly breaks free and finds himself roaming the confines of a biomechanical spaceship on a desperate mission to find his loved ones and to seek vengeance for their 'harvest'. Time to kick ass and chew bubblegum. Oops, wrong game.

Before long, Tommy's forced to accept the birthright of his long-dormant Cherokee spiritual powers in order to stand a chance of getting even with his deranged abductor. (Big) Chief of these is your ability to leave your body and go on a Spirit Walk - rather like the out-of-body ability present in the under-rated Psi-Ops, hitting Y at any time turns the screen a washed out blue and gives you a chance to wander straight through force fields and sneakily turn them off, not to mention disarm security systems, unlock doors and so on. Occasionally you also get to traverse otherwise impossible gaps via handily placed bridges that are only visible (and unusable) when you Spirit Walk, and you'll become aware of little sun symbols etched in floors and walls to remind you to use it. On the downside, you're limited to firing bows and can't open doors, so it's not all good.
Another rather useful ability is your Death Walk, which kicks in automatically as soon as your mortal body is 'killed'. Rather than be presented with a Game Over screen, you enter the Death World, and have 15 or so seconds in which to shoot red or blue Death Wraiths and steal the energy trapped within them. If you succeed, you're spirited back to the point where you were killed and given the chance to carry on - negating the need to rely on checkpoints or have to replay previously cleared sections. While it's definitely a bit of a cheating fudge to be able to do this (rather than rely on skill, you can just chip your way through via repeated Death Walks) it's preferable to quick-saving every time you turn a corner, or replaying long sections as with many FPSs.
For the majority of the time, though, you'll charge around in human form, blasting a fairly grisly but familiar selection of mutant enemies that appear to have been borrowed from any number of sci-fi shooters down the years. If Duke Nukem, Doom and Unreal all had a hot tub party in 1998, the chances are the monsters that populate Prey's space ship would have looked uncannily familiar to this particular cast list. The truth might not be all that far away from our glib assessment.
Deja Vu

But it's not just the inhabitants that feel familiar. The biomechanical constructs that you explore have more than a whiff of games gone by, albeit replete with the kind of gelatinous ooze, moody lighting and steamy ambience that affords next generation FPS engines in 2006. It's a suitably Alien environment and one that looks crisp and striking on an HDTV, but given the number of Giger-inspired games over the years it's not one that feels particularly strange, foreboding or unwelcoming. Heck, we don't feel at home in a sci-fi flavoured FPS if we're not clanking over metallic walkways while slick, spongy entrails snake their way through the gloom. Originality? Nil points.
To be entirely fair to Human Head and 3D Realms, the box marked 'new ideas' was largely reserved for how the levels themselves were constructed - and it's here that Prey does things a little differently from the FPS herd. Come see.
For example, Prey contrives to complicate otherwise standard level design via its occasional use of blue gravity switches that flip levels through 90 or 180 degrees if you shoot them - suddenly giving Tommy the ability to negotiate otherwise impassable obstacles and reach previously off-limits areas that, in turn, might grant you access to switches that allow you to make progress elsewhere.
Spacious
This 'levels-as-puzzles' design philosophy becomes more prevalent as you progress, with entire areas of the game constructed around manipulating the environment or navigating it in unusual ways. For example, the ability to walk up certain designated chevron-marked surfaces evoked memories of the long-forgotten platform title Dr Muto (where you could transform into a spider and walk up specific surfaces to access otherwise unreachable areas), where the level design is, literally, turned on its head, forcing you to think about your destination in a completely different way. Much like the gravity switches, this concept gives each level a much more 3D feel, with enemies appearing in disorientatingly unexpected places (such as what appears to be the ceiling, but is actually the floor, etc.) and challenging you in ways we're not used to in first-person shooters.
And yet it's precisely here that being 'different' doesn't necessarily equate to 'better'. For the majority of the time, when Prey switches to 'contrived puzzle mode' it treads a fine line between being thought-provoking and just plain annoying at how prescribed such segments are. In what stacks up to being a pretty short 8-10 hour game, it's surprising how many times you end up snagged by one of the environmental puzzles. Surprising, because none of them are that hard in reality yet still have the capacity to become really annoying when you've spent ages trawling round and round searching for something that's been staring you in the face all along.
Meanwhile, the much-vaunted Portal technology is little more than a cunning marketing buzzword that sounds more profound and interesting than it really is. In truth, they mainly serve the purpose of being doors to a different part of a level, and as a result make very little difference to the gameplay in any meaningful sense. Sure, they look very cool - being able to peer into another location before you're there is a neat trick, and the ability to duck in and out of portals seamlessly between two locations with no loading pauses is a lovely sight to behold - but once you've done it a few times it's fundamentally just another way of getting around. The enemies you face also use their own portals, but only in the sense that they're ostensibly used as a cunning way of justifying why they are able to spawn right before your eyes. If enemies could chase you between portals, or you could use theirs, that would make more sense and be a cunning use of the tech. As things stand, it's just a means of making the game look cooler than it would otherwise.
Predictable

But all of this might be forgivable if the core combat was so intense that your memories of the game were littered with wide-eyed moments of awe. The truth is slightly more mundane than that, sadly, thanks to an arsenal of too-powerful weaponry and huge, predictable, lumbering foes who make it a perfunctory exercise to blast them to mincemeat within seconds of their appearance (including the various anticlimactic boss encounters). With the most casual use of circle-strafe and the abundance of available cover you'll easily avoid most enemy attacks and also get a surprisingly large window of opportunity to strike back. It's simple enough to keep backing away from chasing enemies, and it's no problem to avoid incoming rocket fire. And any game that rarely challenges you to take on more than two enemies at a time is just asking to be kicked.
Meanwhile, although just seven weapons make it into the game they're all a bit too powerful for their own good (apart from the entirely redundant wrench) and ammo is always plentiful. With skill, even the first proper projectile weapon (the relatively underpowered Hunter Rifle) seems capable of taking down most of the enemies you face, and without fail, by the time you do face anyone of any power, you'll be supremely well stocked with a brutally powerful arsenal to take care of them very quickly. Failing that, you can easily fall back on the cheatery of repeated regenerative Death Walks. Without exception, even average players will breeze through Prey with barely a pause for breath - in fact, you can expect to polish it off inside a day if you're determined.
In technical terms, Prey rarely rises above 'satisfactory', and looks every inch the medium range PC port that it is. The interior environments of the sprawling spaceship certainly appear detailed and impressive at first glance, but quickly get samey and - rather like Doom 3 - aren't especially interactive. There's almost nothing in the way of destructible scenery, physics barely even figures in the entire game and the majority of it takes place in small, enclosed, darkened environments that make it feel just like any other corridor-based shooter you care to mention. Fair enough, the occasional flying sortie around the more cavernous parts of the ship adds a fleeting sliver of welcome variety, but it's frankly not enough to make you want to tell all your friends that you've seen the future of the genre.
Prey tell

And apart from the amusing licensed jukebox inclusions at the very beginning of the game, the soundtrack is entirely forgettable watery string-based sci-fi fodder that noodles just outside your consciousness whenever the action amps up. Depressingly, the voice acting is shockingly run-of-the-mill amateur dramatics fare which adds little to any attempt to build the atmosphere. We wish we could be kinder to a game we've been really looking forward to for ages, but the closer you examine Prey, the more disappointing it gets.
At the end of Prey you'll probably just feel a little blank. Its tendency to lapse into generic blandness might be acceptable on boring days in July with no other games to focus on, but it'd have to a fairly rainy one at that. Even with our feel-good glasses on it feels like we're damning Prey with faint praise to write a sentence that ends with "reasonably entertaining few hours of gunplay that never really stretches you". More likely, you'll mutter to your mates in the beer garden that you're glad that you got through all those slightly irritating, rarely satisfying puzzling sections without having to resort to a guide, and feign surprise as the subject gets changed in an instant. Back home, you'll wonder why anyone made a fuss about the storyline in the first place, wonder what 3D Realms really think about it, and sit the summer months out, waiting patiently for the next developer to do something truly surprising in the FPS genre.
Perhaps inevitably - although maybe not intentionally - Prey struggles to break free of its late '90s genesis, and essentially what we're left with is a game whose good intentions simply don't translate into wide-eyed entertainment. With uninspiring and basic deathmatch multiplayer options failing to rescue the package, it looks like it's going to be another long hot summer for FPS devotees.
7 / 10
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Comments (85) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Not interested in shooting random, meaningless creatures in flashback to Doom3.
With the exception of Halo, I've never enjoyed a FPS where the enemies aren't human or human-like. Floating blobs just don't cut it.
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What did you expect?
Oh thats right, nothing because you had no intention of buying it in the first place and are just here to complain. LOL!!
I have the PC version sitting in front of me right now, I bought it over the 360 version because of the horrible loading times that pop up everytime you move into a new level. Its seamless on my PC. Anyway the combat is basically Quake 4, the designs actually are quite interesting once you get further in plus the entire selling point, the portals etc ARE worth playing the game to experience. I played the 360 demo in the room full of people that had never heard of it before, by the end they'd all gathered round the TV, gasping and gigggling at the little tricks. The end of the demo with the abducted bar? That got a "Holy shit! Is that the bar from the start??!!"
The multiplayer is actually alot of fun aswell, it plays like Half Life 2 Deathmatch - Gravity Gun + Gravity itself.
Plus then theres the Gametm review, the PC Gamer review and the PC Zone review, which are all more in-depth in why the game works and why it does'nt. I would'nt write this off from just this review. Or that awful Gamespot one.
EDIT: So let me get this straight, this game is'nt being given a chance because 1. Its summer nothing else is out and its being hyped and 2. Its not Half Life 2? Shit Damn! its once again time to throw out 3/4 of my PC games collection.
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It annoys me that Prey, by all accounts the embodiment of average, should be receiving so much hype. It does not deserve any of it.
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I thought it would at least get an 8. I loved the demo and forum buzz has been groovy. Still, I think I'll enjoy it a lot when I do pick it up.
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Anyway, I was underwhelmed. Sure the portal tricks and the insane stuff is "cool" for about 30 minutes and then it disolves into a standard FPS with last gen tech and last-last-gen game design. I don't think it's bad at all, well worth a seven, maybe worth more to someone who hasn't played a lot of FPS. To FPS fanatics though, cool tricks aside, there is a massive sense of deja vu. Nonething impressed me graphically so that couldn't gloss over the gamplay flaws like it could in Doom3 when the tech was new.
I think this game has just been hyped up a lot as it's a summer release and the industry (including the game mags) need something to hang their self-worth onto until the drought is over. Seriously, if you own a PC and haven't played any FPS I would reccomend Far Cry, Doom3 and Half Life 2 to be played over this. And if you can stand old tech then get System Shock 2 or Deus Ex and really see what good gameplay is about
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Although if you buy the PC version at GAME you get Serious Sam II free!
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Mr A in HL 2 Ep 2 Review Thread!
"Well I for one have always been deeply unimpressed with the HL saga and I expected nothing less from this monstrosity!!"
Mr A in HL 2 Ep 2 News Thread!
"Holy Crap! TF2?? This is the best thing in the World ever this year! EVER!"
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Whoopie-do you can flip the gravity. If that floats your boat try Marble Blast Ultra instead for about £40 less.
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When I first started playing the demo, I was pleasantly surprised.....the part when you are in the bar I am talking about here.
Brought back memories of Deus EX.IV for some reason....and I was sure this was going to be a definite purchase.
However as soon as you were taken to the spaceship and the 'poor Doom / Quake' foolishness commenced I realised that this was just another corridor shooter with a few twists........yes, it's OK.........but OK just doesn't cut it anymore for me.
Won't be buying this one...........
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Plays Chrome Hounds.
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@Mike P
"I rate this review 4/10. Mind you I've only looked at the picture at start."
Not a Gamespot reviewer are we??
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EG don't "Do" multiplayer.
Specially not LIVE
Peej
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Really?
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But well, we'll probably hear that portals are good after all in the 9/10 HL2: Episode 2 (Portal game included) review, isn't it?
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Just because two games are stylistically diverse or chronologically far apart doesn't mean they can't occupy a similar point of critical worth on a scale of fun.
Unless, of course, you were making a biting satirical point about the futility of adding numerical scores to incisive critique for the benefit of dim readers that can't perceive for themselves a game's worth through argument and need everything tidily placed on a ten point scale of goodness, in which case: gold star!
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You might be but I'm not, Frogger sucked then and sucks even more now. There's not many new games that will mean much to people in 2031, good or bad. The industry has changed and so have the games and peoples attitude towards them.
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I'd say 7/10 was pretty damned kind for a game which you appear to be maligning the whole way through. Did one person write the review and another then bolt their rating on the end?
Congratulations: you've managed to be disjointed and confusing in reviewing a game that's supposed to be linear, shallow and numbingly familiar.
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Will one game be so good, that theres no point anyone developing other games? Persistant worlds, destructable environments - down to brick level, totally accurate physics, evolving objectives, ability to manipulate anything? How could that be improved upon?
It still amazes me that no-one has really taken all of the top notch features from any given genre and put together the ultimate game in this day and age.
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However, Prey caught my interest for some reason. If the main reason for not getting it is that we've supposedly played the same game twice already in the past 18 months, then I might well buy it.
Mind you, I really enjoyed both Brute Force and Unreal II, so I suppose I'm just fickle when it comes to straight-down-the-line scifi shooters.
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You might be but I'm not, Frogger sucked then and sucks even more now. There's not many new games that will mean much to people in 2031, good or bad. The industry has changed and so have the games and peoples attitude towards them."
lol, yes you are
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... !
that sounds pretty creepy. I'd have to kill my friends if they started to gasp and giggle around my TV.
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As for the people saying Frogger sucked back in the day - I'd wager half of them don't remember the day /really/, or remember it from their ZX Spectrum port. It was actually pretty good, and certainly in the scheme of things better ranking among its peers than Prey manages today.
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You should have they're little faces when I gave them Loco roco to play. Poor souls just don't have any breadth of experience in games.
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Nope it's always been rubbish, all it was good for was inspiring a very short sequence in Horace Goes Skiing.
I can't honestly remember people feeding Frogger machines with money when it first came out as it's shit.
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I found the portals very impressive. Shooting into a portal in a box, at an enemy seen in profile, who is looking straight at you and shooting at you...confusing and kinda awesome. Then in another instance, walking through a portal to come out another one 90 degrees to the one you went in, catching a fleeting glimpse of yourself going through the first one. Mental.
Still, yeah, combat was very by-the-numbers. Environment was pretty amazing in places, but defaulted to the usual corridors for most of the game. I also couldn't quite suspend my disbelief for all this gravity-swapping stuff. Sure, the walkways seem plausible in a zany-aliens way, but flipping whole rooms so crates and stuff fall all over the place? Who the hell thought that would be a good idea for a storage room? Stupid aliens. And a contrivance a little too far.
A victim of FPS fatigue I'd say. It's certainly a good product, just not something that lit my world on fire.
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The whole gravity thing seems like an empty attempt at advancing past Doom 3's core gameplay. And the guns, in the demo at least, just felt... well, silly.
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Krudster, understand where you're coming from. Primarily because recently people on "your side of the fence" have been doing something similar themselves. Bit of a touchy subject with some of us.
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Contrary to what the reviewer says, I think the voice acting/music are really good. And the storyline isn't half bad either. Well it at least compelled me to complete the game to see the conclusion.
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For the record, Prey starts really well, and I can understand people feeling a bit giddy on first impressions. But after 10, 12 hours of it (or 6 if you're the ninja) I'd definitely had more than my fill.
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Edit: thanks chap!
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And I would actually say the opposite; the game doesn't open in a grand way but it becomes more interesting near the end. It's not a game to play for 6 hours straight but then again, no shooter really is.
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"Generic blandness" - sums it up really doesn't it.
/wonders what else he has to look forward to on his 360...
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Playing a Doom3 style clone just doesn't interest me at all... can we not be brought something new for the next gen please.
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But the interior thing is just very old TBH. If the full game made more of the plot and turned it into a RPG style game it would have been a lot better, some X-Files stuff and so on.
So it has samey graphics, okay sound and a good plot background (generic, but good-ish) and unfortunately they gayed it all up in stupid shooter mode.
It reminded me of Rise of the Triad, which after checking out 3D Realms website, turns out to have been 3D Realms as well.
A bit shit really. so I'll gte Oblivion instead
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I mean, if I just read the review, I would have thought this was going to receive a 4 or something. Don't hate me, but this reminds me of the Halo review.
Being cynical and embittered is not the same as being bright and insightful.
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And about the starting weapon being powerful...what of the complaints of the usual fps starting gun sucking and other fps' games with properly useful starting guns being praised for it. Except this game apparently.
I don't play pc fps games, don't own nor plan to own a 360, but man is this review full of contradictions.
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^^ Most boring comment EVAR>!
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The demo had some real standout moments in it; so far, the rest of the game doesn't
The atmosphere is fantastic in places, but the game itself is pretty disappointing.
Oh and portals = monster closets.
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And thats why im selling my mother, so i can buy a PS3. which will hopefully not have medium range pc graphics like the 360.
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Err..no..Microsoft hyped the 360 and everything playable on it. There's not a single game which gave me a WOW..NEXT GENERATION sense. Even on my HD TV running in real 1080i pixels (I have a 1920x1080). I bought the game and gave up after 3+ hours. 'Dull' is the keyword here. Score is still way too high.
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No mention of multiplayer whatsoever, pretty stupid considering that's where the replay is and it's pretty good and the fact that the game is loads better on Cherokee difficulty.
Oh well.
Half a review is beter than sod all I spose.
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Also can Dirtbox please enlighten me how the game can be 'loads better on Cherokee' if Tommy, like on Normal, cannot die and can mostly endlessly respawn right in the middle of the fight? If Deathwalk were pulled from the Cherokee difficulty, it would have been great. This way, it;s basically the same, albeit with some more deaths. The AI does not improve, only the damage dealt to you is greater. BTW, this is another point the review fails to delve upon.
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?
"With uninspiring and basic deathmatch multiplayer options failing to rescue the package.. "
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Does it really go downhill?
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I would say no, I've really enjoyed the single player mode (although normal mode is a bit easy)
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http://www .youtube.com/watch?v=EbE-sNsR_vo
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I did enjoy the end of level bosses though.
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Maybe I'll just go back to the Red Indian bar and play some Blackjack.
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