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Reviews » Prey
Prey
Venom Games
by Nick Young
Good things come, in time
| Game Ratings | |
| Graphics | 8 |
| Gameplay | 9 |
| Controls | 8 |
| Multiplayer | 7 |
| Difficulty | 9 |
| Sound | 8 |
| Overall | 8.2 |
PreyVenom Games
by Nick Young
Good things come, in time
There's more to the story than cool-looking gates from one room to
another. You can walk on the walls and ceilings; the ceilings becomes
the walls and the floors. Sometimes you walk through a gate to change
perspective, while other times you shoot a gun at a glowing pad, and
everything moves. And it's not just small enclosures that experience
this. Anything is game for Prey's gut-churning morphology. Add in local
gravity wells, spirit walking, and a stream of puzzles that take all of
these elements into account, and what you end up with is an environment
that transcends its individual gimmicks.
I have to say, though, that your initiation into spirit walking is as
simple as it gets (hint: you press the Y button), and suddenly you're a
dude who can leave his body at any time, indefinitely, and walk through
force field and move around invisibly in the presence of the enemy.
Your mentor's congratulatory talk feels a little silly. This is,
however, one of the very few low points I can think of. Perhaps a more
gradual increase in spirit walking abilities would have been better.
Still, the level design is not just flipping around and jumping through
glowing hoops. The scale and visual ambition cranks up and up as you
progress and you'll go from the usual corridors to planetoids --housed
inside this already enormous, living space ship -- with their own
gravity fields. You'll fly around in a little shuttle sometimes, and it
has its own guns and a tractor beam, the latter of which you'll use to
both remove obstacles and, if you like, grab enemies and fling them
into the abyss, of which there is plenty.
If you have vertigo, Prey may not be for you. Sometimes the only thing
keeping you from falling to your death is a precipitous walkway
designed to make your feet stick onto it. In spirit form, you'll also
be able to see key routes, marked by nearby icons, that may stretch
over a gaping maw. You'll sometimes have to leave your body in
strategic locations, like a moving platform, while you spirit walk over
a spirit bridge so you can hit an otherwise inaccessible lever. Throw
in a few portals and maybe a gravity pad, and the puzzles can get a
little mind-bending, but in a refreshing way. You may have trouble with
the Cube.
The enemy intelligence levels won't win any awards either, but the
surrounding, shifting considerations make up for their relative lack of
tactical awareness. They'll try to snipe you if you're far away, and
they'll sidle up next to a door if you're hiding on the other side, and
they'll sometimes use obstacles to avoid direct fire, but it's the
level design that's the main opponent, not the creatures who populate
it. There are also non-hostile creatures wandering around in some areas
that give the place that creepy sensation we got when Captain Picard
and his gang walked through their Borg-ified ship in First Contact. For extra chill factor, try a headshot and see what happens.
Talking about the enemies means talking about the weapons, and Prey
also does a great job of balancing familiarity and newness. These are
alien weapons, after all. Every one of them, except for your pipe
wrench, which you'll only be using for the first few minutes anyway.
You'll have an assault rifle that's one click away from being a sniper
rifle; a machine gun that fires organic grenades; an energy rifle that
can be recharged at several different types of stations, giving the
weapon different properties -- one is like the old Quake lightning gun,
while another is reminiscent of Quake II's railgun, and yet another
flavor is a freeze gun that turns enemies to ice.
A few of the weapons are essentially alien versions of a familiar
arsenal, but Prey does at least break free of the usual weaponry. And
the weapons are all obtained in fairly interesting manners -- they're
not just lying on the ground. Well, not at first. It's too bad one of
the options isn't an airline sickness bag.
Also of note is the music, courtesy of Jeremy Soule, who recently
worked on Elder Scrolls IV: Oblivion. There are several key themes,
from the ambient to the orchestral, and it's a wonder he's not signed
up for Hollywood at this point. Also, the sound effects manage the task
of bringing noises to creatures, weapons, devices, and locations that
don't exist. You'll know who or what you're facing through key audio
cues, whether it's a snarl and growl or a monstrous voice demanding you
to stand down. And the visuals, as you've probably seen by now, don't
follow the typical palette of Doom-like games. There's touches of neon,
blinking lights, squishy organic stuff, blood and guts, holograms, and
some truly enormous architecture, both in size and complexity.
Some of it really just has to be seen to be believed. And although it's
the Doom 3 engine, it doesn't suffer from the same all-too-realistic
lighting that sent players running for a mod that would permanently
attach a flashlight to their weapons. Everything is well lit in Prey,
although sometimes what's exposed may be better left in the dark.
Technically, the game was rock-solid, with hardly a glitch or bug.