Theres a mission in prey where you add psy to the water supply meaning that when you drink from fountains you regain 20 psy, basically giving you infinite psy
@@warbossbonesmasha3751 Yeah but regaining 100 psi would take like 5 minutes of just standing in front of a sink and spamming the drink button, with the few seconds of delay between sips, so you'd be really unlikely to do that each time you needed some psi. With it being 20, you can refill 100 psi in just 5 sips so I think it's OP. Maybe a good enough middle ground would be 5 psi per sip
@@Witchydragon thing is, there are very few chests and terminals that can only be hacked, and the rewards tend to be pretty underwhelming considering the cost of the later hacking skills. That being said, if you rush for hack 2 at the start of the game, you can get hold of a shotgun before even entering Morgan's office via going into IT and nabbing the security station keycard so there's that
@@wesleysnipes7492 you don't even need hack 2 to do that. You can just use the Gloo Gun to get the Floor 2 in the neuromod division and use a maintenance hatch I think to get to the security area.
@@Witchydragon there is a power that allows you to turn into an object, an apple is arguably the best as its small enough to get through gaps and is round which makes it easier to move around when mimicking.
I think it makes sense that the simulation doesn't end immediately after you do something unempathetic. You don't need to begin empathetic, you need to end empathetic.
Agreed entirely. I first thought he had a point, but the test is to see if you can show empathy by the end, with each of the 4 major characters and Alex
@@chidzhustle3570 It is basically a variation of the same systems we are "all" used to in school. Evaluated in each of many activitiees -> Final evaluation somehow combines those results -> Single final result. Surprised to see it go unreckognized
I highly agree! Every bit of "handholding" in this game was done perfectly! The weapon info boxes when you first encounter them,the environmental hints as to what the weapons do when you first find them like the gloo cannon and Q-beam as well as the recycle grenades(forgot their name)
@@rinnnnnnnnnnrin it's explicitly stated in the game, prefaced by an "IMPORTANT:" and it's even shown in the video. It's really not something you can miss, I didn't get that whole part of the review.
There's an audiolog of the guy whose corpse is near the sign asking a coworker what would he do if he knew a thing that everybody should know but that would get him in trouble if he decided to tell everyone. Then the coworker suggest to hack the sign.
God when I got to that moment ib the game I cannot DESCRIBE how chilled to the core I was. Moments like this make Prey one of my favorite games despite its faults.
But I had to laught when I found the fake cook trying to escape with one of the pods. I joined him, disarmed his recycle charge, shot him in his stupid face and then ate his Cookies.
The original Name for Prey was Psychoshock, the name was found in the files. They were likley forced to use the name Prey as Bethesda would have lost the rights to the name if they didn’t use it after 3 years!
There's an Arkane documentary hee on yt where they say were "asked" to use the Prey name by bethesda, a couple of years into development. They talk about all their games and studio progress, how they wanted to keep the immersive sim genre on the late 90s alive, since all their games are in that genre. Prey was to be an unofficial sequel or sucessor to system shock 2, so Psychoshock would definitely be a nice choice, although it could have a negative impact to marketing, as it would be associated easily as a ripoff of bioshock. Still the game was praised by critics and players, and even if it didn't sell huge, it did enough to have an expansion and a vr showcase and multiplayer. Truly wish they make a sequel.
i mean, you kind of are like prey to the typhon, except, you can fight back. I mean all the other humans are just mind controlled puppets or dead, they couldn't do anything, but you are the only animal that the typhon are threaten by.
@@therainbowimp1930 But if Bethesda hasn't used the name "Prey" in a game they would have lost all rights to it so they just slapped it onto it. The games code even calls itself Psychoshock, which is fitting as it is so close to games like Bioshock and Systemshock
Something that wasn't brought up: throughout the entire simulation, Morgan never speaks. You hear his/her voice in audio logs and in January but he/she never utters a word. It makes you question things early on, that and combined with the occasional glimpses of the present, with you (the Phantom) in the operating chair surrounded by the Operators and Alex. Key things like them referring to you as "it." And January constantly referring to you as human. Foreshadowing-cool stuff.
I remember playing it and finding that really odd, people speak at you and you never respond, but they voice Morgan in the video and audio logs. The bit Joseph mentions with the cook would be great to add a "Hey, what the heck is going on here?" prompt but to me I don't think the devs failed to include that, the Typhoon doesn't know HOW to ask about it, you know what I mean? It's just another layer of foreshadowing to me.
Yeah. And oddly enough I loved it. The voice you hear during the Typhon flashes ("Morgan"?) as well, it made very well "WAIT WHAT" moments in-game. Damn I love this game. XD
You've been struck by- You've been hit by- mesothelioma, if you or a loved one has had complications while working on Talos one due to Typhon or Typhon products you may be entitled to financial compensation
Another fun fact: I waited a bit before going in on my first playthrough and he literally says: "I'll die soon. I'm not dangerous." (or something among the lines).
@@nickkohlmann that was strange to me too. The first time I tried using one was on a phantom in the hardware labs and he just shot a kinetic blast and destroyed it instantly. I found out the turrets were useful but ONLY if you fortified them in the cargo bay
Recently playing the game I never realized that one of the audio logs you pick up actually talks about putting typhons in simulations. Kind of a nice foreshadow that I never picked up on originally.
More so, it's Morgan who proposes to simulate experiences for Typhon. Quite ironic. That being said, while I think that audio log is a nice addition, it may give out the big twist ending for some.
I know this was about a year ago but... This same legend did a just shy 5 hour long review of The Witcher. All for free (I mean patreon is a thing so the man gotta eat some how). Dude works hard as hell.
actually you're supposed to mimic the chair with your typhon ability which you didn't have in the intro, you can go back to do the tests with the required typhon abilities and get an achievement for it
@@gandalf7345 That's what the commenter meant. I think he just said "hiding behind a chair" because he found it funny that it was what most players did on their first playthrough.
The mimics were just such a cool enemy type. i don't know how they coded it but the fact they don't immediately attack you when your close really adds to the paranoia. I remember when i was walking through an office in an early part of the game i kinda figured out the fact you can intuit when a mimic is in the room by looking at duplicate items in a cubical. I spotted 2 coffee cups sitting on a desk close to each other, i walked slowly over to them and readied a swing. I struck them both and they were both just cups. i laughed out loud as the tension left me. I decided to check out any messages on the computer to get a better idea of what was going on. As i clicked on the first email a sudden realization hit me...."why are their 2 office chairs in this cubical" and sure enough a mimic ambushed me as i turned to inspect the chair killing me. Truly an incredible moment that i have never felt in all the years I've played games.
It's too bad the game often spoils the suprise of mimics by playing the "scare" sound when one of them moves somewhere in the vicinity or outright shows a mimics healthbar when they're hiding. Robbed so many good scares by that. A genius enemy nonetheless.
@@unityofvitality-5875 Yeah, but wouldn't that create some issues with combat though? You'd have no idea how much damage you're doing to an enemy then. It's pretty key info knowing if you'd run out of ammo before killing a big Typhon.
@@falcoon_f_zero9450 The psychoscope also has to be the worst feature of the game ruining all the fun mimics provide while also being tedious as you have to pull it up in every new room
@@plugshirt1762 i know it's a bad argument but you don't really have to install the mimic detection chip and use it. On my second playthough i didn't use it at all, which improved my experience with mimics
this combined with the scarcity of ammo, meant I played through most of the game using only the wrench. My monke brain refused to use precious resources on manufacturing ammo, kinda caught me off guard when I saw him unloading pistol shots
@@Chipey2000 depends how you decide to play. You could have turned health items and armour into ammo, and relied on a larger damage output to kill the aliens before they damage you. There were also combos that did extra damage, so like if you gloo an enemy before unloading a shotgun, it's more ammo efficient. ... You could also spend time piling up all the dead bodies and objects in an area into a big pile and throwing a recycling grenade in the middle of it.
@@BigDavoNorriwong Im nearing the endgame on my second run after a year or so (24h playtime) and i have over 120 shotgun shells and 300+ pistol ammo with a lot of neuromod shit installed (so i can kill nightmare with just powers if i want). If you are a loot goblin like myself and going to places you ware previously just to clean them out of typhon and check again if you did not miss some shit (you/i always do) then this game is phenomenal but some people just play this as a shooter i guess thus exploring stuff only once (and you will miss stuff if you check the room once coz stuff can be hidden behind desks, on top of shelves/pipes so just seeing a room once will not be enough to really get as much as possible. Also streamers get distracted by their viewers so good luck finding shit then. Like i seen 2 people that had missed the shotgun untill much, much later in game, as they simply ware distracted and never returned to see if they see anything new.). So long story short people don't have ammo because they do not loot enough (and possibly don;'t build their character well enough as in damage first. Which will save ammo/hypo in the long run).
I noticed something was wrong when on my first playthrough I carried the mechanics light to the helicopter, and tried to carry it on. I just threw it down outside the door though, and it was there when the helicopter landed
Interesting find, but that probably was just a developer oversight and unintentional. You weren't expected to carry items and perform tests. You could do the same thing with the "elevator" if you wanted to. Put an item down, activate the "elevator," then exit and notice the item is still there, despite the fact that you're supposed to be on a different floor.
@@rileylawca7524 Considering what the helicopter ACTUALLY was, there is no way it was an oversight. For those that kinda messed around, it was a dead giveaway for what would occur...in the same way the jig would be up from just the smallest slip up in a real scenario like that.
I just wish you mentioned how the whole "neuromods remove your memory" makes it so easy for you as a player to project yourself onto "blank slate morgan" as a character, the way you played a memory loss character with no voice trying to figure out what the motives of his executive scientist self was so engaging, i truly felt like i was that version of morgan all throughout the game, and thus all the character interaction were so much more meaningfull to me. I loved finding out all these tidbits, figuring out that you and mikhaila had a short relationship and how you helped her cover up her paraplexis were really meaningful to me. These sort of engagements really made the game stand out to me more.
The lesbian couple is what stuck with me the most, especially the fun-loving, pro-social, game master girl that works in sanitation who's already dead when you arrive... their story was so sweet and tragic Dx Also Sho singing for the neuromod demonstration.... I play it over several times. It made me so sad for her and the rest of the crew. Something so very human about the npcs (alive and dead) in Talos 1 that many games can't even achieve for one or two main characters.
I don't think he says it so explicitly but he definitely touches on it. He talks about "explaining why you [as a player avatar] don't have access to Morgan's memories from before the game starts", but he might have been referring specicially to the Typhon twist.
I also love how they lean into that, and write it into the lore. Morgan no matter the path you take had been drifting personality for some time,but still ultimately the same person. Not only are you, the player, able to project onto them but in the same vein you have to deal with what your old selves did. I wish more games used memory loss to push the player rather than as mere set dressing.
My favorite part of Prey is how weak the player is. Every typhon on its own is stronger than the player, you have to use every tool available to you to gain an advantage against them.
I like how they did it like this. No matter how many of those Technopaths or Telepaths I kill, its still suicidal to take them head-on without planning ahead. I love how all the grenades in this game can be used as proximity mines, was very helpful at taking down phantoms and larger Typhons.
@@Razgriz_01 I played on normal so maybe my experience is different from yours but by the time I got to the end of the mid-game I was a god, nothing really posed much threat to me and I saw a bunch of comments on steam and reddit where people had similar experiences.
@that1dude0092 it's a shame the nightmares were such disappointing enemies just go somewhere high or on the other side of a door they cant get into shoot them like 40 times with your pistol and they dead
Food for thought: We do not know by the end of the game if the real Morgan Yu is still alive or not, only that we have been through a simulation based on his memories. With that in mind it is possible that the real Morgan Yu died, and also possible that you are not just playing as a random caught typhon but as a reanimated Morgan Yu who is a typhon through phantom genesis. Obviously this is just a theory and there is no way to confirm this, but I think it would make sense that if Alex was trying to make the connection between humans and typhon through Morgan's experiences, that he could be trying to access the human side of typhon who used to be corpses, specifically his brother. It would kinda explain the way that Alex still speaks to you like you are Morgan if you choose to not kill them all at the end ("were gonna shake things up, like old times."), Also i think it would be fairly in character for Alex considering he was keeping Morgan in simulations and experiments for a considerably long time when he was alive and maybe still even after he dies to explore human typhon relations. Aaaaanyway I think that my favorite Prey theory!
I like the theory, but I don't think Alex would be so willing to kill Morgan/Phantom, if Morgan decided to escape via the pod during the simulation. He even says "We failed. This isn't the ONE". So I believe we actually do play as some random caught Typhon. As for real Morgan Yu, I am almost certain she/he is dead.
@@giorgialadashvili4771 Maybe they just remove the human neuromod and install a new one instead of killing. I think it was never said that you are killed
In the "bad" ending where you use Alex's escape pod, they say something along the lines of "this is not the one", so I don't imagine it's a reanimated phantom of M. Yu. I'd imagine they're testing many phantoms.
No joke. The first time I saw the Nightmare it made me run like a coward, I even had a pretty beefy shotgun at that point. Then the 2nd time it showed up I figured "fuck it, might as well try" so I ran up into its face and took it out without needing to reload. From that point on I just ran right into every monsters face to blow said face off.
@@gerryl7659 Just finished it after getting it on release, quitting, and then picking it back up 2 weeks ago, very slick and bug-free, i only had one npc glitch through a couch the whole playthrough lmao
The opening sequence of Prey was so damn cool that I forced my brother, my girlfriend at the time, and several of my friends to sit down and play through it up to the part where you smash through the window. The sudden realization, the WTF moment, it was just so good.
I was absolutely hooked by that “Jacob’s ladder” of a sequence, and to think that even then we were only climbing further down another ladder towards the real ending blows my mind. For all the hate this story gets I think it’s one of the best in modern gaming history.
I think the gloo gun might be my favorite gun from a game, ever. It reminds me of the saying "if you give someone a hammer, every problem starts to look like a nail", but instead of a hammer it's a gloo gun. You can solve so many things with it and it makes me happy
It was told in the short tutorial that popped up, AND the schematics and emails regarding the Boltcaster and the foam darts was said to have a capacitive tip that could work on touchscreens.
@@provalone you know, there is always a tiny gap in the security offices were they should talk or give some papers, and you always have a can or a bag of chips in your inventory 🙃😏
The parent company wanted to use the franchise rights of the original Prey, or else it would've gone to waste. So had they never acquired Prey's IP, Arkane Studios probably would've named it something better.
I'm 36 years old and it's been nearly 20 years since I'm not leaving my apartment to play a game 12 hours in row. Believe me this game is the best thing that happened to us since Half life 1-2. (playing for the second time to finish all the side missions.)
Prey is arguably one of the most underrated modern games of all time. I usually find it hard to finish games completely because I lose interest usually like half way or 3/4th's through, but I never got bored with Prey, I enjoyed it so much that I played the DLC afterwards too. Such excellent gameplay. My only complaint is there could have been more visual variety with the enemies and that I really disliked the Nightmare. Even on the hardest difficulty I could deal with it, but it just felt like an annoying distraction compared to all the other enemies which are fun to deal with. I also think they could have improved the exploration greatly by removing the hacking ability entirely and instead just replacing the safes that needed to be hacked with safes that needa password to open. Hacking feels like the one ability that really feels out of place for reasons explained in this video. Maybe you can use an explosion to get into a new area, or turn into a mimic, or use your crossbow to hit a switch, or use a recycle grenade, etc, etc, but some safes can only be unlocked with hacking, which really undermines such a wonderful system that they created. Hacking feels like it completely contradicts the ideas they had planned for the exploration in this game.
I once got locked in a single big room with the nightmare by bad luck. I was low on ammo and health packs, with elemental typhons in the room too. I legit couldn't escape so I had to go to a different save.
I think there's this misconception that you need to loot all the time. The first run I played I had an insane amount of resources by the end, then on my no-mods hardest difficulty run, I did the game in under 2 hours, mainly using the gloo gun to avoid combat and create safe pathways through the station.
Ngl when you’re on low resources and don’t have many places to hide or fight back, the Nightmare Typhon can be a big threat, unless you got every single neuromod (mainly typhon modifications and some of the security modifications.)
The plothole of the military operators isn't a plothole. They're being printed from 3d printers, so you could say that Talos-1 only had the blueprints for the non-military operators. But, when Dahl came to the station, he had his little helper operator hack into the station, and use pre-owned blueprints to start printing them off. They didn't have to change the hardware, because it wasn't the hardware that was stopping Alex and Morgan, or other people on the station, from printing military operators. it was a lack of the software necessary to do the task. Nice video, btw
Why didn't Talos-1 just have that software then? Seems like an on demand printable army would have worked wonders stopping the typhon takeover. Was Transtar too lazy to equip their most advanced space station with the latest security features?
@@frontier64 If u play the Blackbox quest it was something along the lines of Josh and Lane developing the military operators and being in contact secretly with william yu. So id imagine morgan and alex weren't aware of their existence .
@@moltenfall6730 I don't remember too much of the quest, but I definitely remember Josh e-mailed a bunch of people with the details of how Lane stole his work. He even threatens to go up the chain and speak to Alex. If it was a super secret operation how is he able to tell so many people about it? Him threatening to tell Alex about the intellectual property theft is almost 100% implying that Alex knows about the Blackbox project already.
@@frontier64 for the same reason you had to locate and learn the blueprints to weapons and other things, each printer only prints things the current user has permission to print, and as a research station, none of the people there would have access to US military blueprints, even if they were blueprints commissioned from this very company.
Good video. Here's a tip for those who want to thoroughly explore the station: When you reach the point in the story where Alex asks you to go scan a couple things on the exterior, don't advance the main story any further. It's like a 'soft point of no return'.
Thanks! I stopped progressing in my recent new game+ just before Alex asks you to “meet him” in the office, I wanted to find every single crew mate before doing anything else, stopped playing for the night but I’ll continue with the contraband side mission, still haven’t figured out how to find the things tho
It's frustrating that these points are usually not well communicated. Often times communicating them is not an option for story reasons, though. I dodged a massive one when I stopped my Witcher 3 playthrough right before the cutoff point for the two DLC opening quests, coincidentally.
26:32 How to dodge any attack by any enemy: jump + glide to the side. Combine that with the Artrax propulsion gen 2 chipset and speed boost neuromods and you become a literal ninja. Also I noticed that on Nightmare mimics jump around to dodge your attacks much more than on Normal. I guess numbers aren't the only difference after all
playing in Nov 2020.... shocked how I let this one slip by... this game has become my top 5 games of this gen easily.. truly a masterpiece... yesterday I literally opened up a door by using my boltcaster nerf gun, and shot a dart at the computer terminal hitting the button, opening it up... I also turned myself into a chair to avoid a Phantom.. and then at the same time. used my telepathy to repair, then turn on a turrent gun from far away to make my escape.. turn around last min and throw a recycler to kill it clean... truly a stunning game... when I was out in space and floated over to the shuttle out of curiosity..... only to be greeted with more secrets and exploration... so so good... game ISNT for run and gunners.. its a thinkers journey.. run and gun you die. lol learned that early on... the experimentation in this is lovely
Lorenzo Calvino's memory loss is due to old age and senility rather than neuromod use and extraction. It's an artistic and creative way to deconstruct an in-universe affliction by comparing it to a real world problem.
I enjoy the irony of the neuromods. On the of the things you can spec into is just better overall health, which is accompanied by a long life expectancy. But how many years of your life you will functionally lose when the neuromod is removed?
@@kairos-049 The strength the lifespan mods were just there for gameplay, Anderson himself brings of the strange logic of experience somehow improving strength.
One of my favorite things is in psychotronics you can find an audio log of a conversation between Alex and Morgan about an idea about injecting typhons with human memories.
I liked how the scientists were acting like something was wrong in the "tutorial" at first I was like,"I am doing what you said, how would you do it?" I realize now that he wanted me to use typhon powers to complete the tests
I assume someone pointed out way back when that the machines were actually secretly weapons-grade-operator-enabled the whole time- the robots refer to themselves as "Black Box Operators," there is a quest that uncovers the secret part of the lab where they are designing them, I believe explicitly without Alex or Morgan's knowledge. Either way it's not actually a plot hole. I was relieved to discover the black box quest bc this was really bugging me lol. Anyway excellent video, sorry for a possibly redundant and definitely late addition.
Good catch. I just assumed that the Operator Dispensers could fabricate anything, but only had one Plan. Fabricators operate using Plans, so the Dispensers should too. Kaspar simply gave the Dispensers a new Plan: the Military Operators.
imo those dispensers were rigged by the council back on Earth, so if SHTF they could have an easy plan to clear out the station of witnesses. But of course, no one could know about this and the access to this would be restricted to remote activation by the council (or their hitman Dahl)
My only gripe about the military operators is that they spawn WAY more operators than you are able to yourself. You are limited to three operators per station, and I thought it would've been better to only spawn military grade operators according to how many are left for that particular station. This, of course, opens up exploitation (just spawn three operators at literally every station in the game, but there are methods the designers could add to counter-act this option), but your first time through, you wouldn't know that.
I assume someone pointed out way back when that the machines were actually secretly weapons-grade operator enabled the whole time-- the robots refer to themselves as "Black Box Operators," there is a quest that uncovers the secret part of the lab where they are designing them, I believe without Alex or Morgan's knowledge. Either way it's not actually a plot hole. I was relieved to discover the black box quest bc this was really bugging me lolm Anyway excellent video, sorry for a possibly redundant and definitely late correction.
Thank you for pointing this out. Its not a plot hole, the Yus simply didn't know or have the ability to run the Operator fabricators to produce the Blackbox Operators. That is my problem with this review, it is overly critical on points that I think actually made the game what it was. The crazy amount of ways to do EVERYTHING. Arkane are geniuses. He claimed the main plot was weak, I completely disagree. That was what kept me in the game, trying to figure out what the hell was going on
Easily one of the best games I've ever played, I love how it actually feels you are on the ship, going back to old areas to find different things and all the random side things! The story is really good aswell, the only game I have finished 4 times and still want to play again
Even if the missions themselves weren't imaginative, the world building, game feel, and emergent gameplay made it so worth it. The actual story is the things you're feeling and doing. Many details mentioned in this video, I didn't experience or even know existed during my first playthrough. Yet that was my story, and it was breathtaking because of that. I think this is exactly how video game storytelling should operate. Because yes, while the opening left me speechless, the rest of the game did that even more. If it was as on rails as the opening, none of it would've hit me this hard.
the station just felt so lived in and alive, even if there was so many shady things, the crew-quarters, for example, they had a d&d game going on, or something like it, it was such a cool easter egg that really made the entire thing seem way more alive
I thought calvino’s forgetting things was down to some sort of alzheimers or dementia, not because of the neuromods. it’s interesting to see how other people interpreted that
It says on some emails in the marketing/sales department that trying to remove a neuromod will also wipe all memories made since it was injected. Which is how they managed to keep Morgan in the dark for so long.
I interpreted it as an effect of the typhon presence. There are numerous emails, transcribe messages and conversations that hint at people have mental breakdowns, severe psychological exhaustion and nightmares, all related to "looking into the void of space and feeling something looking back at you".. Felt really Lovecraftian which is awesome.. God, I want a sequel to this.
This game was so fucking good, even if it is a bit difficult regardless of the chosen setting (at least in the beginning depending on how you choose to play) These games are called Immersive Sims btw, Systemshock, Bioshock, Thief, Dishonored, etc.
It seemed very easy on the easy setting. The next setting up was a different ballpark where you could not screw around at all. It almost felt like 2 different games because it forces you to pick a completely different set of upgrades just to survive.
@@shawn576 I never tried easy, I went with normal and it was brutal. Beating the game without neuromods would be way too hard, I'll never even attempt it. I get you're not playing as a badass soldier and enemies are intentionally brutal, but they took it too far imo.
@@arbiter- I literally was not able to beat this game on Story difficulty, but watching this now I'm realizing I really must have gone about it the wrong way.
@Irritable Down syndrome Not mutually exclusive. They share a LOT of mechanics, despite having a slightly different focus. They are definitely all immersive sims.
I actually loved the spoiler in the december ending, because you can find some logs in psychotronics where they discuss the idea of putting human empathy into a typhon, and Morgan specifically suggests using simulated experiences to train and test it. After hearing that I immediately realized that I was infact the typhon, however I thought the starting sims were the simulations Morgan suggested, so it was a surprise, but not totally out of nowhere, when I tried the december ending to see what would happen and got the twist revealed early.
I recently got my dad prey for christmas because I had watched this video a while back and was trying to think of gift ideas for him. He had been wanting to play it when it first came out, but it wasn't available on anything that we owned. Well, he's finally got a new xbox, the series X, and he can finally play it. He had forgotten all about it when I gifted it to him for christmas (it was on sale for 8 dollars). I was worried that he might not like it, but he ended up getting addicted to it! He finished the whole game in about 68 hours over the course of a month, and he loved it :D He thought the ending was fantastic, and he was really proud of himself for managing to save so many humans throughout his playthrough. He even finished the game without a single typhon ability, he was committed to getting the best ending that he could. I'm glad I saw this video all those years ago and remembered this game again at christmas time :>
I just finished my first playthrough of the game, and I find myself agreeing with most of your points. I came to the exact same conclusion about the level 2 lock hacks, and the overlapping dialogue, etc. What I really liked most about the game, besides that amazing opening level, is how ALONE you are for much of the game. The first NPC I met was the cook, and of course he was hidden behind a security grate. Then no one for awhile until, in a scene that took my breath away, Danielle Sho comes drifting into view in front of a window, and you share a brief conversation with her. I thought I was going to get bored by the audio logs, but the way the game keeps building certain people's individual stories through these logs, I actually got swept up by them, and I even found myself getting emotional over Danielle and A. Foy. I think the isolation that dominates the first half of the game really makes you thirsty for human interaction. Definitely a great (or maybe terrible) game to play in a pandemic.
I had that exact feeling of isolation while playing the game. The scene where you talk to Danielle through the window was so refreshing since it's one of the few moments where you interact with another human (before the cargo bay level of course). It's a shame you can't save her.
I do feel like the chef also has some personality traits form the real cheff and that is why he wants his prized cooking award. It's a heavy topic in the game and I am surprised you didn't mention it, that when you use the neuromods it's not only the skill that transfers, but some of the human personality from the people killed by the mimics, or the person lending their skill to be recorded. Which would also explain why the fake chef is not right in the head presumably from other tests.
oh damn, so fake chef actually had neuromods from the real chef, which maybe explains why he specifically sought him out and took his identity, I never even considered that.
@@Chipey2000 Not to ruin dreams, but he was prisoner 37(that much is made clear), and considering they are using prisoners to get typhon matter to produce neurmods, it makes little sense to give him a neuromod. So no, he just became the chef because he probably stumbled onto his corpse at some point. Notes you find make it clear that 37 was always a bit strange but totally lost his mind when they tried to feed him to the typhons and the typhons refused to eat him. He bit off the fingers of one of the researchers next they tried to interact with him. There is also a line he says somewhere about how how once he has killed you he will impersonate you and go back to earth.(though realistically he is killing you with recyler charges so... not much left to impersonate, but he is insane)
Looking at the wiki, it does state he got the neuromods for culinary, so maybe I am just wrong, would need to see the ingame note where its mentioned because seems weird to me. Its not like he tries to poison us with cooking or his "skills" are relevant in any way or form.
No Name to be fair that’s really not a hidden network of paths. It’s one long mostly bland huge corridor I think what he’s suggesting would be little pathways between areas that you have to discover by searching or something
@@lachlancrimmings2235 As a rebuttal to that, there are vents and little corridors in GUTS. I understand what he really means, but I still think it had sufficient vietcong simulator gameplay
Hipster Goggles true I suppose I do like the way the guts serves as a cool little hidden tunnel connecting the rest of the ship, But even though I really love the game one of its biggest flaws to me is how much backtracking you have to do through the elevator, especially at the end once you’ve visited the entire station it can be a real slog. It would’ve definitely been better in my opinion if you could unlock pathways that directly led from say the arboretum to the power station in a single load screen, I guess that’s the purpose of the air locks but they’re still a really slow transport.
THANK YOU FOR THE STROBE WARNING! It's such a small thing, but it's incredibly helpful. There's so much gaming, TV, RU-vid, etc. that one cannot participate in when you have a seizure disorder. A friend informed me that this video was mostly safe due to the strobe warning and I'm glad to have watched it. I wish more content creators would think of doing the same. Not that you need it with 180K subscribers and over 1K Patreon supporters, but you've earned yourself another subscription and Patreon supporter here.
Thankfully we can see that the game slowly developped into a fan favorite within the genre of immersive sims, from what I've been seeing in the past five years or so, the game will definitely go on to become a cult classic, these things happen, you get a movie like blade runner, sells poorly at first, gets no love in comparison to star wars, but later on, people end up loving it more because of how unique it is, that's pretty much Prey 2017, the kore time passes the more love it'll get, the views in this video proves it.
arkane studios has always excelled at world and level design in all of their games and it showed in prey. their worlds feel alive and realistic in a way that most video games never capture. both dishonored and prey are also great at giving the player freedom to play how they want with intuitive and interesting gameplay that varies widely on player choice
I'm really glad this game didnt turn out like dishonored cause the overall feel and atmosphere of prey are just so much better than my experience with dishonored. I still havent played 2 yet cause money though
@@rinnnnnnnnnnrin I absolutely adored the setting and world of Dishonered. I felt the story and gameplay let it down. The world they created for Dishonored would far better suit a fleshed out RPG than an action game.
Rin Onishi I love both Prey and dishonoured but honestly Dishonour has a much better story, world, and gameplay loop to me I love the grim dark tone of both but one does it better
I bought this game after watching the first two minutes so I could play it with no spoilers, purely because you said it was better than Bioshock. I wasn't at all disappointed, in fact I actually found that some of your major gripes about the game weren't present for me at all, such as the inventory stacking problem, or doors bugging out. Either they were patched out over this seemingly random weekend, or the experience you had isn't fully consistent with others somehow. Anyway, I love what you do, and I appreciate the recommendation here.
It's awesome that even after 3 years, 5 playthroughs and countless RU-vid reviews watched I still find video essays like yours that open up yet another perspective on Prey that I haven't heard of or seen before. Thanks!
The level design of the ship is awesome. I liked how it actually mattered how you choose to use your neuromod points to get through the ship. I like how there were multiple ways to do everything. I Ended up destroying the entire ship and myself because I thought back the the test you take at the beginning asking questions like “there is a train about to hit four people, would you switch the track and die to save the others!” That ending shows the station blowing up and you don’t fully see it’s a simulation
My favorite thing I ever saw in this game was my first time playing the demo, I just got out of the starting area and into the main foyer. I went to climb a flight of stairs but a trash can rolled down the flight of stairs. I slapped it once but it was fine. I got to the top of the stairs and saw a trash can stood up exactly where it should be even though I just saw a trash can fall down the stairs. I charged up a wrench smack and was proven right in a moment of pure catharsis. tl;dr a mimic replaced a trash can and the evidence fell right in front of me and I felt cool for figuring it out
19:54 "but where the game gets a bit cruel is that it doesn't make it clear how much more effective the wrench is if you hold the attack button down to gather your strength for a second" *loading screen saying "Important: Press and hold [Mouse 1] to charge your attack for maximum damage"* PEBCAK
I think he meant the game doesn't make it clear that the damage/stamina ratio when charged is better(i could be wrong but that's what i understood). Because if it was the same or close to it, there would be no point in charge attacking on most fights. I completed this game 4 times and until he said it, i didn't notice that the charged attack doesn't use up more stamina (i facepalmed myself so hard for not realizing that after playing it as much as i did)
To be fair, many interesting tidbits in games nowadays are relegated to the loading screens, which may end up lasting only one second depending on how good the rig is.
@Liam Toye I read the message about the charged wrench attack, but I assumed it used more stamina so I stopped using it after a few experimental attempts. It wasn't until I watched this video, that I found out that it uses the same amount of stamina. That should have been included in the message, as stamina management is very important when using the wrench. Running out of stamina in the middle of a battle while using the wrench is rough. However, I also didn't know that I could switch to another weapon... I also assumed that being out of stamina would affect my ability to fire a weapon. So this video added a lot of information I didn't learn from the game.
I recently recovered from this thing called Dissociative Identity Disorder, and this part of the script REALLY resonated with me. Can confirm, it’s TERRIFYING to question every object in your house and whether it was there of not before, if it’s important or could bring you danger if ignored. Where did it com from? Who put it there? This seems like such a cool mind trick to see, so exactly and uniquely expressed, in a horror game: “Remember at the beginning, when you woke up in the apartment for the second time and some of the stuff was in different places? ....You start to question anything that’s out of place. Was that lamp on the floor before? Was that garbage can in that position? ....You can go into an office and see that there are one too many chairs. You can figure it out just like that. Or you can feel paranoid when something else...turns out to be benign-like there’s a mind game being played on you.”
Lovely. My grandfather has two personalities and two lives and I seem to be taking after him. The way to win this game is to focus on something pragmatic always and ignore the sinister and strange.
funnily enough there is actually a book where this is a major element early on, the main character noticing objects in his home having been moved or replaced with identical copies. Even more funny is that the name of the book is, 'PREY' by michael chricton, some other elements and themes are kind of translated into the game. Read the book years ago and only an hour into the game did I make the connection, not certain it was intentional but it definitely feels that way.
Prey is one of the best games i've ever played. The story, the interface, the gameplay. God, you're on the spot in putting this game along the lines of Bioshock series. It's not your typical FPS space horror except from gameplay, though after neuromods and the entire lore behind it, that facade quickly fades away. Edit: you're right, freedom of exploration. There's two or three ways to open a door. Even, in the most disadventageous position, you can still find a way to pass through it. The game prides itself in this, as you can see them telling us basically that after the first stage of the tutorial.
This is just the immersive sim genre. Highly recommend system shock, Bioshock, and Thief series. Also for a more modern take (or postmodern, really), I recommend Cruelty Squad
The title of this game kept me from playing it. I only played it after I found this video. And I only watched the first few seconds of the video before I realized I should play this game. People often recommend the Bioshock games, but I am not a fan of Steampunk, so I have never played any of those games. But a sci-fi story, set in space, with aliens? And I can fight the aliens? Sign me up! I have read a lot of science fiction over the years and I was stunned by the story in this game. This game delivers an excellent story which is also an excellent sci-fi story. Writing good sci-fi is apparently hard, and translating those stories into video games seems nearly impossible. The only other game I have played that did as good a job as Prey was Subnautica. The other sci-fi games I have played have very predictable plots. In Fallout 4, as soon as I found out about people being kidnapped and replaced by synths, I knew my son was going to be either in charge of whatever organization was responsible or at least heavily involved. So playing a game like Prey and reaching the final scene with Alex and the Operators was genuinely a refreshing change. The game telegraphs this possibility in every way possible, but it still manages to keep you guessing by presenting so much conflicting information. I played the game on Easy Mode (After getting stuck trying to play on Normal Mode) and this game me a lot more time to read all the lore. Combined with all of the information provided from interactions with January and other NPCs and the way the game made me suspicious of all information I received, I genuinely did not know who or what to believe. So I went with my personal instincts: Try to save as many people as possible, no matter what happened. For all I knew, the self-destruct sequence would fail, or some other surprise would be revealed. I killed one human in the greenhouse because I didn't know I could avoid combat with mind-controlled humans and I didn't know killing the Telepath first would save all the humans. Otherwise, I was able to save a lot of people, even though I'm bad at games and really bad at this game. But the story was so good that I played this game for 24 hours straight, just so I could reach the ending. I felt the same way I used to feel when reading really good sci-fi, except I got to be the main character and make the decisions.
@Joshua Bull The architecture might be Art Deco, but the technology is Steampunk. Bioshock was on Game Pass and I tried playing the first one, but it was exactly what I feared: Steampunk.
It worries me that i am so used to being handfed a story that i dont really think about it. I literally didnt even get that the prisoners are there to replicate the typhon...
@Sardonicus It is also shown the moment you escape the part of neuromod devision where the simulation was. While you stay in airlock, a mimic kills a guard then splits into four.
Yeah, there is a big problem with immersive sims that you can't possibly know if what you see looks wrong because the developers are giving you a clue or because the game isn't perfect. I really wonder if there were some people who figured out Morgan isn't actually him by how he lost his engineer and hacking skills and how do those people look at need to use up to eight neuromods for one skill.
What are you talking about? The game does handfeed you that information, it's in a bunch of the audio logs/emails in that section. If you are paying the least bit of attention you will find out that they are having prisoners shipped to the station to be used as experimental subjects with the typhon. You find out how the typhon, at least the mimics, reproduce by draining the life from a person very shortly after you exit the simulation area in the tutorial; like, the first live human you see after you break out of the simulation is you being behind a locked glass door and watching him bang on the door to try and get in before a mimic gets him and then you see it split in four afterwards. This isn't "I'm used to games handfeeding me the story" and more "I didn't play with my eyes open."
@@Shenaldrac I dont think audiologs are handfeeding because i dont have to listen to them or read the mails(which btw i didnt do because of that). Handfeeding is a cutscene or something else thats not avoidable
@@tostupidforname So you literally just didn't pay any attention. Again, this says less about video game handholding and more about you not paying attention to the game. And again, you *have* to see that one guy getting killed by Mimics and them dividing in the early game, pretty much unless you purposefully look away. Prey's a great game and I loved playing it, but it's hardly a masterpiece in show don't tell because *you* weren't paying attention. Your comment doesn't make Prey look good, it makes you look bad.
I absolutely loved the "puzzle" feel of prey, even the combat felt rewarding when i found patterns or weaknesses in the different typhoon, everytime my mind snapped and said "i can do it like this" made me feel happy
It is gold in the beginning but didn't held to the finish*
4 года назад
I don't know how many updates came since then, but I played through the entire game without any quest markers and it was simply amazing. Everyone gives clear directions and the whole station of Talos I has an exceptional design. There are plaques with names and directions of places throughout the whole station, and the puzzles, and treasure hunts just became even better. It gave me such a Deus Ex exploration vibe. I do the same with Dishonored, since Arkane really nails it.
Dishonored is so far from being this game their not similar at all i loved dishonored but i hated this game
3 года назад
@@hamzix6599 they do share some similarities, but they're overall very different. I just mentioned dishonored because I play the game and explore in a similar way (except there isn't stealth in Prey)
@ Uh, you can play stealthy in Prey. A ghost preythrough is not possible but you can definetly sneak past enemies or ambush them.
2 года назад
@@michimatsch5862 Yeah, you can definitely do that. It's pretty satisfying too, when you manage to get a surprise attack on a bunch of mimics with that blackhole grenade thing.
48:15, the neuromods don't just give you memories of skills that you wish to acquire. You are injecting typhon material into the player character. If a neuromod can be used to help you change your physical organism into a coffee cup then common sense suggests that it can also be used to modify your muscular structure. Regarding the quantity of neuromods required for a skill, they could have made it so that only one could be needed but then they would have had to find a way to limit the total number of neuromods in the game without impacting skill progression. Making them uber rare would be a good way to increase the hype factor for when you find them. But since they would be so rare, most people would simply just google all the neuromod locations and get to a certain spot in the skill tree and probably be stuck there for the rest of the game.
Except that Mimics don't change their physical state and molecular structure. They exchange places with a copy of the object that exists within a parallel reality.
@@varsoonhks3211 that's very creepy because recently i've glanced over something about there being a reverse universe out there, because there HAS to be some kind of symmetry. perhaps those typhoids are higher dimensional beings (makes sense because they're silhouette like , which is exactly what a 3rd dimensional being would perceive a 4th dimensional being), who can tap into that anti-universe. That would also explain how the phantoms can 'teleport' and dash around.
Just wanted to chime in that of all the reviews and analyses of Prey, I think this is the only one that really gets it right, and it's because all the other reviewers have made their reviews on the assumption that Prey is designed to be a run and gun 1st person shooter, which, like you, I did play it that way once, just to see how it turned out, but only once of the few times I've played it. And as far as the name goes, I felt while I was playing it the first time that it should have been named Xenoshock.
Kamiel Foskey I think XenoShock is my favorite alternate name I've seen. It would have been really nice for the ___shock naming convention to have lived on, but maybe it's trademarked
@Bethesda sucks, but Zerglings still are cute. why do you have such a long stick up your ass? If you don't like the game, then stop being a salty little bitch about some run-and-gun game never getting a sequel and Bethesda forcing Arkane to use that game's name. Remember, they didn't want to use your "precious" game's name.
this was one my best gaming experiences ever, had a couple weeks off work, went out to smoke a doink, found myself in CEX and ended up coming home with this....the rest is history
The best findable loot in the game in my opinion was the booster jet chip that lets you rocket up a little. It was so much fun zipping around all over the place
57:12 I remember the audio log by him talking to another person about how to send a message to everyone, and the other guy responded to the effect of "I don't know, maybe put it on the billboard." I never even went to check the billboard... :( I wish I had that "Oh shit." moment.
Worst part about going out there is that you cannot be at rest relative to the billboard. I know the circular orbit motion would cause some divergence but having to manually go 5m/s to grab stuff off a corpse was annoying.
I've never seen a someone put THIS much time and dedication into a game before reviewing it. You pointed out every tiny little detail, awesome work mate keep it up.
Watching all the ads and mid rolls given to give you the money you deserve for your wondrous videos that really explain/analyze these really interesting games!
I absolutely loved this game. It's definitely in the vein of Bioshock and System Shock, two of my all-time faves. Ultimately, I think its commercial failure came down to Bethesda's dumbfounding decision to release it on the backbone of the Prey IP, a game distinctly different, both in theme and in gameplay. Especially after the way they handled its sequel, and its subsequent cancellation. Prey 2 was well into its development at the time, and had managed to garner a loyal following. A following that to this day is very vocal in its derision of this title. This game should never have been attached to the Prey franchise. It could have and should have easily succeeded on its own merits. If you're a fan of Bioshock and System Shock, do yourself a favour and buy it. It's already hitting bargain bins. You won't be disappointed, and maybe an uptick in sales will convinced those idiots at Bethesda to keep this story going.
so you're saying that just because of the universally-reviled naming decision, you'd never touch this game despite enjoying other similar games such as bioshock? what if this game was called something like Neuroshock, would you consider it then?
I guess it makes sense that somebody that's still upset about Google Plus, of all things, would be upset that they never got a sequel to a mediocre and forgotten shooter from 2006.
Bethesda sucks, but Zerglings still are cute. You. You get it. These Prey2017 fans, like the game they adore, reek of pretension. At least someone else knows to avoid the half-hearted successor to SS. News flash, everyone: Dead Space is a better follow-up. That's not saying much.
Dude i cant wait to watch all of this. Prey was my favorite game from Arkane Studios, and for awhile was lingering dangerously close to being a favorite of all time, probably at least. Seeing this video pop up again just kinda reminded me of that.
There's nothing worse than seeing that you uploaded a new video, starting to watch it, and then letting you convince me that I would love the game and I should avoid spoilers... now I'm afraid to watch. We'll see.
Probably too late a comment, but Prey is by far one of the better games I've played this year or in a long time really. Just, such an intriguing narrative that gives you so much to think about and overall a really fun game too.
One thing that really confused me when playing was how well animated the “chef” was in first meeting him. Every interaction after that felt like a simple set of preset animations, including lip syncing
I know it’s been a while since this came out but I wanted to thank you for the work and quality of an awesome video, and also make a note regarding something you mentioned around 1:13:00 about wishing there was an alternate path with the cooks ending. On my second play through as soon as I came upon him and the dialogue triggered, I used remote manipulation to disarm the recycler charge from outside the pod thinking you would get to decide his fate. Sadly, he simply completes his dialogue about taking Morgan with him, chuckles a bit, and then dies seemingly without fail. I was so disappointed I never tried anything else but just wanted to offer that up since I was very interested in the cook storyline as well and thoroughly let down by the anticlimactic resolution. Thanks again for the work put into an awesome and objective review!
16:50 if you are an evil person who thinks evil thoughts you could make it so that when you pick up a mimic it doesnt transform, but instead will have a chance to pop out of your inventory when you are fighting something else (or when you try to use/recycle the item)
I was actually stricken by how much the game references and shows mimics not reacting immediately when a human was nearby--from the coffee cup at the start all the way to when someone picked up a mimicked gadget and stuck it in a power station only to be baffled when it was fried.
@@varsoonhks3211 or that lab where everything that's "not a mimic" has a post-it note stuck on it only for one of those items to indeed turn out to be a mimic.
you are honestly the best content creator on this platform. I really dont care how long it takes you to make a review, you refine and carefully analyse every factor. also one question will you be covering breath of the wild's dlc when they all come out?
LemonsGuy He is pretty good but to be honest he needs to factcheck his botw video. For example he said it was a flaw that you could run into a lynel early on and not have enough weapons to kill it, and Said he wished they would have included a way to kill it if you were skilled enough. The game actually includes these things Joseph criticised it for, the lynel for example is supposed to be mounted at opportune moments. Weapon durability does not decrease whilst mounted, and likewise against guardians you can parry their attacks with your shield, taking away no durability. A simple Google search could have shown him this, and it is included in the game however with a game as big as botw I understand its impossible or atleast inconvenient to find every single NPC to figure this out. Matthewmatosis is fantastic though have to give it to him
I really enjoyed reading lore. Usually, i just ignore all the journals and collectibles and honestly sidequests i see in any rpg. Here, ive listened to every single one. Ive explored. Ive read all the terminals and tried to piece together stories. The cute little dnd treasure hunt, the smuggling, someone realising something is wrong, people dying and afraid. It was great
I beat this game a few days ago and its become one of my favorites. Really enjoyed the puzzle like combat and the story. Only thing that stuck out for me was how the game kept prolonging itself like with the introduction of Dahl.
I'll have to play Prey before I give this a watch, considering you give it such a high recommendation, but thanks a whole bunch for the shout-out at the end. That shit put a huge smile on my face.
I really hope there’s a sequel of some kind to this game, apart from the DLC. I’m honestly not sure how well it would pan out or how the cool aspects of the story in this one will carry over since it looks like it would just be Typhon!Morgan saving the earth from the takeover. Also I totally hear you on how cool it would be to break the simulation and escape it early after learning the full truth from a first preythrough. It definitely would be asking a lot of the devs but it would just fit so perfectly with the themes of restarting with amnesia and relearning things as Morgan. Like how a lot of the secrets and codes and puzzles are always the same every time you play, so really playing the game once and remembering it all is kind of like Morgan leaving his future amnesiac self a video explaining what to do. I can almost imagine a sort of progression system where every time you do something you couldn’t possibly know about without having played the whole game already, you get closer to a new meta ending. I’m a couple years too late commenting, but I just beat the game first time and it’s weighing on my mind now lol. Awesome vid
Would love to see a sequel to this in VR. Half Life Alyx has shown what the medium is capable of and this game would have in-fucking-credible in VR. It doesn't even need to be a direct sequel plot wise, just give us a new story set in the same world and I'd be happy.
I just wanna say I had literally never even heard about the game until I saw this video, stopped watching and bought and played it immediately after your explanation in the beginning and now it's one of my favorite games of the last 5 years. So thanks, brother.
I'm just on my third playthrough after I borked up my character build immensely on my second playthrough and when I figured out that thing with the code to the first safe in the looking glass it was such an unbelievably good "A HAH!" moment for me. Amazing stuff
As someone not entirely experienced with Prey, or System Shock titles...this review was really helpful in telling me that it's likely still not a game that's for me...but having a better understanding of why that is is really important and I thank you for that.
I'm seconding Ryan, it's a pretty good game overall. Yes, it has it's flaws, but the combat design and amazing amount of effort put into making Talos I a plausible space station is worth the purchase. I mean for Pete's sakes, they went as far as naming every single employee on the Station, and it's definitely more than 200 people! Just wait until you can grab it during a Steam Sale if you don't want to get it at full price.
I never played the original "prey", but it seems this game is not a sequel or reboot of that, it's a completly different thing. I played system shock 1 and 2 and bioshock 1 and infinite, those are great games and if this game is anything like system shock or bioshock, then it's a good game and it deserves a chance. system shock 1 is the best in my opinion, then bioshock 1 and infinite. for some reason I don't like system shock 2 as much as everybody else.
Just finished the game an hour ago. This is easily one of the best games of the generation. No, it’s not perfect. But what it sets out to do and what it accomplishes is impressive, and more importantly, FUN. Joseph Anderson dwells on a lot of negatives here, which is fair, however, this game needs to be hyped more. Go into Prey expecting Bioshock or Deus Ex and you’ll be pleasantly surprised.This game is eerily similar to MGS V in context. Both Prey and MGS V could have spent more time in the oven. You notice it by the end of each game. The story feels rushed and many mechanics don’t crescendo as you’d expect them to. But the meat of what’s there is expertly crafted. People, spread the news. Prey 2 could be a masterful game - you can feel the passion Arkane had for crafting this story. A sequel to Prey 2017 could potentially lead to the best immersive sim ever made. The only thing holding it back is Bethesda’s awful marketing. The good news is that the more Joseph Anderson and other content creators point out the strong bones in place, the more likely it isv we’ll get a sequel.
That’s kinda his brand, harshly criticizing a game and say only negative things about it for like half an hour and then end the video with “it’s a really good game that I highly recommend” lmao
i know this is from a long time ago but i'm so glad i found this video. ive barely ever seen anyone cover this game and i really loved it. hope you are okay joseph and i hope you come back to youtube someday.
Loved your review! Just wanted to note that Dahl's killer robots where created by whats called the "Black Box Project" in the engineering bay. If you're able to access the black box laboratory, you'll find out that the killer robot design was commissioned in secrecy by William Yu. This explains why Alex or Sara didn't have access to these machines when Dahl did, and furthers the family story of mistrust a little bit.
Соɾу ℛ. I couldn't agree more. Prey is one special, special, unique fucking experience. If you are a hardcore gamer, you need to feel this story. It's...something fresh and new. It's worth your time.
Google+ Sucks! The game is far from a piece of trash man. It's very well written and very well put together actually. The mechanics, characters and environment were crafted with care. The old prey is gone, and it is never coming back. People have to accept that and move on already, because it's not gonna change. I feel fans of the old prey are so incredibly hung up on the name, they refuse to see the rather well made game the name is attached to. It's a shame.
Mimics and poltergeist were such fun enemies to fight. Also, the Gloo gun being able to stick to walls to maneuver around the ship is awesome. I really liked the traversal.
PrEying for your time spent for that game. I fully enjoyed your video and found some new parts of the game (especially about Alex trying to make a better impression of humanity upon that typhon). Thanks!