Showing posts with label Prey. Show all posts
Showing posts with label Prey. Show all posts

Friday, September 14, 2018

Prey's "Mooncrash" DLC Perfects the Immersive-Sim Gameplay Formula of the Base Game in a Unique Roguelite Mode


Arkane Studios’ Prey (2017) was a surprise hit for me, mostly because it was such a great experience but also because it seemed to come out of nowhere with no real hype. I had barely heard anything about it when it was released, but the promise of it being a spiritual successor to System Shock 2 (one of my all-time favorite FPS games and one of the most highly regarded immersive sims ever created) immediately caught my interest. I figured it would be a good game, knowing Arkane’s pedigree (I’ve enjoyed every game of theirs that I’ve played) but I wasn’t expecting to be so thoroughly enamored with it or to have my mind blown by its creative twists and clever open-ended design. Sadly, I don’t think it sold very well, and so I was fully expecting it to be considered done and over with by publisher Bethesda, which then made the sudden Mooncrash DLC announcement even more shocking. After about a year of radio silence from Arkane and Bethesda, they began vaguely teasing something Prey-releated and then a few weeks later made the official announcement the very same day the DLC launched.

Mooncrash is a quasi-roguelite game mode featuring a new protagonist on a new level, the Pytheas moon base operated by TransStar rival Kasma Corp. You play as Some Guy in a small one-man satellite orbiting the moon, running through simulations as various characters trying to escape from a Typhon outbreak on the moon base. As a roguelite game mode, death is permanent and you can't save, while a lot of elements like item spawns, enemy placement, environmental hazards, and so on get randomized every time you start a new run, although the level layouts and the general objectives you’re trying to complete remain the same. The twist, compared to other roguelite games, is that you play multiple characters successively in a shared, persistent world -- what you do as one character affects how things will play out for another character, since someone else has already gone through and changed things by the time the next character’s run begins. Each of the five characters has their own unique skill trees, stats, and abilities which affect how you play the game as each character. Your goal is to find a way to escape with all five characters in one run, but you’ll have to run the simulation multiple times to unlock each of them, as well as to complete their story missions and to figure out a good strategy to ensure successful escape attempts.

This DLC is a very different experience than the base game. While they share similar settings and have a lot of the exact same gameplay mechanics, the base game focused more on slow-burn atmosphere and exploration with a lot of carefully scripted events, a linear main story, and a wealth of side characters, side stories, and side missions to flesh out the rest of the world. Mooncrash focuses less on the story and plays more like an immersive-sim sandbox; you’re dropped into four adjoining maps (which are themselves fairly spacious and open) with a bunch of randomized variables and given a single primary objective -- escape. There’s still a backstory that you can gleam from assorted emails, audio logs, notes, and even the five main characters’ personal story missions, but there’s no “main story” to speak of, since it doesn’t play like a straightforward campaign -- it’s a mashup of gameplay mechanics meant to bring out the best elements of emergent gameplay and fast-paced, improvisational thinking. In essence, Mooncrash takes the gameplay elements of the base game and cranks them up to eleven.

Wednesday, February 7, 2018

Prey: My Favorite Game of This Decade


Prey
is a science-fiction-themed first-person shooter from 2006, in which you play as a Cherokee named Tommy running loose on an alien spaceship as he tries to rescue his girlfriend, Jen, after they're both abducted in an alien invasion. Built on the Doom 3 engine, it plays pretty much like a standard Doom-style corridor-crawler of that era. What makes it noteworthy, besides its convoluted 11-year development cycle and infamously-canceled sequel, is its implementation of mind-bending alien technology that allows you to move through dimensional portals, change gravity, and shrink to minuscule sizes, in addition to its array of strange alien weaponry. I pre-ordered the "Limited Collector's Edition" back in the day and enjoyed the game well enough (it's still on my shelf), but never felt a fanatical attachment to it.

Prey is also a science-fiction-themed first-person immersive-simulator from 2017, in which you play as Morgan Yu making his (or her -- you choose your gender) inaugural trip to the moon-orbiting research station Talos I. Once you arrive, you discover that the station has been attacked by a strange alien lifeform; most of its crew is dead, many of its systems are out of operation, and you have seemingly no way off the station. The rest of the game sees Morgan piecing the history together of what happened to Talos I and its crew while combining stealth, combat, hacking, and alien abilities (among many other skills and options) in an open-ended system that gives you a lot of freedom about how you complete objectives and how you play your character. This new Prey, in fact, bears no resemblance to the original Prey, having absolutely no connection except for the name.

Conceived by developer Arkane Studios (Arx Fatalis, Dark Messiah of Might and Magic, Dishonored) as a spiritual successor to System Shock 2, the name Prey was given to the game by publisher Bethesda, who owned the trademark ever since they picked up the publishing rights to Prey 2, which they canceled several years ago. With no official work being done on Prey 2, I guess they wanted to get some kind of use out of the name that they'd already bought, and since Arkane's pitch of surviving an alien attack on a space station vaguely matched the theme and basic concepts of the Prey license (in addition to making linguistic sense -- the aliens prey on human life), they decided to go with it. Hence Prey (2017) having the same name as the 2006 cult hit, even though it is, essentially, System Shock 3.

None of that really matters, though, because the game is great. I'm a big fan of the style of games pioneered by Looking Glass Studios (and similar developers, some of them borne directly from Looking Glass survivors) in the late 90s and early 2000s like Thief, System Shock 2, Deus Ex, Vampire Bloodlines, and so on, and I've enjoyed every game that Arkane has ever created. Putting Arkane in charge of a System Shock-like game is like a match made in heaven, and they pulled it off with near-perfect mastery. Prey is what I wanted BioShock to be, since it's a much more faithful adaptation of the System Shock 2 formula, and plays a lot like those games I mentioned previously, except with the added benefit of modern production values. It ticks every box for things I enjoy in video games; it's one of the most enjoyable games I've ever played, and it's my favorite game to have come out in this decade.