>build massive, handcrafted open world with dozens of dynamic voice acted quests with multiple solutions and approaches
>populate it with exactly three enemy types and give you two guns to fight them with
I don't get it, didn't they already do the hard part and "filling it out" would have been trivially easy?
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Game is great. You get more than 2 guns though. Might be time for my yearly run again.
>more than 2 guns
And there is literally zero reason to use anything other than the pistol and stun gun
the shotgun is the best gun in the game by far you dingus
it's one of my favourite games of all time, but yeah, enemy variety sucks. wish there were mods for this. also,
>tfw we'll never see anything like prey, dishonored or arx fatalis from arkane
this, it's fun playing it like doom
because it's just not a good game.
not here's no reason to use anything other than the shotgun. every combat encounter is better solved by simply shotgunning everything versus trying to deal with weaknesses. the combat system is a complete joke which wouldn't be so bad if the stealth system wasn't so unrewarding which shows that dishonored was a fluke
>exactly three enemy types and give you two guns to fight them with
>but anon, there's more than 2 guns
>literally (...)
why do you talk like a middle school female, you moronic fricking no-vidya-playing candyass homosexual? You're gonna have to speak you
The shotgun is the strongest and most ammo efficient gun.
Q-Beam is good against flying enemeis and when you don't have much cover to advance, since shotgun sucks at long range and pistol is ammo inefficient.
GLOO gun can damage flying enemies outside of zero-G if you glue them since they fall and take massive fall damage.
That's disregarding that part where you can just wrench dudes and then learn cool alien powers. Or upgrade your lifting Strength and chuck heavy boxes at Phantoms.
Mooncrash was fricking great too.
The only thing I hate about this game is the lazy ending.
>You get more than 2 guns
The pistol
The shotgun
and...?
glooGUN
who cares, game is fun
I'll take a bit less enemies than System Shock 2 since the gameplay was way less dull and level design actually interesting
You guys should know that Raphael Colantonio (director of Prey and founder of Arakane) is currently developing a "first person retro sci-fi RPG". Highly doubt it's Prey because I'm pretty sure they don't own the rights but I do think it will be a successor
i dont think his new studio is that big - a successor seems like a huge ask for an indie developer.
Raph never wanted to call it Prey in the first place. The name was forced on him.
for us that lament the death of prey, here are some cool new imsims to keep your eyes peeled to
https://store.steampowered.com/app/2017610/CORPUS_EDAX/
https://store.steampowered.com/app/1355650/Filcher/
https://store.steampowered.com/app/1692240/Fortunes_Run/
that new game from blendo games seems like it might scratch the imsim itch.
oh wow, i haven't heard of this. thanks, anon. will definitely check this out.
>three enemy types and give you two guns
only the shotgun and q-beam are aggressive weapons and it was done on purpose to encourage players to be more creative and interact with the environment rather than just run and gun
there are more enemy types than typical fps etc even without all the variants which do behave differently if you don't instantly kill them with a sneak attack, late game they could have beefed up the enemy count or made them stronger and more aggressive to counter all the upgrades.
sometimes I think people must have played a different game than I did when it comes to prey.
>retro sci-fi first person immersive sim
Hopes?
Dreams?
Raph knows what he's doing
let him cook
>Raph knows what he's doing
Weird West.
what's wrong with weird west?
i said what's wrong with weird west?
NTA but it felt like babbys first unity game.
Not terrible but I expected more from the founder of arkane.
I'll be replaying Arx, DM, Prey and Dishonored for many years to come but have no desire to revisit weird west.
yeah, fair enough. i kept my expectations in check and enjoyed it for what it was, but i probably wont replay it either
>Roby Julien
Who?
Arx fatalis level designer according to my 10s google search
i hope the clockwork mansion designer is with them too
>Arx fatalis level designer
oh shit
The blob dudes fight really differently tho, like first time I met a technopath (optional encounter in the GUTS) I really had to adjust my tactics since rushing it with a shotgun killed me 100% of the time (it was next to a Weaver, too, which are troublesome in their own right).
>hopes
Good game
>dreams
Great game
colantonio was really impressed with baldurs gate 3, so i'd hope some of that freedom makes its way into whatever this game ends up being.
did you somehow miss the alien powers?
one of the few games i nearly 100 percented no clue why tho, some games weirdly click with me
will never replay it tho
>populate it with exactly three enemy types
Let's count them down, shall we?
The Mimic
The Typhoon
The Poltergeist
The Telepath
The Technopath
The Weaver
The Cystoid
The Military Drone
Plus the Nightmare and the Apex, and maintenance drones if you want to count them.
Mimics have five variants, and Phantoms four, on top of that.
It is always hilarious to see how casuals cope with not being able to enjoy im-sims by coming up with the DUMBEST possible excuses.
>Let's count them down, shall we?
>the mimic
>the humanoid shadow dudes
>the blob dudes
Three
See
It's not a name, it's an IP.
But yeah. The game was originally developed (or pitched, it was barely a even a design document at that point) under the title Project Danielle. Some of the junior members of the team would dub it Neuroshock, though Colantonio always heavily disencouraged that attitude, for fairly understandable reasons.
By the way, this is not the first time Arkane was forced into a deal like this. Dark Messiah of Might and Magic was also never developed to be a Might and Magic universe game. It was in fact, intended to be Arx Fatalis 2, but the only publisher who had any interest in it, was Ubisoft, and they conditioned the funding by forcing onto it the Might and Magic IP, which they recently procured and had huge problems to get working for them.
Yeah homosexuals who complain about enemy variety are dishonest mouthbreathers.
My problem with the game:
"Played this game. Got bored immediately, constantly led on, and the combat is garbage because no ADS, so no different shooting sensitivity from camera sensitivity. And on top of that it's incredibly tedious (not hard) to kill enemies early on. Any "challenges" to overcome can be trivialized by like 3-6 options, making any "challenge" almost fricking meaningless. Exploration doesn't feel engaging because it's so simple and the game is constantly telling you where to go anyway. You never have to figure anything out. And I TURNED OFF objective markers. And it's not like going out of your way to go somewhere else is fun because frick, I don't know what it is, but it's just so boring to go anywhere. There were other places I KNEW I could check out, but I just didn't want to because it felt more like "omg you can go off to a side path for a potion in a JRPG!" and less like "you can go off to a side path in dark souls that's still completely part of the level and progression and get lost getting looped around this interconnected level finding the way to the boss"
Just fricking boring and shit overall."
one of the best modern games
>Gives you a bunch of different options to deal with things
>But the shotgun is the easiest, quickest way to solve every problem because testers are massive morons
Q-beam is best against robots and wavers
>weaver
What now, shotgun boy?
Real OP weapon in the game are grenades, especially recycling ones
You forgot
>make sure every puzzles/blocked paths have multiple solutions/tools to go through/solve it so no matter what choices you make you'll never be stuck
It's disgusting. Like if you have one locked door you know you can enter through a vent, or open a computer to get a password, or use the gloo gun to reach another passage, and more. There's no edge to this thing, it was made to be accessible to the lowest IQ havers. Can't enjoy it when it feels like it was built after decade of testing and tinkering using the support and gameplay of valve playtesters.
This is techniocally not true. There is a room in the crew compartment that is only accesible with the alien transform ability.
This is the only room in the game that seems to have only one way of accessing it, and it triggers my autism massively on no-powers runs.
i liked to fool the movement sensitive mines by firing bowgun darts and incapacitate the not-cacodemons with the gloogun, making them plunge to their death
it was neat but it could have been much more
I kinda hated how for most of the game I was just scaping by then in the last 3 hours I was just blowing through an endless supply of shit to fight the waves of enemies.
>most of the game I was just scaping by
How?
You get so many resources to recycle that you can start printing neuromods like crazy 1 hour into the game. Just use recycler grenades on clutter objects and pick the mod that yeilds 20% more materials and the one that lets you harvest mimic organs and tumors.
I played it when it came out but the mimics make me so fricking paranoid I stopped not long after getting to the hub. Maybe I should try it again while drunk or something.
all this talk about combat when stealth is so obviously the way to go. it saddens one to see.
Lethal stealth is the real kino
now we're talkin!
I prefer the real Prey. All you had to do was make a space bounty hunter game but noooooo you have to be moronic.