Dude no fricking way, bioshock isn't even an immsim, it's more of an action FPS with some of the best world building we've ever seen, rapture is still amazing to this day. Don't get me wrong bioshock not being an immsim isn't bad, infact it being as good as it is, is a very impressive feat.
Bioshock has nothing to do with System Shock, it's more similar to System Shock 2 because it basically has the same plot. That's because Irrational made SS2
Bioshock isn't anything like System Shock
It's a linear mess that forces you to down a single path of progression
You HAVE to take the fire plasmid, the shock plasmid, the telekinesis plasmid, etc
By the time the game actually gets to a point where you have actual freedom it's over
actually Prey borrows more from Bioshock than from System Shock. Both stylistically (art deco interior design) and gameplay wise (neuromods/plasmids, psychoscope/camera research, shitty enemy variety). Prey feels a lot more like an in depth Bioshock than System Shock. The only thing it takes from SS is the space station setting
...I'll have to give you this. Still, for all the cult status Bioshock enjoys, I feel Prey is the much better game? Probably the nice and bleak setting that does it plus the Dead Space-y hard scifi atmosphere, you don't see much of that in gaming. Great music as well:
What parts of it are imsim? It looks like a standard open world fps.
Freedom of movement and (side)mission objectives, stealth, movement and exploration (with your superpower upgrades), character progression of the player's choosing, etc.
prey's alright, but i was more invested in the narrative and world that dishonored 1 had over prey's
gloo gun is probably one of the most creative weapons i've seen in an fps (can create platforms, barricades to block ranged attacks, stun enemies with prolonged fire, as well as blocking off exposed piping emitting fire and temporarily disabling unstable circuit boards that i only found out through experimentation; probably missed a few things)
One of my faves, it's got its flaws both from an engine and "game" standpoint but we genuinely don't get many games with THIS much thought put into the level design or rather environmental design.
Loaded with cool moments too, like the billboard with the message, noticing that the explosion right as you leave the foyer is a telepath twin towering the hull, the observation deck that uses the band around the station of observation, saving bro or triggering the escape ending.
Never liked dishonored that much, 1st ones definitely a standout when it came out with strong world building and level design(2 murders it though), I always felt that was Arkanes mass appeal game because it doesn't restrict you at all, its like dark souls where you can actually do whatever the hell you want and still progress meaningfully, which is good, but also a bit less interesting for me.
And I'd go as far to say I'd actually like a more brutal approach to neuroshock.
What did you think of Mooncrash?
Personally I really enjoyed it. I'm really guilty of making the same old character all the time in this sort of games (hacker infiltrator) so it was nice to be somehow forced into five fairly specific styles. Leaving gifts for your future selfs was really nifty and I quite liked the Lunar base.
prey is best early on before you become so overpowered with powers and gear, I like that mooncrash limits you but doesn't limit how you can play it, wasn't really a fan of the time limit though
What did you think of Mooncrash?
Personally I really enjoyed it. I'm really guilty of making the same old character all the time in this sort of games (hacker infiltrator) so it was nice to be somehow forced into five fairly specific styles. Leaving gifts for your future selfs was really nifty and I quite liked the Lunar base.
Ha, hivemind. I sorta agree. I really enjoyed the exploration of Prey, the idea, just like in Dishonored to hunt for upgrades is really great, even better since you don't have a Heart analog so you really have to explore. But overall playing the game felt better in Prey, besides, no savescumming meant you just have to go and accept whatever happens. I felt it was just a blast to play.
I love it. Incredibly underrated. Somehow the dlc ended up executing the same concept as Deathloop but much better.
Yeah, I really enjoy the loop concept and exploiting it strategically. For what I've heard about Deathloop, it feels like a downgrade, which is a bit crazy...
Mooncrash felt just like a really neatly tight experience, certainly not unique or anything, but really nice nonetheless, the whole concept and how it's done and played worked spectacularly well for me and as much as I enjoyed many of Prey's exploration and narrative bits (the Cook and Sho, looking religiously for the dead people by checking the manifests, etc), I almost consider Mooncrash the superior game.
>I almost consider Mooncrash the superior game.
It felt tight, short but highly replayable as you described. It's fun just gaming the systems in place to try get by with minimum equipment or within the confines of your characters' abilities. Base Prey did really well to build up all these imsim systems and dlc took great advantage of it. My only complaint was that it was very ez to bank lots of points and with no limit to how much equipment you bring with you into a run you can just send a fully geared character in later on.
Painfully easy to cheese the shit out of it.
One time I just made as many neuromods as possible (i was going for the achievement, but decided to see how many I could craft by the end of it)
I almost reached 100 crafted neuromods in a single run.
Unfortunatley, once you realize that your first run MUST be with the engineer to repair every door, grab the free lazer knife, craft as many neuromods as possible and then stash everything and go play as the other dudes. You could craft hours in this game, the only time I ever managed to reach danger level 5 was because I AFK during a loading screen and didn't realize the clock didn't stop
>Liked
Strongly focused playstyles by character.
Early characters setting up later characters.
More typhon types. >Disliked
Ability to buy as many starting bonuses as you could afford.
Ability to craft as much extra time as you want.
The randomness was really minimal and felt really tacked on.
True that the game was in the end, fairly easy, because of how trivial it ends up, being able to craft time delay and neuromods and buy stuff basically at will. For a second run, I ended up taking nothing at start but neuromods to at least boost the characters, but even that made the game fairly easy (though certainly a bit harder). It's funny that many people didn't like the timed control because it's in the end, really easy to abuse with time delay.
Still enjoyed it a lot.
Though I quite liked Dishonored 1 and 2 and still think that several of the levels absolutely do hold up (especially Clockwork Manor as easy as it was), I do agree that Prey is the better game. The "open world" is smoother despite the loading screens, the fact that you don't really have to choose between violence and stealth but can do both and the same quality of design and art as the previous game made it for me. Really enjoyed searching for dead crew and some bits like Looking Glass technology. First space walk is really nice as well (fighting telepath and technopath in space not at all though).
>how trivial it ends up, being able to craft time delay
I found the time delay blueprint in the last 2 hours of my ~25h run so speak for yourself. It wasn't really a "hard" game, but the time limit was a very impactful and palpable factor throughout.
What did you think of Mooncrash?
Personally I really enjoyed it. I'm really guilty of making the same old character all the time in this sort of games (hacker infiltrator) so it was nice to be somehow forced into five fairly specific styles. Leaving gifts for your future selfs was really nifty and I quite liked the Lunar base.
I actually played through Mooncrash a couple of months ago and while a very cool concept and the "rogue-lite" idea worked pretty well, something about it bothered me and the original game was a much smoother experience and worked much better. I'll have to admit that the "story progression" as you advanced in Mooncrash was kinda neat though.
Ghostwire Tokyo actually was somewhat like that. It was janky af, but the imsim gameplay was pretty decent. Unfortunately the story was totally clownshoes but you could overlook that by convincing yourself you were in a The Secret World fps (which saved the game for me up until the absolute dogshit ending).
There are fewer non-medieval/fantasy RPG games in general. For modern day open worlds, GTA and Far Cry spring to mind immediately. All the future open-worlds I can think of are post-apocalypse like Horizon, Fallouts and Death Stranding.
i wanted the other characters to actually do things thats my only complaint. you spend the entire game learning about everyone on the station and then even if you save their life they just stand in place.
arx fatalis it's kind of jank but it's exactly what they wanted to make with no compromises
dishonored and prey are great but you can see where they had to compromise for console players and "typical" playstyles
What did you think of Mooncrash?
Personally I really enjoyed it. I'm really guilty of making the same old character all the time in this sort of games (hacker infiltrator) so it was nice to be somehow forced into five fairly specific styles. Leaving gifts for your future selfs was really nifty and I quite liked the Lunar base.
Great mix up of formula. My thoughts are basically
I love it. Incredibly underrated. Somehow the dlc ended up executing the same concept as Deathloop but much better.
on the dlc.
Anyone here play this on Steam Deck? How is it?
Yeah first time I completed it I was playing on deck and deck hooked up to tv. Was fine with touchpad + gyro for aiming. The game is already built for controller layout. Performance is great.
>Liked
Strongly focused playstyles by character.
Early characters setting up later characters.
More typhon types. >Disliked
Ability to buy as many starting bonuses as you could afford.
Ability to craft as much extra time as you want.
The randomness was really minimal and felt really tacked on.
Painfully easy to cheese the shit out of it.
One time I just made as many neuromods as possible (i was going for the achievement, but decided to see how many I could craft by the end of it)
I almost reached 100 crafted neuromods in a single run.
Unfortunatley, once you realize that your first run MUST be with the engineer to repair every door, grab the free lazer knife, craft as many neuromods as possible and then stash everything and go play as the other dudes. You could craft hours in this game, the only time I ever managed to reach danger level 5 was because I AFK during a loading screen and didn't realize the clock didn't stop
this is the worst FPS i ever played, besides those gay ass nu-Wolfenstein games.
Prey was the worst, though. >walking and e-mail reading simulator >sometimes a phone or a chair will turn into black goo and jump on me
whoa.
0/10 uninstalled after 2 hours.
good thing its for free on gamepass.
Oh, I thought you were talking about the ending sequence specifically. Yeah, those space ghost fricks were pretty interesting, in-game clues letting us know that Earth has known about them for quite some time, and while I admire keeping them a mystery in the game (writing explanations for everything on the player's nose is such a modern Burger gaming phenomenon) it would have been nice having their origins expanded upon in a sequel that we'll never get.
IMO it's a cop out not explaining at least 80%, it shows the writer himself doesn't know what to do. Happens in manga all the time where the plot starts off amazing and then 100 chapters later the plot never goes anywhere and it becomes clear the author didn't think that far ahead. I see the complete opposite where so many games have shit endings because the writers never thought that far ahead. They only think how to get a sequel they don't write the full story where you can actually discover what's going on. That's the modern phenomenon imo. We used to get the full game with actual real endings. Like Planescape: Torment had an actual ending where everything was explained and it's one of the best written games of all time.
Wanting an explanation is wanting more from the story than just "and then.... we'll leave it to your imagination cause it was all a dream".
NOT writing explanations is lazy.
Actual pea-brain take, anon.
The reason that long-running manga fumble their endings like that is because they're being made as they're published. A game like Prey is a singular, complete work. and a dev team isn't going to go forward with producing assets and hiring voice actors unless the story has been finalized.
Like imagine Frodo woke up and it was all a dream just as they got to Mt. Doom. Did he throw the ring in? I don't fricking know just leave it to your imagination bro!
Tolkien wrote a whole fricking bible and a whole fricking language. THAT is detail and explanation. So frick your "mystery". It's not mystery it's lazy writing.
The REEEing about the original Prey going on ITT, an utterly mid-tier early aughts shooter (with a somewhat cool portal tech as only memorable feature), is peak Ganker contrarianism and practiced by the usual parade of shitposter NPCs: Noone would even remember the original game if it weren't for the 2017 title.
I agree. Og Prey had some very interesting moments but it was utterly forgettable when it dropped. The trailers for Prey 2 looked pretty good in the same way some E3 trailers for games look great until the actual product drops. 2017 Prey isn't to everyone's taste but it's a great imsim.
It's a lot of fun and there are a lot of fresh aspects of the gameplay. Ganker shits on it because the main characters are homies but it's a blast for me so far.
I'm only like 2 hours in though but goddamn is it fun.
It's a lot of fun and there are a lot of fresh aspects of the gameplay. Ganker shits on it because the main characters are homies but it's a blast for me so far.
I'm only like 2 hours in though but goddamn is it fun.
game is boring as shit, you can go and watch the longplay on youtube if you dont believe me. >you just walk around and read emails >"i dont believe you!" >turns on gameplay on youtube >its 6 hours of a guy walking in an empty space station, reading emails
They already had non-white people in their games before they went bad.
I honestly think the issue is the Microsoft acquisition + too much talent drain.
I only remember Billie lurk and some some people in 2. After that they really started adding them to the front. DOTO and Deathloop were made before the acquisition so i doubt it's that.
The looking glass technology in this game is something I have never seen in any other. It was amazing to reveal, and I spent a lot of time just inspecting the looking glass scenes due to nothing but curiosity and interest. Some were even destructible, which was a trip. Why don't other games utilise these sort of non-euclidean feeling screens?
I might like Arx Fatalis more. Just a little bit not a lot.
Is that arx fan remake mod out yet? The dude said October of last year but I haven't heard anything.
I forgot it was a thing. From looking doesn't seem like it they don't have any kind of date at all.
Damn, not like arx is unplayable, but I would like a better excuse to replay than it being mentioned from time to time, vtmb syndrome can get tiring.
based Colantonio made his own System Shock (Prey), Ultima Underworld (Arx Fatalis) and Thief (Dishonored)
I thought Bioshock was more like System Shock than Prey was.
Dude no fricking way, bioshock isn't even an immsim, it's more of an action FPS with some of the best world building we've ever seen, rapture is still amazing to this day. Don't get me wrong bioshock not being an immsim isn't bad, infact it being as good as it is, is a very impressive feat.
Bioshock has nothing to do with System Shock, it's more similar to System Shock 2 because it basically has the same plot. That's because Irrational made SS2
Bioshock isn't anything like System Shock
It's a linear mess that forces you to down a single path of progression
You HAVE to take the fire plasmid, the shock plasmid, the telekinesis plasmid, etc
By the time the game actually gets to a point where you have actual freedom it's over
actually Prey borrows more from Bioshock than from System Shock. Both stylistically (art deco interior design) and gameplay wise (neuromods/plasmids, psychoscope/camera research, shitty enemy variety). Prey feels a lot more like an in depth Bioshock than System Shock. The only thing it takes from SS is the space station setting
...I'll have to give you this. Still, for all the cult status Bioshock enjoys, I feel Prey is the much better game? Probably the nice and bleak setting that does it plus the Dead Space-y hard scifi atmosphere, you don't see much of that in gaming. Great music as well:
Freedom of movement and (side)mission objectives, stealth, movement and exploration (with your superpower upgrades), character progression of the player's choosing, etc.
Bioshock is a linear movie-game, not an immersive sim
Gloo gun is honestly a brilliant tool for this kind of genre.
>That chick that suicided with one
prey's alright, but i was more invested in the narrative and world that dishonored 1 had over prey's
gloo gun is probably one of the most creative weapons i've seen in an fps (can create platforms, barricades to block ranged attacks, stun enemies with prolonged fire, as well as blocking off exposed piping emitting fire and temporarily disabling unstable circuit boards that i only found out through experimentation; probably missed a few things)
It's a great game that's for sure. *chews*
One of my faves, it's got its flaws both from an engine and "game" standpoint but we genuinely don't get many games with THIS much thought put into the level design or rather environmental design.
Loaded with cool moments too, like the billboard with the message, noticing that the explosion right as you leave the foyer is a telepath twin towering the hull, the observation deck that uses the band around the station of observation, saving bro or triggering the escape ending.
Prey has good gameplay concepts but they made the mistake of making the actual gameplay too tedious.
Dishonored and Deathloop are far better Arkane games.
It's sad that now they're just another once-great studio that has signed onto making Disney slop.
Never liked dishonored that much, 1st ones definitely a standout when it came out with strong world building and level design(2 murders it though), I always felt that was Arkanes mass appeal game because it doesn't restrict you at all, its like dark souls where you can actually do whatever the hell you want and still progress meaningfully, which is good, but also a bit less interesting for me.
And I'd go as far to say I'd actually like a more brutal approach to neuroshock.
Have you tried Mooncrash dlc? I think it's an overall improvement on the main gameplay loop.
prey is best early on before you become so overpowered with powers and gear, I like that mooncrash limits you but doesn't limit how you can play it, wasn't really a fan of the time limit though
Ha, hivemind. I sorta agree. I really enjoyed the exploration of Prey, the idea, just like in Dishonored to hunt for upgrades is really great, even better since you don't have a Heart analog so you really have to explore. But overall playing the game felt better in Prey, besides, no savescumming meant you just have to go and accept whatever happens. I felt it was just a blast to play.
Yeah, I really enjoy the loop concept and exploiting it strategically. For what I've heard about Deathloop, it feels like a downgrade, which is a bit crazy...
Mooncrash felt just like a really neatly tight experience, certainly not unique or anything, but really nice nonetheless, the whole concept and how it's done and played worked spectacularly well for me and as much as I enjoyed many of Prey's exploration and narrative bits (the Cook and Sho, looking religiously for the dead people by checking the manifests, etc), I almost consider Mooncrash the superior game.
>I almost consider Mooncrash the superior game.
It felt tight, short but highly replayable as you described. It's fun just gaming the systems in place to try get by with minimum equipment or within the confines of your characters' abilities. Base Prey did really well to build up all these imsim systems and dlc took great advantage of it. My only complaint was that it was very ez to bank lots of points and with no limit to how much equipment you bring with you into a run you can just send a fully geared character in later on.
True that the game was in the end, fairly easy, because of how trivial it ends up, being able to craft time delay and neuromods and buy stuff basically at will. For a second run, I ended up taking nothing at start but neuromods to at least boost the characters, but even that made the game fairly easy (though certainly a bit harder). It's funny that many people didn't like the timed control because it's in the end, really easy to abuse with time delay.
Still enjoyed it a lot.
Though I quite liked Dishonored 1 and 2 and still think that several of the levels absolutely do hold up (especially Clockwork Manor as easy as it was), I do agree that Prey is the better game. The "open world" is smoother despite the loading screens, the fact that you don't really have to choose between violence and stealth but can do both and the same quality of design and art as the previous game made it for me. Really enjoyed searching for dead crew and some bits like Looking Glass technology. First space walk is really nice as well (fighting telepath and technopath in space not at all though).
>how trivial it ends up, being able to craft time delay
I found the time delay blueprint in the last 2 hours of my ~25h run so speak for yourself. It wasn't really a "hard" game, but the time limit was a very impactful and palpable factor throughout.
I actually played through Mooncrash a couple of months ago and while a very cool concept and the "rogue-lite" idea worked pretty well, something about it bothered me and the original game was a much smoother experience and worked much better. I'll have to admit that the "story progression" as you advanced in Mooncrash was kinda neat though.
I think it's because the level desing got downgraded and you spend too much time looking at loading screens.
*design
>best
mild
Ye.
How come there are hardly any open-world RPG games that take place in modern day or the future like Prey, Cyberpunk 2077, Dying Light, and Starfield?
The genre is in the medieval/fantasy setting 99% of the time.
Ghostwire Tokyo actually was somewhat like that. It was janky af, but the imsim gameplay was pretty decent. Unfortunately the story was totally clownshoes but you could overlook that by convincing yourself you were in a The Secret World fps (which saved the game for me up until the absolute dogshit ending).
What parts of it are imsim? It looks like a standard open world fps.
There are fewer non-medieval/fantasy RPG games in general. For modern day open worlds, GTA and Far Cry spring to mind immediately. All the future open-worlds I can think of are post-apocalypse like Horizon, Fallouts and Death Stranding.
i wanted the other characters to actually do things thats my only complaint. you spend the entire game learning about everyone on the station and then even if you save their life they just stand in place.
I'm surprisingly glad they scrapped the previous iteration.
Both of those games could have existed simultaneously. And calling this game prey only hurt it.
I can't decide between Prey or Deus Ex MD for my favourite world design.
I like Arx Fatalis more, but yeah, Prey was really fun as well.
I got about an hour in before I got bored of clubbing little aliens pretending to be coffee cups.
arx fatalis it's kind of jank but it's exactly what they wanted to make with no compromises
dishonored and prey are great but you can see where they had to compromise for console players and "typical" playstyles
Technically correct, but personally I prefer Dad Jailbreak of Kicks and Rope Arrows.
As much as Prey wanted to differentiate itself from other similar games, it should've had more guns and weaponry.
Why? Each weapon is unique and serves it's purpose. There's already too many similiar powers.
What did you think of Mooncrash?
Personally I really enjoyed it. I'm really guilty of making the same old character all the time in this sort of games (hacker infiltrator) so it was nice to be somehow forced into five fairly specific styles. Leaving gifts for your future selfs was really nifty and I quite liked the Lunar base.
Great mix up of formula. My thoughts are basically
on the dlc.
Yeah first time I completed it I was playing on deck and deck hooked up to tv. Was fine with touchpad + gyro for aiming. The game is already built for controller layout. Performance is great.
I got annoyed with it. I'm thinking about trying it again though. Never beat it stuck with it for a day or two.
>Liked
Strongly focused playstyles by character.
Early characters setting up later characters.
More typhon types.
>Disliked
Ability to buy as many starting bonuses as you could afford.
Ability to craft as much extra time as you want.
The randomness was really minimal and felt really tacked on.
>speedrun the same level with minor variations over and over again
it sucks
Painfully easy to cheese the shit out of it.
One time I just made as many neuromods as possible (i was going for the achievement, but decided to see how many I could craft by the end of it)
I almost reached 100 crafted neuromods in a single run.
Unfortunatley, once you realize that your first run MUST be with the engineer to repair every door, grab the free lazer knife, craft as many neuromods as possible and then stash everything and go play as the other dudes. You could craft hours in this game, the only time I ever managed to reach danger level 5 was because I AFK during a loading screen and didn't realize the clock didn't stop
It was great.
>OH NO NO NO NO NO
Anyone here play this on Steam Deck? How is it?
I love it. Incredibly underrated. Somehow the dlc ended up executing the same concept as Deathloop but much better.
I do not like art deco in space. Good game.
The last good game arkane made
the english voice acting on this is horrible, ai gens would do a better job.
this is the worst FPS i ever played, besides those gay ass nu-Wolfenstein games.
Prey was the worst, though.
>walking and e-mail reading simulator
>sometimes a phone or a chair will turn into black goo and jump on me
whoa.
0/10 uninstalled after 2 hours.
good thing its for free on gamepass.
do you realize that attitude is why videogames are so shit these days?
what attitude?
Prey is a trash game, and thats it.
For example, other games:
Halo Infinite - trash.
DOOM 2016 - awesome.
DOOM Eternal - awesome.
>DOOM 2016 - awesome.
>DOOM Eternal - awesome.
part of the problem
they ARE awesome, the best FPS games made in the last decade, if not more, actually.
It's an immersive sim, no shit you didn't like it.
But does it prey on Palworld?
I'm disappointed the ending was open ended bullshit. Needs a sequel.
Really? I like letting shit like that up to the player's interpretation.
It ended really abruptly just as it was getting interesting. That's not interpretation that's just running out of development budget.
Oh, I thought you were talking about the ending sequence specifically. Yeah, those space ghost fricks were pretty interesting, in-game clues letting us know that Earth has known about them for quite some time, and while I admire keeping them a mystery in the game (writing explanations for everything on the player's nose is such a modern Burger gaming phenomenon) it would have been nice having their origins expanded upon in a sequel that we'll never get.
i wouldnt want a modern day arkane to make a prey sequel anyway. i feel that way about a lot of my favorite games now that i think about it
I would want Cool Antonio's new company to make one though. He can call it whatever he likes this time.
IMO it's a cop out not explaining at least 80%, it shows the writer himself doesn't know what to do. Happens in manga all the time where the plot starts off amazing and then 100 chapters later the plot never goes anywhere and it becomes clear the author didn't think that far ahead. I see the complete opposite where so many games have shit endings because the writers never thought that far ahead. They only think how to get a sequel they don't write the full story where you can actually discover what's going on. That's the modern phenomenon imo. We used to get the full game with actual real endings. Like Planescape: Torment had an actual ending where everything was explained and it's one of the best written games of all time.
Wanting an explanation is wanting more from the story than just "and then.... we'll leave it to your imagination cause it was all a dream".
NOT writing explanations is lazy.
Actual pea-brain take, anon.
The reason that long-running manga fumble their endings like that is because they're being made as they're published. A game like Prey is a singular, complete work. and a dev team isn't going to go forward with producing assets and hiring voice actors unless the story has been finalized.
Like imagine Frodo woke up and it was all a dream just as they got to Mt. Doom. Did he throw the ring in? I don't fricking know just leave it to your imagination bro!
Tolkien wrote a whole fricking bible and a whole fricking language. THAT is detail and explanation. So frick your "mystery". It's not mystery it's lazy writing.
Wrong.
The REEEing about the original Prey going on ITT, an utterly mid-tier early aughts shooter (with a somewhat cool portal tech as only memorable feature), is peak Ganker contrarianism and practiced by the usual parade of shitposter NPCs: Noone would even remember the original game if it weren't for the 2017 title.
I agree. Og Prey had some very interesting moments but it was utterly forgettable when it dropped. The trailers for Prey 2 looked pretty good in the same way some E3 trailers for games look great until the actual product drops. 2017 Prey isn't to everyone's taste but it's a great imsim.
Yeah this game's fantastic.
AHAHAHAHAAHAHAHAHAHAHAH
And it's a shitty copy of system shock.
It saddens me how underrated and underappreciated Deathloop is.
Is it actually good? Only seen it shat in by Ganker, might pick up up next sale for 10 bucks if its worth playing.
It's a lot of fun and there are a lot of fresh aspects of the gameplay. Ganker shits on it because the main characters are homies but it's a blast for me so far.
I'm only like 2 hours in though but goddamn is it fun.
dont listen to this homosexual:
game is boring as shit, you can go and watch the longplay on youtube if you dont believe me.
>you just walk around and read emails
>"i dont believe you!"
>turns on gameplay on youtube
>its 6 hours of a guy walking in an empty space station, reading emails
ahhh you're talking about deathloop.
nvm.
i thought you were talking about prey.
I didn't like it that much, playing death loop at the moment and really enjoying it though.
>no sequel
>the director left and Arkane went to shit
Shame.
What happened to the french division of Arkane? They just sudenly started dumbing down their games and adding Black folk to them.
They already had non-white people in their games before they went bad.
I honestly think the issue is the Microsoft acquisition + too much talent drain.
I only remember Billie lurk and some some people in 2. After that they really started adding them to the front. DOTO and Deathloop were made before the acquisition so i doubt it's that.
The looking glass technology in this game is something I have never seen in any other. It was amazing to reveal, and I spent a lot of time just inspecting the looking glass scenes due to nothing but curiosity and interest. Some were even destructible, which was a trip. Why don't other games utilise these sort of non-euclidean feeling screens?
>pistol, shotgun, gloo gun
>headcrab, slenderman, cacodemon
for all its gimmicks, prey ended up being incredibly shallow