Though we heard about a planned follow-up to the gravity-twisting Prey way back in March of 2008, things have been quiet on the game ever since. Now, according to filings found by superannuation, Bethesda parent company Zenimax has acquired the rights to the series.
Does this mean that id Software, which was recently acquired by Bethesda, is collaborating with the publisher on an incredible, post-apocalyptic open-world game filled with Native Americans and disturbingly vaginal doors? Yes. Yes, that's exactly what it means. But you didn't hear it from us.
Reader Comments (55)
Posted: Sep 8th 2009 4:35PM ViciousBastard said
lol WHAT! is that thing in the backround? lol
Posted: Sep 8th 2009 7:47PM Levi said
This game was ruined for me for the lack of challenge. The fact that there is zero punishment for dying (save for a couple exceptions, like flying the ship thingies) took away anything that remotely resembled a challenge. There is literally no reason to get excited about getting a new gun, or worry about ammo, because when you die, you basically watch a weird cutscene, and respawn *right where you died,* with about 50% health. Unlimited lives.
Am I the only one who thinks this matters? Am I the only one that wonders what the point of shooting the bad guys, or dodging their bullets, or even just getting better at the game in general, is when the game tells you there is nothing wrong with dying at all? I know there are other reasons to play games, but that doesn't change the fact that this game has you shooting things 95% of the time... that's 95% of game that is there for basically no point!
Am I the only one who thinks this matters? Am I the only one that wonders what the point of shooting the bad guys, or dodging their bullets, or even just getting better at the game in general, is when the game tells you there is nothing wrong with dying at all? I know there are other reasons to play games, but that doesn't change the fact that this game has you shooting things 95% of the time... that's 95% of game that is there for basically no point!
Posted: Sep 8th 2009 9:42PM WiredKnight said
You'd rather keep dying and respawning from the same checkpoint over and over then? I like how it pretty much did away with health packs and checkpoints, it helped keep you progressing rather than getting stuck at any particular point. It makes it very unique, in that it's one of the only shooters that you can finish without dying at all.
Reply
Posted: Sep 8th 2009 11:09PM CaramelZappa said
Well there was no reason to get another gun after you got the main orange sniper thing most of the enemies have. That gun was so ridiculous that there was no point in using the other guns. I liked the game despite the lack of challenge. I really liked the atmosphere and the design of the "living ship", and the portals and gravity play may have been gimmicky but at least they made things a bit more interesting than all the other bland shooters released at the time.
Reply
Posted: Sep 9th 2009 12:18AM Levi said
"It makes it very unique, in that it's one of the only shooters that you can finish without dying at all."
Let me correct you: it's the only shooter anybody can beat without dying. Yes I would rather the game gives me health packs or checkpoints. You can literally walk into a room, stand there like an idiot, shoot as sloppily as you want, and you'll still make it through.
Would it sound better if I put the game down for not rewarding the player for dying less as opposed to not punishing the player? Did you know the game actually has scalable difficulty? If you do better, the game gets harder. I like this idea, however, there's no punishment for dying. This actually translates to punishing the player for doing well an REWARDING the player for playing like an idiot.
Don't get me wrong, there was a lot about the game I liked. It's just... The game doean't give you a reason to become a better player, and if there's no incentive to become a better player, there is no excitement. If you get far and see a room full of enemies, in a normal game you'd go "OH SHIT!!" in fear of dying. In a game like this, you'll go "whatev. I'll just keep respawning until they're all dead. Meh." In BioShock, it wasn't exciting OR boring; instead, the game just made you constanly walk back to where you died, with no gameplay from the Vita Chambers to the point whrre you "died." It was just annoying.
Once again, there was plebty I liked about the game. It was unique, certainly. However, I could write a book on the topic of challenge in video games, and I really think that Prey did it wrong. BioShock only did it OK because they hid the fact that thwre is very little challenge to the game well. Prey didn't hide it.
Gah, I'll stop. :/
Reply
Let me correct you: it's the only shooter anybody can beat without dying. Yes I would rather the game gives me health packs or checkpoints. You can literally walk into a room, stand there like an idiot, shoot as sloppily as you want, and you'll still make it through.
Would it sound better if I put the game down for not rewarding the player for dying less as opposed to not punishing the player? Did you know the game actually has scalable difficulty? If you do better, the game gets harder. I like this idea, however, there's no punishment for dying. This actually translates to punishing the player for doing well an REWARDING the player for playing like an idiot.
Don't get me wrong, there was a lot about the game I liked. It's just... The game doean't give you a reason to become a better player, and if there's no incentive to become a better player, there is no excitement. If you get far and see a room full of enemies, in a normal game you'd go "OH SHIT!!" in fear of dying. In a game like this, you'll go "whatev. I'll just keep respawning until they're all dead. Meh." In BioShock, it wasn't exciting OR boring; instead, the game just made you constanly walk back to where you died, with no gameplay from the Vita Chambers to the point whrre you "died." It was just annoying.
Once again, there was plebty I liked about the game. It was unique, certainly. However, I could write a book on the topic of challenge in video games, and I really think that Prey did it wrong. BioShock only did it OK because they hid the fact that thwre is very little challenge to the game well. Prey didn't hide it.
Gah, I'll stop. :/




