Sold.
This right here is what gave me doubts about the game.
I'm really not feeling this transformation thing.
This right here is what gave me doubts about the game.
I'm really not feeling this transformation thing.
It doesn't sell me on it either... This game really should have gone with a different name, because this isn't what I think of when I think of "Prey".
The enemy design also bothers me, they look like placeholders... I am having a hard time finding anything very interesting about this Prey TBH. Unless it gets a high praise from GAF, I will most likely pass.
I don't see anything System Shock about this either.
How...?
How...?
For what's worth - Bethesda's 'PS4' footage is 60fps:nextgeneration said:Hmm, well, here's pc footage. Obviously, hard to gauge pc performance from a YouTube video, but on first inspection, performance appears ok.
Chris Avellone thoughI will say that Dishonored 2 affirmed for me that Arkane knows how to make games with incredible and immersive level design, complex power systems that lend to varied styles of play, and distinct and inspired art design. Dishonored 2 is the kind of game only Arkane seems to be making right now and they made it extremely and supremely well.
But their stories are bad and their writing is worse. Absolute C-Tier narratives, which is a terrible shame given how excellent their characters are. Even minor characters are given multifaceted traits and they have lots of unique personality and in-game history. I would love a talented writer to give Arkane a great script to do justice to their characters, worlds, and mechanics.
Prey will probably be like Dishonored 2 in that sense. Great world, abilities, and characters. Story written by a sixth grader.
I may have mentioned this in another thread, but I really hope there's a way to turn the alert/awareness meters off. Check out this part from the Eurogamer vid. This little room is supposed to surprise you with the amount of Mimics in it, and the player gets attacked immediately and backs up to fight/heal before truly going in. Despite that, he can see through the wall how many Mimics there are, their exact position in the room, how aware they are of him, and it appears to last for a long time. I believe this isn't an upgrade and it's just in the game too, so it's not just for stealth builds or whatever.
That's really my only worry with the game. Part of what made System Shock 2 so tense was that you only ever had audio to give you a hint about what was around the next corner. I worry that unlike SS2, this game is going to be designed around giving the player too much information (like most modern AAAs) like these alert meters and objective markers.
Everything else looks great though, it's currently my most anticipated release.
Dishonored games allowed you to turn off objective markers and alert meters, so it should be fair it's gonna be the same case with PREY.
This right here is what gave me doubts about the game.
I'm really not feeling this transformation thing.
It kept hearing people mention this game and instantly thought of the 2006 game. I had zero interest basically.
This is an instant buy for me. Good stuff.
EDIT: Yikes. Thanks for the heads up Stoze.
I'll wait for some impressions. I really hate the constant hand holding in video games.
Ditto. It's gimmicky. And their focus on it as this great unique thing is the kind of thing that gives me pause.
Is there any good reason to have this ability? Is it to just inhabit random items and make then magically bounce around cause it looks funny? How is it I am able to bounce around as a coffee mug or stack of towels anyway?
If it's merely to maneuver around tight spaces literally anything could be made up as an excuse to give you that ability. Like teleporting, shrinking yourself with a shrink ray or a remote control car or something.
If you can do anything actually unique with this then show me an example instead of just some gimmick of letting the player run around as a sofa for no fucking reason.
Maybe I can deliver a mug of freshly brewed coffee to a tired shadow enemy? How's that for immersive sim!
Ditto. It's gimmicky. And their focus on it as this great unique thing is the kind of thing that gives me pause.
Is there any good reason to have this ability? Is it to just inhabit random items and make then magically bounce around cause it looks funny? How is it I am able to bounce around as a coffee mug or stack of towels anyway?
If it's merely to maneuver around tight spaces literally anything could be made up as an excuse to give you that ability. Like teleporting, shrinking yourself with a shrink ray or a remote control car or something.
If you can do anything actually unique with this then show me an example instead of just some gimmick of letting the player run around as a sofa for no fucking reason.
Maybe I can deliver a mug of freshly brewed coffee to a tired shadow enemy? How's that for immersive sim!
I mean it's just an observation, no need to deflate your hype. Like Rex said I'd be damn surprised if there's not a toggle on that stuff. The problem happens when say if you turn the indicators off and combat becomes too messy and confusing, or objective makers off and you hit a point where something becomes overly obscure when it clearly shouldn't be.
I'll never understand why some people are trying downplay Mimic ability. It has a lot of uses other than turning into an object.
Maybe there's a door that got messed up and you can't fit in there, so you have to Mimic as a smaller object to get inside. Or like I said before, you can use it to hide away from enemies.
You can even Mimic as turrets and Operator bots as you upgrade the ability
Why would I hide from a mimic? They aren't going to raise a security alarm, or hurt my morality level for fighting them.
Your other points are exactly what I touched on before. You could control turrets and bots by "hacking" them as in other games. Mimic mostly seems to exist as a gimmicky way to get around.
I agree with the poster above that it would make more sense in an environment and game where you are incentivized to hide from enemies or infiltrate places your aren't supposed to be and not be recognized by humans.
Anyway, I don't want to harp on it too much, it's fine that it's in there I just don't buy it as a groundbreaking feature.
Why would I hide from a mimic? They aren't going to raise a security alarm, or hurt my morality level for fighting them.
Your other points are exactly what I touched on before. You could control turrets and bots by "hacking" them as in other games. Mimic mostly seems to exist as a gimmicky way to get around.
I agree with the poster above that it would make more sense in an environment and game where you are incentivized to hide from enemies or infiltrate places your aren't supposed to be and not be recognized by humans.
Anyway, I don't want to harp on it too much, it's fine that it's in there I just don't buy it as a groundbreaking feature.
Anyway, I don't want to harp on it too much, it's fine that it's in there I just don't buy it as a groundbreaking feature.
Also, Stoze, I'm not really worried that much whether being able to play PREY without objective markers without getting confused. I'm pretty sure Arkane would have some means to give players cues to get through areas without objective markers (Like a name sign for an area, for instance)
Wasn't the second homefront game running on the cry engine. It was rather a mess if I remember correctly.
For what's worth - Bethesda's 'PS4' footage is 60fps:
https://www.youtube.com/watch?v=j2ndRGP5bMs
Pretty muchYeah, I agree with some of the people here about the mimic ability being kinda 'meh'. It's an ability id be much more interested in having in the type of game that has many more interactions with non-enemies. But in this a majority of the abilities use will be navigation and evasion, which is fine, but doesn't do enough with the idea of picking what items to turn into.
Hopefully they work it into some very interesting puzzles or sommit.
Wasn't the second homefront game running on the cry engine. It was rather a mess if I remember correctly.
Does anyone remember that game Messiah, where you played as a littler cherub angel thing and could inhabit the bodies of (I think) any living thing in the game?
This game reminds me a bit of that. It was an interesting game for it's time but super buggy if I remember right.
Pretty much
- Fit through small space
- Turn into a turret/other robotic unit
- Hide from enemies
Such a big focus on this ability as a diverse "think outside the box" thing, but I've seen or read nothing that indicates that it actually allows for any more than those behaviors.
Now if individual objects had unique actions and properties, that would be different
But do they all really look like those Shadow enemies from Ico?
Looks really boring to kill :/
Uh oh. The PC us my main gaming platform, no buy for me then. Especially no preorder, but thats a nobrainer anyways.Yes. Demo should be out on April 27th
Consoles only, sadly.
You're better off waiting for PC impressions before jumping in, if you ask me.Uh oh. The PC us my main gaming platform, no buy for me then. Especially no preorder, but thats a nobrainer anyways.
I finally bought Dishonored 2 after the price came down on Steam. Not a huge fan but I think it's important to support devs who make story-driven single player games that aren't open world.
It would be a real shame if both Dishonored 2 and Prey don't make money. That would just send the wrong message.
You're also sending the message that shit PC ports are acceptable too though, at least in the case of Dishonoured 2
That reminds me, we need a DF retro on Messiah. It was herald as the next big thing in video game technology. I don't remember being very impressed when I saw screens of it in the magazines.
Chris Avellone though
So I have a bit more faith in the story
This right here is what gave me doubts about the game.
I'm really not feeling this transformation thing.