Reviews from

in the past


The story is good and the mechanics are hard to use but very fun if you get used to it. Also, combat is very challenging. Level design is incredible but requires analyze thinking. As is the Arkane standard, I still have a hard time grasping their gameplay design into my liking.

Hey this game was cool, I bet the studio will make something even better next time, like maybe a cool vampire game

One of the most amazing modern immersive sim's

It hurts to see that this game doesn't get as much recognition as it should.


Todo lo que queria de un inmmersive sim, es que no se recomendarlo mas. Juegenlo

System Shock meets The Thing, from the makers of Dishonored? Yeah, that sounds like one of the greatest games of the decade. The ending sadly felt rushed, maybe because I spent so much time off the critical path before getting there.

My GOTY of 2023 so far. Truly what an amazing ride this game has taken me on through the Talos 1 station, and I would gladly wipe my memory of this game if I could. The story, being pieced together by audio recordings and encounters with surviving crewmates, is pretty by-the-numbers, but still satisfying to see through to the end. I do feel like the ending took some agency away from the player, with the end result being pre-determined in terms of plotline and what ends up happening. Gameplay was crazy good, the weapons were all fun to use and the Typhon Neuromods added a slew of methods to fix any given problem. Exploration was key mainly for the ability to "pack rat" everything and break it all down into raw materials to make things you actually need, but I did feel like the lobby was invaded too many times for it's own good. The OST is mainly ambient and nothing to write home about, with the exception of ONE song that you will know when you hear it. As for the graphics, I suppose that they were average for their generation, nothing looked particularly great nor did anything stick out like a sore thumb. Lastly, the game does still possess quite a few bugs and glitches, with one major instance locking me out of completing a side quest just because a specific item wasn't dropped. I had so much fun and wonder with the gameplay and some of the characters I heard about, but in the name of objectivity, I must deduct two stars for a variety of reasons I've already outlined. TL;DR, If you want to play something by Arkane that isn't their latest disaster or their best game, Dishonored, I would suggest this game to you for sure.

Idk why but just can't get into it. Perhaps it's not for me?not that i have any particular complains against it, the graphics are fine enough for the era. The exploration is certainly a key element but feels like the amount of deterrents are too much for me, maybe cuz I am unable to utilise the mechanics to my benefits.

Arkane give us four more games of this instead of Dishonored please for the love of Shodan.

If I could replay Prey with all my knowledge of it wiped from my memory, I would.

What an absolute masterpiece of a game, and what a shame that the game did not get the commercial success and recognition it deserved from launch. It's a mix of Bioshock, Dead Space, and at times it felt like a little bit of Alien Isolation seeped through. That may have just been attributed to my playstyle though. Regardless, the twists and turns, as well as the masterfully created world and map were nothing short of spectacular. One of my favorite games I have played these last 5 years, and honestly maybe one of my favorite games in general. So much care and detail were placed in every aspect of the game, and while a few things weren't perfect, there is absolutely nothing that makes this a game worth passing on. I have not played it yet, but from what I have been told, the DLC for this game is just as good if not better. So many different dilemmas a player has to face, and while I do not know exactly how many endings there are, it feels like there are plenty. Replay value is very promising with all the endings and possible playstyles. A must play for anyone into horror or action games., you will not regret it.

One of the best immersive sims

The best immersive sim I will fight you.

Love the game. Exspecially the tools you get to solve the scenarios.

I think toward the end the game gets a bit weaker, but Prey has so many fun mechanics, so many interesting choices, and a sandbox approach that let's you handle the open world in so many different ways and explore the space station with so many options. The lack of people also creates such an oppressive environment, and in turn gives so much added weight to actually finding a real person. Horrifying, genuine, tragic, exciting, excruciating... I love this game.

El juego no tiene mal planteamiento. Tu, una serie de aliens que se pueden transformar en cualquier cosa del mobiliario y darte un susto, un entorno super bien hecho...

Pero luego llega el que tienes que rebuscar por todos lados para conseguir basura y con esta hacer una balas que hacen un daño irrisorio. Y que los enemigos humanoides simplemente son demasiado fuertes como para enfrentarse a ellos normalmente. Y que si quieres esquivarlos en sigilo mucha suerte, porque el sigilo de este juego es pasar agachado y los enemigos te siguen viendo casi seguro. Y tropocientos nombres de repente que no sabes ni donde estás son tanta gente. Y el espacio.

Eso me ha hecho dejarlo, el puto espacio. De no ser por los puntos a los que ir, no habría podido salir de ahí. Un mareo continuo, una desorientación increíble, y todo para coger una basura e irte.

Es cierto que la pistola de espuma está bien para subir a sitios que no creerías que podías. Pero contra los enemigos los para menos tiempo del que te tiras cambiando de arma para aprovechar la oportunidad. La verdad es que ha sido una gran decepción.

The monster design is just dumb

Even the title is goddamn brilliant.

I wished I picked this up sooner.

The game offers a well-crafted and cohesive experience, where the story intertwines with gameplay elements seamlessly.

The game's environmental storytelling, audio logs, and intricate level design is almost god tier and I love games that encourages me to explore and get intrigued with it's lore and small details.

My issues is that playing this on SURVIVAL is almost trivial but at the same time it's kind of like the only way if you want to keep the "survival" space horror element, the enemies lack more variety and it could drag on and on.

Reminds me of games like Bioshock but set in space, sharing a lot of its artstyle in the alternate history art deko and of course some similarities with Dishonored both mechanically and aesthetically.

The GLOO gun is glorious, is a very clever way to incentivize your players to explore the verticality of the map with an appliance that can make solid bumps and ledges to reach every nook and cranny possible in the map. Exploration is well rewarded. The level of attention to detail is insane, the way you can reach certain places can be done using different methods. Don't have a key for that door? break a tiny glass panel on the wall and hop through while mimicking a mug. WHAT?!

Interesting take on the immersive sim types, this time with an assortment of cosmic horror tropes. Great survival horror game, and great game overall.

“In short, contingency and freedom, it all means creation; freedom for us is creation.” - Henri Bergson

Prey is a video game about action. An immediate question may arise: what video game isn’t about action? A fair enough question since I haven’t set forth any terms. What I mean here is the specific action that philosopher Henri Bergson defined in his book Matter and Memory where he writes, “The degree of independence of which a living being is master, or, as we shall say, the zone of indetermination which surrounds its activity, allows, then, of an a priori estimate of the number and the distance of the things with which it is in relation.” For the most part, video games are constricted experiences, designed in ways that create illusions of action and what action always becomes: creative choice. Video games are limited in a way that we voluntarily ignore; the individual act of playing them already satisfies most base desires. This is not a critique of the medium, but an explanation of how it functions. Video games cannot account for choice (and usually when they try to, they fail spectacularly). The BioShock series is all about this for example. However, Prey, and by extension the entire genre of immersive sims, were created with the intention to capture real-life agency in a virtual world. Prey does this best, partly because these philosophical underpinnings are finally brought to the surface and commented on in meaningful ways — a cohesion only really found in games like Cruelty Squad, Disco Elysium, Pathologic, and Planescape: Torment. If video games are by design vessels for determinism, then Prey is the yolk finally breaking and providing an argument for free will. Again, in the Bergsonian sense, with free will forming from the actions that reflect the personality of a self (an idea explored in his book, Time and Free Will). In immersive sim fashion, such agency is expressed in every crevice of its game design with Prey having an untold number of ways to approach each situation you find yourself in.

In this manner, the game itself plays remarkably like System Shock 2. I had dropped Prey years ago because I played it like an FPS, I am not sure why I exactly did this; having played Dishonored as a teenager I knew what immersive sims were on some level, but I wasn’t making use of any of Prey’s systems. My old save was still there thanks to Steam’s cloud save feature and by the time I got to where I had left off originally, I had put six hours into the game compared to two. This anecdote alone is proof to me that immersive sim deserves to be categorized as its own genre, an opinion with some detractors who only want it to be labeled as a “design philosophy” or think these games are at their core just RPGs or FPS’ like I originally treated Prey as and had a monumentally worse time. Back to System Shock 2 though, having now played that game and it now sitting comfortably in some nebulous top 10 spot for me, Prey clicked from the start. And now that I have finished it, I can comfortably say that Prey is a better game. The freedom of Prey’s mechanics isn’t only there to birth emergent gameplay, the hallmark of immersive sims that makes it my favorite genre, but to make a point about video games and like all great fiction, life itself. The number of tools and systems at play in games like System Shock 2 are there so you can have a different experience with them each time and treat these virtual landscapes as real, lived-in spaces; this design is so open-ended that the developers themselves cannot account for every variable. I was able to sequence break Prey in a few situations thanks to getting creative with the GLOO gun and instead of that feeling only like an emergent discovery, it felt directly tied to how the game presented itself on every level. The choice to act in these ways, like reverting back to a newborn who lacks spatial awareness and forgetting where a staircase was so I created a needless parkour arena out of the reactor core while various Typhon attempted to slaughter me and constantly made me fall back down — while proof that I need to get a new prescription for my glasses — revealed the game’s core philosophy as a game where choice finally matters and the creative potential of freedom that brings.

Prey’s response to System Shock 2’s psi abilities is the ever-creative Typhon powers which you can get by installing neuromods, the game's version of upgrade modules. There are six total categories for neuromods with many different sub-pathways in them, although three of them are for human upgrades like hacking, repair, and stealth and then three for the Typhon powers which you gain through researching the various types of Typhon on Talos I. You can mix and match these to your heart's desire, or only play with one, or neither. Here again, though, Prey is able to take a standard element of game design and breathe new life into it by exploring how neuromods are made and their effects on the people who install them. What exactly does it mean to be human? What does it mean to be human when you alter yourself with the ability to morph into a coffee cup and roll around before transforming back and hitting an unsuspecting goo monster with a wrench?

Having only talked about Prey’s gameplay up to this point, gameplay that if you have played one of the other 40 immersive sims that have been made in the last 30 years might not strike you as needing such philosophical analysis, it is then paramount to detail some of Prey’s thematic elements from its story, where all this philosophy is at the forefront. It isn’t that Prey is such an obvious standout in its own genre gameplaywise but that it coalesces so seamlessly with its story-driven themes in fully artistic and emotional ways.

It is then of course no surprise that Chris Avellone helped write this game alongside Raphaël Colantonio and Ricardo Bare (Prey’s director and lead designer respectively), for Avellone’s magnum opus Planescape: Torment is centered around the principle question, “What can change the nature of a man?” and it has a definitive answer: choice. Prey follows this path, not in a derivative way, but in the same philosophical fashion. According to the philosopher Gilles Deleuze, the foundational aspect of our reality is that of difference, in this regard the entire notion of a Being, or anything static, or any notion of a true self or an essence is shattered and disposed of. All we are, all there is, is Becoming. Identity is forgone in the place of a multiplicity of difference and any repetitions will always be different; change is the only constant, as the character January states near the end of the game, “the ‘real’ Morgan is a fiction.” The process of Becoming is integral; it is not that Morgan Yu is there to be a measly projection, there are far too many videos and audiologs of them to be considered a blank slate character, it is that with every action they take Morgan becomes someone new — it is difference all the way down.

This underlying ontology gives way to a system of ethics as well, which is most notably present in how the game goes about its main quest and endings that January, Alex Yu, Dr. Igwe, and Mikhaila Ilyushin all play their respective parts in. Prey makes use of the trolley problem — a notoriously boring thought experiment that exists to make utilitarians think too highly of themselves — in a thought-provoking way. Which is frankly speaking revolutionary. While the more overarching elements are not something I can delve into without taking Prey’s climactic catharsis away from anyone reading this who hasn’t played it yet — the ethical parts of Prey are just as present in its side content. Talos I, the setting of Prey, has one very striking difference to the Immersive Sim in Space that it owes its existence to: humans who aren’t dead the second the game begins. Another revolutionary design choice from Arkane. How you choose to interact with these struggling survivors is going to define you, to the point that if you play the game “empathetically” you will receive an achievement titled “I and Thou,” which I will eat a shoe if that is somehow not a direct reference to Martin Buber’s book of the same name. Side quests where you can find Mikhaila’s medicine or get a piano recording so Dr. Igwe can hold onto a song that he and his now-dead wife loved, to helping a stuck escape pod launch all exist to reflect your approach to Talos I and a seemingly unstoppable threat that has the potential to reach Earth and likely drive humanity to extinction. All throughout these side quests you will receive radio transmissions from January, the most extreme deontologist in fiction, commenting on your behavior. It’s a small station, orbiting a moon that orbits an even bigger world. Who are you, who are these people, in the face of a threat this large? Should you be taking all these diversions to give them comfort, especially if this robot with your voice wants you to blow up the whole place? Well, you’re a human, aren’t you? The choice is yours.

While much of Prey uses high-concept philosophy to get across its sci-fi adventure, it is in these moments of humanity where the game truly shines. There is much art that falls on its face for trying to intellectualize itself, combining theory with fiction in a way that is fun to experience is a difficult task, but Prey excels at it. In a medium that so often plays it safe, Prey goes as far as it can to question you. Our bodies are constructed by action, our perception is tied to the freedom this gives us, and so all we are left with is an endless sea of choices. We all stand on the precipice — anxiety becomes overwhelming in the face of it, but the task at hand is to push forward. These choices will constantly change us or be changed by us. You are not the same person you were yesterday. Neither was Morgan Yu.

This is the most rewarding revisit to a game I have experienced yet. I played this when it released and enjoyed it but found it to be largely underwhelming. Now that I have more of a working brain and could be mistaken as an adult, I think that Prey (2017) is nearly a masterpiece.

Every way you look at this sucker is remarkable. A sci fi world so well realized and richly detailed that every new discovery left me wondering: "why aren't more people stealing this". The visual style of Talos 1 and it's contents look as though they were ripped straight from a concept art page. The choices you are presented with are often truly thought provoking. The characters each have thoughtful stories presented in a way that does not bog down the games freeing amount of interactivity.

Talos 1 feels both like a lived in space and a perfectly detailed diorama. Once Prey sunk its teeth in me I could not stop myself from picking this thing clean and experimenting with its systems. I love freaky space guys

One of the most underrated games of the 21st century. It's gritty atmosphere mixed with its bioshock-esque gameplay creates a fun and replayable title.

Quiero tener un hijo con todas las personas involucradas en el desarrollo de este juego.


I really enjoyed playing through Prey, despite it's many flaws. The level design is fantastic which makes exploring Talos 1 fun. The game just oozes with ambiance. It's obvious that System Shock was a huge inspiration, and feels similar to Bioshock and Dead Space. I enjoyed the combat, but there is a learning curve and It can't be played like a regular FPS. The story was underwhelming, and there are a lot of bugs. Overall worth playing.

Kinda overrated, good but on the same level as Dishonored 2.

this one exceeded my expectation, vilem flusser would have liked it