Reviews from

in the past


It's good but, it didn't really live up to all the hype for me.

Well, mathematically speaking, it's just as good as McDonald's Treasure Land Adventure.

I didn't give Prey a fair shot back when it released. 2017 feels much further away than it actually is, so I can't explain exactly what had me so distracted that I couldn't invest myself in "the best immersive sim of all time," but those opening few hours didn't hold me. I found myself meandering around and bounced off right around the point where you do your first spacewalk.

But here's the thing, if you're friends with Larry Davis, you can't just be like "oh I didn't enjoy Prey." That doesn't fly. You'll start getting texts while you're out that are just pictures taken from inside your apartment, some of which show you sleeping. He lives halfway across the country, how did he get in there? When was he there? The only way to stop the threats is to acquiesce to his demands. Play Prey or else. I always negotiate with terrorists, I'm a huge coward.

And I'm glad I did, because Larry's right, this is (probably) the best immersive sim ever made. I do, however, have to dock points for not having any Art Bell, something Human Head's Prey has over Arkane's. I'm aware that these games are not related at all outside of a very ill-advised, corporate decision to cash in on Prey's red hot brand name, but the least they could've done is throw in a few Midnight in the Deserts as audio logs. Not a problem, I just played a few in the background while making my way through the wreckage of Talos 1, bashing Typhons with a gnarly looking wrench while listening to Art's guest drone on about collecting and selling Big Foot scat.

Art: When I was in high school I ate erasers. No erasers on my pencils. I guess you could call that a strange addiction. When I went to erase something, I'd just scratch through the paper. Mmm... Erasers. That flavor has faded as an adult.

Ah, the true Prey experience.

That omission aside, Prey checks all the right boxes for me. Talos 1 is a great setting populated by interesting characters and engaging side quests that command your attention from the mission at hand not because they supply you with a list of things to do, but because Arkane has crafted a world so interesting and so fun to occupy that you want to delve into every nook and cranny. I see a locked door and I find myself compelled to know what's inside, even though the last three rooms I busted into had like, a corpse with a single discarded lemon peel in their pocket. Why did they have that? Every body tells a story...

Some of those side quests are going to stick with me for a while, which is both a sign of solid character writing and good mission structure. The fake chef booby-trapping fabrication machines and entry ways after you let him go adds a fun twist to revisiting old locations and makes your revenge that much sweeter when you finally catch up to him, and it's hard to imagine what shape the end game would take if you ejected Professor Igwe from his derelict storage container and skipped his multi-part quest. Which, you know, I initially did because I wasn't patient enough to hear him out. It's fine, I had an autosave, Igwe is totally okay!

That's just the way I play these games, with a dozen backup saves so I can test the boundaries of every moral crisis my character finds themselves in. I'm the kind of dude who will release a Typhon halfway into an inmate's cell just to see what kind of reaction I can get while turning over the long-term consequences of pushing the big red button. Not enough mirror neurons in my head, that's my problem.

Early in the game, you're presented with a personality test, an ink blot, and several variations of the Trolley Problem. An excellent way to establish what Prey hopes to accomplish with the player long-term, as so much of the game is affected by the choices you make both on a macro and micro level. The ending you get is clearly delineated between one of two set paths, but how those play out on a more precise level is affected by the small choices you made along the way. Take that chef, for example. You did get your revenge, but what of his other victims? Did you help them? Did you even try to find them? And what of your brother, Alex? So much of what happens aboard Talos 1 is his fault, but does your love for him win out in the end? Can you condemn him to his fate, or will you spend 30 minutes trying to wrangle his limp body in zero-gravity because the game won't trip one of the god damn objectives, which are clearly bugged-- oh wait, shit... I put him in a grav lift and it snapped his neck. Problem solved.

One area where I deviated from my typical immersive sim habits was combat. I often build my characters around stealth and avoid direct confrontation, but the Typhon abilities you're given work so well in concert with your weapons that turning Morgan into a violent powerhouse felt much more satisfying. There are also a few "survival" modifiers you can toggle at the start of the game, and I went with allowing injuries and suit damage, but not weapon degradation, because weapon degradation always sucks and is not as fun as getting concussed and needing to take "brained pills."

These modifiers add an extra layer of tension to resource management, something you'll be doing a lot of as you lug around literal garbage in the hopes that you might be able to squeeze a few extra shotgun shells out of whatever hard drives and bananas you have on your person. Fabricators are far between in the early parts of the game, often requiring you to loop back to your office for resupplies, which is a smart way of teaching the player the ins-and-outs of the game's resource economy while drilling in how Talos 1 is interconnected.

Is Prey the best immersive sim ever? Look, it takes a very boring man to admit when he's wrong, but it may very well be. Everything from the setting and story, to combat and the larger ways in which the game questions the player's morality is fantastic. My only complaint outside of some technical issues like the aforementioned problem with tripping objectives and a few crashes/freezes on the Xbox version is that there's no Art Bell. A whole .5 off the top of the score, I'm afraid. What's that? Art Bell was dead at the time? Nonsense. If Arkane only opened up a time-traveler's line, they could've booked him. Not an excuse.

Maybe my favorite imsim. Taking what is essentially a dungeon crawler genre (FPS RPG, aka "immersive sims") and synthesizing it with Metroid is a stroke of genius, and I adore basically everything about this game. How it looks, how it plays, how it sounds, the plot, the twists, everything. I recommend it to everyone forever.

interesting world, cool vibes but wasn't convinced, might try it again in the future


I was enjoying it quite much, great exploration, backtracking, side quests, enviromental storytelling... but the later third of the game is a pain in the ass.
Some parts are NOT intuitive at all, I was always having to google things like where do I find that character, how do I get to that place. And to make it worse, they start throwing lots and lots of the same annoying repetitive enemies at us, and we don't even have the resources to fight them, so we just have to keep running past them without being able to pay attention at anything else around, in a way that at some point I just got tired of the game, gave up of the ramaining side quests and just wanted it to finish already.

Après deux tentatives, je me suis motivé a retenter une troisième fois en l'honneur du studio qui a récemment fermé ses portes.

Le jeu est vraiment excellent. Je comprends pourquoi autant de gens aime ce jeu, le scénario est très bien, le gameplay incroyable et le level design également.

Le seul point faible c'est le "manque" de boss final, et le manque de diversité sur les fins dispo, mais elles restent très bien malgré ça.

Bref, il ne coûte plus grand chose aujourd'hui alors je vous conseille vraiment de le faire !

Arkane should have to prey me for having to play this

One of the best immersive sims ever made. Shame on you Microsoft.

Was not a fan of this one, admittedly I didn't get far but the beginning was very slow.

An FPS with skill points, upgrades, inventory and the like? Hell yeah brother! An overlooked game that deserves more love than it got, I highly recommend giving this a go through.

I hope Microsoft executives get eaten alive

Overrated as hell. I seriously don't get why people like this so much. Maybe one day I will understand

Not for me unfortunately. Too slow and tedious.

Game runs like molasses + meat pie on ps4 and had me always saying "is that an alien or a elmers glue tumbleweed?!!"

Premise/gameplay is cool so if I played this on a pc or whatever id guess id rate it high

Prey was well on its way to being one of my GOATs. The first couple hours in particular, and the opening 2/3rds of it in general, were as strong as any game I've played that's come out in the last 15 years. The worldbuilding was fantastic, if a bit slight, and I absolutely loved the general tone and eerie, spooky vibe, for lack of a better thing to call it. A couple mechanics in particular really brought out a thick, rich sense of foreboding, there were some genuine heart-pounding run-and-hide moments that I just loved.
But the final third lost all momentum, with loads of backtracking and some very anticlimactic fetch-questing. Then the twist ending, which I definitely didn't love, but didn't really hate all that much either? It mostly just felt strange and out of place, and didn't add much to what made the game great in the first place. I definitely would've preferred a more ambiguous ending, personally.
Ultimately, Prey ended up as "just" a very good game for me, not quite the all-time great it could've been. And it's massively disappointing that now, with the closure of Arkane Austin, we're never gonna see a true Prey 2. That one's gonna go down now as one of my biggest video game "what if" scenarios.

The game is another amazing immersive sim alongside the likes of system shock and bioshock. the interactivity in this was really fun and the memory loss story of morgan works really well with the audio log style of the game.
The game does have a lot of weird audio issues though like the audio mixing for characters you directly speak to are way too loud, music sometimes just gets stuck and repeats the same ambiance even when it doesn't fit forcing me restart. audio logs also don't carry on playing between area transitions so you have to constantly wait for it to end before being able to travel.

I really liked this, the story is super engaging. exploring the station and learning about all the crew and their fates was so much fun and the environment was delightful to comb through. I did find the combat a little repetitive towards the end of the game but for the most part enjoyed the survival-horror parts of the game

Carrying a cup halfway across the map so you can turn into it and awkwardly roll under a slightly ajar window showed me how cool immersive sims can be.

I often prefer older games to newer ones, but something about the clunkiness and look of early 3D games is extremely hard for me to get into, which has turned me off from playing classics like Morrowind and the majority of good immersive sims. The idea has always seemed super cool to me, but I always tend to bounce off them.

I gave Prey a chance randomly when it was cheap, and man was I sucked into it. I still have yet to go back and give those older immersive sims a shot, but I'm sure I will someday largely in part to this game.

It's a real shame that the studio that made this game wasn't given a chance to make something even better.

This review contains spoilers

Seeing the tragic news of Microsoft shutting down Arkane Austin had me pondering over my favorite game of theirs, and one arguably in my top 5 of all time: Prey. For this fourth-or-so playthrough, I decided to play the FPS-boosted Series S version of the game so I could play it alongside my girlfriend I recently moved in with. I did this to spend "together but separate" time together in the evenings as opposed to being alone at my computer, but also so I could point to the screen and blather on about the many interesting quirks that make Prey such a brilliant experience. She was impressed with the things I showed her and remarked how flexible the game is compared to its contemporaries, which is ultimately why Arkane Austin met their tragic fate: heavy, systems-driven experiences just don't sell.

I wasn't there for Prey at launch when it really needed it. At the time, being fresh out of high school and starting my failed attempt to make it even a full year through community college, I spent most of my time with older games with the occasional new game purchase off my part-time income. Hearing about Prey from outlets wasn't the most positive coverage: anger about the title considering its messy history, and substantial performance issues that led to harsh reviews in retrospect. With the little I heard being not so positive, I mostly let Prey go through one ear and out the other, not bothering with it until years down the road via its growing word of mouth from the Im-Sim community and COVID lockdowns.

Prey was, and still is the exact kind of game I crave, so much so it feels personally made for me. The mid-century modern interiors constructed in a vast, futuristic space station feels like the perfect counter to the retro-futuristic/rustic design of Alien/Aliens, a systems-driven game design offering the most flexible objectives in any game of its genre, and an intimate, complex level design that offers a wealth of gameplay opportunities without feeling believable. As a game, Prey is everything I could ever want in its audio/visual and game design, though it needed more in the story front to make the total experience feel more impactful.

Story is something that Prey offers but not enough of it. Like the System Shock games previously, Prey offers a lot of narrative via the audio/text logs strewn about Talos 1.The narrative on offer is decent, but doesn't present enough explicit choice or driving motivations to stick in your head for long. The simple goals of escaping/exploding Talos 1 are always present while playing, but the explicit motivations and character drama driving it lacks impact. A lot of this could easily be chocked up to not allowing the player to make rash decisions as to not completely stonewall them with no direction. Though January can be killed right as you meet him in the beginning of Prey, Alex still hangs around as a "Handsome Jack-esque" phone buddy giving at least some direction until he shows his face in the late game. The thing is, Alex becomes a bit of an afterthought the moment the call ends, offering minimal information that sticks say for small anecdotes he dishes out while you rummage around his office.

Not having other people around Talos 1 until the mid-game hampers its early sections as well. Not until access to the cargo bay opens up does the player get any real heavy decisions involving fellow living people. Though these choices mostly boil down to "do I kill these people or not," there's weight behind some of their side quests and having to wait so long to get them only to add further backtracking is a bit of an odd choice. I believe a lot of these early game grievances led to people bouncing off this game hard, not to mention its often vague objectives that I still get stuck on. There are 30-50% drop-off rates between the achievement to get your first ability, and meeting January not even an hour later, with drop off rates plummeting further there platform be damned. Seeing those statistics breaks my heart, but I understand why those numbers are the reality of the situation given the steep incline to begin cracking Prey wide open.

Once the player does break Prey open, a wealth of creativity through problem solving occurs. More than enough tools are disposed to the player to tackle any objective they see in front of them, so much so there's an achievement encouraging playing the entire game without obtaining a single skill-tree upgrade; a challenge I have not attempted but may do some day. The weapons and items are more than enough to tackle the objective at hand, yet the skill-trees open up immense possibility. Unlike the garbage-ass Ubisoft slop that gives you menial upgrades through XP gains or whatever, Prey takes a more tactile approach to having "XP" dished out via tangible items found/crafted through the station. The upgrades offered to the player are also more than mere damage percentage gains (though a few of those do exist) but rather whole new combat/traversal abilities that can range from super strength to insane alien abilities. Watching the "making of" documentary made by Noclip highlighted just how dedicated the developers were to providing a robust skill tree with abilities that meant something. Designing the enemies around the player and pondering what alien ability would be Morgan's counterpart is some dedicated game design, considering how difficult they say implementing many of these abilities were.

Speaking on the enemies does lead me to the next real complaint I have, which is the lack of interesting enemies to combat. Mimics and Phantoms are fine in their won right, but being dished 2-3 different versions of those enemies for the majority of combat encounters weighs on the experience over time. Other, rarer encounters like the Phantom, Weaver, and Telepath are appreciated when they happen, but they're largely one-and-done scripted encounters in the first run of a given area. This leaves the Nightmare to being the most impactful enemy of the game: a massive, threatening beast that spawns randomly in larger areas of the station. Unfortunately, only the first couple encounters feel like much of a threat even without completing its accompanying side-quest to attract/deter the beast. Once the player acquires enough weapon upgrades/damage neuromods, the Nightmare becomes more a nuisance than a force to be reckoned with. At least he offers more variety than the different flavored phantom that respawned in an area you're backtracking to.

Backtracking is the last of the real complaints I have with Prey, but this one is a little more nuanced and doesn't bother me as much as others. Being an early Resident Evil apologist, I don't mind running through corridors I've been to before, especially if developers do the due diligence of spawning in newer and sometimes harder enemies in areas you've already been to like Prey. That being said, the loading screen between major sections of the station do become a bit of a hassle eventually. The late game in particular contains plenty of running back and forth through areas you've been to half a dozen times already, with your only interactions in said area being an aforementioned different flavor of Mimic or Phantom, or bolting straight to the door for the next loading screen. Even the loading screens wouldn't be much of a hassle considering modern drive speeds if I didn't have to manually confirm I'm ready to go to the next room every time. I'm sure many people take that feature as a saving grace, but a toggle would've been nice to have to help create a more seamless experience. Small changes would make the hassle of traversal just that much easier. Not as many people complain about the backtracking in early Resident Evil games and a lot of that can be attributed to a single door opening animation/sound effect.

That all being said, I'll reiterate that the backtracking isn't so bad especially when you're aware of the tools at your disposal. If you're heavily investing in neuromods in particular, sprinting and flying around the place helps on time, which is only added with strategic use of the GLOO Gun: aka the best not-explicitly-a-weapon tool an Immersive Sim has ever given the player. I could go on for an entire paragraph on how the GLOO Gun opens the door wide open to early strategic travel and tackling objectives non-linearly, but I've gone on long enough as it is. The sheer number of retrospectives from developers, fans, and pundits alike have gushed enough about it for me.

Even at 4ish preythroughs, there is a wealth of abilities and ways to tackle objectives I still haven't discovered. Like ogres and onions, Prey has many layers to continue peeling back to discover more and more, even without touching Mooncrash (which will be on PC like any future playthroughs because this game almost needs a keyboard). With how robust this game is and how poorly it performed, it didn't surprise me that Bethesda was so scared to pivot into a doomed live-service venture for the studio. Great games like Prey, System Shock 2, Deus Ex, and more are not the gangbuster titles "hardcore gamers" like to think they are; they're neat, niche titles that gaming's equivalent to cinephiles brag about playing decades before you ever did. The writing for Prey and Arkane Austin was on the wall with their explicit Looking Glass Studios references through the video-mirror tech in the game; a brilliant studio developing genre classics still talked about to this day, but couldn't sell anywhere near enough to keep the studio afloat. That and the fact that the development for Redfall went so bad they bled enough talent that formed WolfEye Studios in its wake.

Run. Shoot. Think. Live.

Thats the half life tagline but this is the game that actually has it as a crux and structural pillar of the design document. The best video game ever made.

Despite the game feeling somewhat odd to play at first, I fell in love with Prey. It was a very strange but fun journey, where I had no idea how I felt about it until the end. Gameplay was my type of fun and the story was good. I'm just sad that we won't see a potential sequel.

It has good ideas, but I simply lost interest after 2 hours of playing.

An Immersive Sim classic. Drawing heavily from System Shock and ImSims past, Prey is both the ultimate ode to the genre while also being one of its strongest entries. Arkane Austin: you will be missed.


VAI TOMAR NO SEU CU PHIL SPENCER LIXO VAGABUNDO

Love this, so much is done well here. Arkane's take on atmospheric sci-fi horror is sterile and uniquely unsettling

It was a great game to be true ngl It was a total Rollercoaster from the start to the beginning so many questions still arise after playing this. One of the most underrated titles out there. hope there will be a 2nd game I will highly recommend it If you want a deep story driven game