Sooo here we have pre much my fav immersive sim ever and the best game Arkane has ever put out (and uh is unlikely to be topped considering their recent repertoire)
Prey starts off with your ass waking up in a nice high rise apartment ready for your first day at work, throw on your red HEV suit, greet the mechanic along the way to your rooftop where you take a serene helicopter ride to partake in some tests by researchers for your new job. It's a pretty hilarious and diegetic tutorial that confuses the player as to what it is they're doing wrong and before you start getting too suspicious of the researcher's remarks, some weird lil alien thing pops up and attacks the researchers and we are knocked out and for some reason wake up in our apartment again as if nothing just happened and so we wondering what be going on. You can walk out the apartment but now the elevator to the rooftop is blocked and that mechanic is now dead so well now what are you meant to do, but then you receive a message from some mysterious dude saying you have to escape (the emails on your computer also make this very clear) and the only real way you feel you can escape is by walking out on the balcony, so you smash the window with your wrench and the slow mo begins and holy moley it was all a lie and the glass shatters revealing the truth - the apartment, the world outside it, the helicopter ride and everything up until that point was a lie and you are just looping this day over and over and Lord I was shooketh when this happened, top tier gaming moment right there. I was completely engrossed from this point and I just had to know what tf was going on, and then it doesn't even stop there as when you make your way out of this area you get slapped with the next reveal that you're in goddamn space on a space station and everyone is pre much dead and its all been overrun by aliens and it is mindblowinggg
The fact that there were plenty of hints leading up to this (the only one I found was exhausting the mechanic's lines of dialogue and then she remarked she would get in trouble if I stayed and kept talking to her) is cool as hell too. It is one of, if not straight up the best opening to a game I've witnessed and immediately after it keeps firing on all cylinders by introducing the Typhons in the form of mimics, who are one of the coolest enemy types in a video game along with the gloo cannon, one of the coolest weapons in a video game so yeah absolutely goated first 1-2 hrs
Like mann the mimic is an enemy that can take the form of pretty much any object in the game so during the start of the game when you are weak as piss it makes you paranoid af thinking that any object that looks slightly out of place will jump and attack you kinda like Prop Hunt but the props are hunting you instead and makes you look like an idiot whacking a pot plant that is just a pot plant and also making you feel like an idiot when you drop your guard and pick up a medkit only for it to turn into a cosmic headcrab and attack you (also the note in the game that mentions that instead of shape shifting into the object it instead yeets itself into a pocket dimension and pulls the same object from an alternate dimension sounds cool af and adds to the cosmic horror feel the Typhon give off). They can even mimic a corpse of a dead mimic, legit can't trust anyone and it never feels unfair when they pull up on you since there are enough tells that a mimic is near (duplicate objects next to each other, sound cues, the object jittering) that if you get hit its your fault bro
The gameplay on display is phenomenal and is bolstered by the variety of interesting weaponry, powers and enemy types and with the immersive sim design philosophy there is an abundance of choice in how you choose to interact with the world. Take for example a locked or a blocked door - you can find hack a computer to find the keycode in an email, find an opening somewhere with your gloo cannon, use your upgradeable strength ability to yeet the object blocking your path, throw an explosive canister to blast away the object, transform into a mug nearby and sneak in between a gap, use a recycler charge that turns any object, even enemies, into the game's crafting materials and walk through the door or holy hell use your goddamn nerf crossbow which only shoots foam bullets and shoot the part of the touchscreen of the computer monitor inside that opens the door (because this game made the brilliant decision to let you interact with them without having to enter a separate screen) and this method in particular was the game's best eureka moment for me. Now take this idea and stretch it over to all the enemy types to work out the most efficient way to take them down, questlines to decide how you feel is best to resolve the conflicts you are provided both in terms of the obstacles and the moral choices you have to make and the areas of the space station in how you choose to traverse it and you are left with one of the most rich and dense environments in a game ever, a living breathing space station you can explore from top to bottom (and even fly around it in space) that doesn't feel like it was just made to suit the player's needs but a place that all the in-game characters all lived in before getting brutally murdered :(
And that gloo cannon, it can do everything - its a vital combat tool as it slows down and stops most aliens/machines you encounter to let you go ham on it while its stuck, but it also has the added utility of being able to make the invisible enemies visible and dropping the airborne enemies from the sky (which if dropped from high enough will die from fall damage). But who cares about its combat usage, you legit can just use its ammo to create platforms and go up to balconies and it feels like you're saying 'shut up' to the level designer but this functionality never feels broken and hell you can use it to put out fires or traverse dangerous terrain like electrified floors it's so versatile
Also while I'd say this game is largely a survival horror through and through, towards the end of the game you would have figured out your most efficient ways to kill everything and due to the fact that you can create the game's version of a skill point with your crafting materials (yet another thing that feels like breaking the game but not game breaking), you become essentially a human/alien mutant hybrid god which feels great after how well the game drip feeds you new enemy types that tend to make you go 'what in the flying fuck is that' and it is a fantastic progression/back and forth of getting stronger and then being humbled by the new cosmic terror it throws at you
Now for the rest of the story past the beginning, I don't remember too much of it but I remember the side quests and all the world building with the notes and audio logs being super interesting which is an absolute rarity as I find it hard to not gloss over stuff like that so kudos to Arkane for that and for the main story, I do recall being annoyed at the constant story roadblocks ('aight time for some juicy story' into 'stop right there you got to get past this first' being repeated a few too many times) but satisfied with the large amount of choice when it came to the endings and personalizing it to how you felt it should it end. Butt the real ending that comes right after where once again it is revealed that everything was kinda a lie and the entire game was essentially a giant personality test to determine whether you, being a typhon reliving the protagonist's memories and imbued with human DNA, is compassionate enough to be released and help the humans in retaking the world back from the typhon is a cool idea. It literally puts your choices up until this point, especially in terms of the side quests, in perspective as they go towards your evaluation but man it's really hard to pull off an ending like this and not feel a little bit annoyed that your actions had technically no impact on preventing the typhon from reaching earth/saving the few survivors on the space station considering that may have very well been your motivation for the ending you chose just prior
Yeah so overall amazing game, wish it was popular and sold well so it got a sequel but if only games with genuine passion and heart behind them made money then the gaming landscape would look very different
Other stuff
- I can't really express in words how cool it was to see the apartment crumble, I timestamped it here
https://youtu.be/j2ndRGP5bMs?si=guIzHmsIb1CsOON2&t=873- This game has the single best jumpscare I've encountered in a video game so far that only cemented why I could never play a full-on horror game
https://www.youtube.com/watch?v=cen5oyld8fw- It has another fantastic spook when in the main elevator you use to to traverse the space station, the times you've used it up until this point have made it feel like a little safe room and catch your breath in between the areas but then there's this one time it will malfunction and it will cut to black and a typhon will appear in the room and it never felt safe after that even though it never happened again
- The Nightmare enemy is suitably named because that was terrifying when it was introduced and terrifying when it crouched to get through a door into a space I had no idea it was allowed to go in
- The bright happy track playing during the opening titled 'everything is going to be okay' is the complete opposite of what follows
- Mick Gordon the guy who did the doom soundtrack did this OST which shows the dude has range and it does a great job at pushing the creepy sci-fi atmosphere the game is trying to immerse you in
- Along with the OST, everything just sounded great from the heaviness of the shotgun to the audio cues of initiating combat and all the electronics you can interact with it all sounds organic and natural
- The UI is slick as hell and hell even the typeface used looks nice as well this whole game just looks and sounds great, the whole aesthetic feels both modern and kinda retro at the same time everyone in the art department needs a high five, presentation wise it is immaculate
- the room where pre much every object has a sticky note saying 'this is not a mimic' lollll
I really dig the atmosphere here. You're completely on your own on a gaint space ship for like 90% of the game and any junk at any moment can turn into a mimic and eat your face. Great sound design helps, the eerie athmosperic soundscapes and phantoms talking to themselves in weird fucked up voices and all that.
You never feel at ease. It's just permament endless paranoia.
...and then you upgrade your weapons and neuromods and it kinda goes away, but whatever.
I also played it on Normal difficulty and without any of the survival options like oxygen or weapon degradation. I think it was nicely balanced at least during the middle section of the game, where I wasn't too overpowered, but tougher enemies and elemental phantoms still posed a threat. That was the balance of enjoyment and challenge that I hoped for when I first played this but maybe I made the wrong choices with difficulty. Thought I was some epic gamer to start playing on Hard.
holy shit what an incredible game