I
want to like Prey more than I do. It’s a good game, but also a
frustrating one. It just couldn’t quite take that final step from
good to great in the way that I wanted it to. It’s a
game that’s clearly taken inspiration from the ‘Shock’ series
of games – most notably, System Shock 2. And SS2 is one of, if not
my favourite game ever.
Prey
is set upon Talos 1, a space station not so dissimilar to Citadel
Station in the original System Shock. But though the setting may be
more SS1, the gameplay is entirely based upon SS2. You begin, as in
SS2, with a simple wrench, but your inventory soon expands to include
a range of conventional ‘security’ weapons (pistol & shotgun)
to more advanced, laser based weaponry.
Your
character can also install cyber-modules – sorry, neuromods
– which grant a range of ‘human’ upgrade options based around
hacking, repair, health and weapon proficiency. But as you progress,
you’ll also gain access to more exotic abilities including
telekinetic attacks – just like the psi powers of SS2.
Hell,
you even have psi-hypos to restore your psi points in addition to
health packs and food. Like SS2, you’ll find written and audio logs
as you explore Talos 1. You’ll also be able to ‘research’ your
opponents – although the research system is more similar to that in
Bioshock than SS2.
That’s
not to say Prey doesn’t have any new ideas of its own – most
notably the mimic ability and the ‘gloo’ gun – but it’s very
clearly structured both in terms of story, environment and gameplay
upon System Shock 2. And I f**king love System Shock 2. So why don’t
I love Prey?
In
Prey you play as Morgan Yu who awakes upon Talos 1 to find everything
has gone to shit. Guided by other characters you’ll explore the
station section by section, upgrading your abilities, securing new
weapons and hacking doors and safes. There’s a fairly substantial
core quest chain in addition to a large number of side quests.
Which
brings me to my first major issue with Prey – there’s too much
content. It seems like an odd complaint to make, but Prey is
overloaded with what I’d describe as ‘low quality filler’. The
majority of the side quests really aren’t worth your time, at least
not from a narrative perspective. The problem is, you never know
which quest will lead to something interesting.
And
this creates pacing issues with the main quest. If, like me, you’re
someone who likes to explore everything you can and complete as much
as you can, you’ll find yourself bouncing from one end of the
station to the next, backtracking through sections multiple times.
Which wouldn’t be such an issue if the side quests led to something
interesting – but only a handful do.
These
side quests only detract from the focus on your core mission. Yes,
they’re optional, but some of them are so short and uninteresting
that you wonder why they were even included. System Shock 2 didn’t
have or need dozens of busy
work side quests. It kept a laser focus on your core objectives and
anything else you discovered emerged naturally through your own
exploration.
Prey
didn’t need all these busy
work mini-quests, either. It bombards the player with needless
distractions that only lead to disappointment and irritation, as you
realise you wasted 10-15 minutes of your time on an entirely
pointless errand.
And
this leads into my second issue – environment design. Whilst the
individual sections of Talos 1 are great, the overall structure of
the station and the way you traverse it is just . . . not very fun.
Some sections can only be accessed by traversing other
sections and you’ll find yourself passing through some areas so
many times you may get sick of them. Unlike System Shock 1 or 2,
there’s no central lift to connect every deck.
As
much as I like the design and individual sections of Talos 1,
navigating the station can be irritating and repetitive. That said, I
did really like being able to access the station exterior and fly
between different airlocks – it’s a neat and welcome addition,
even if I frequently crashed into things because of the fiddly flight
controls.
My
third major issue with Prey is enemy design. The early mimic
creatures are great, but the ‘phantom’ creatures you later
encounter are rather dull and generic and not particularly
interesting to fight. There’s a ‘fire’ enemy. An ‘electric’
enemy. It’s all a little by the numbers. There’s a couple more
interesting critters that I won’t spoil, but it’s not a great
selection.
And
finally, my fourth major issue is story. Prey, I’m sad to say, just
isn’t terribly interesting from a story or character perspective.
It’s not bad. It just lacks the edge it needs to really draw
you in. There’s no real ‘antagonist’ as such, which I actually
kind of liked – although the game unfortunately makes a poor and
misguided late attempt at one – but the plot lacks drive. It
never quite gets you invested in its story. At least, it didn’t for
me.
Getting
bogged down by low quality side quests certainly didn’t help, but
the main plot, whilst not bad
at all – it’s actually pretty decent with some interesting ideas
– never really engaged me. And whilst I appreciated that the game
didn’t try to put together a lame final ‘boss’ to fight, the
ending does feel incredibly rushed to the point where I sat back and
said ‘is that it?’ I even checked the ending online in case my
game had bugged out and I’d missed something.
To
say that Prey has a disappointing and flat ending would be an
understatement. It’s also an ending with a couple of twists, at
least one of which you’ll see coming fairly easily if you pay any
attention to the various logs and audio files. It’s still an
interesting ending and an interesting plot in general. I just wish it
was better executed.
Aside
from those main issues, Prey has several other small annoyances that
hold it back. The hacking mini-game is irritating and not fun.
The UI is clearly designed for a control pad, which can make it
awkward to use. The game makes a thing of using automated turrets and
sealing doors to ‘secure’ areas, but enemies respawn regularly
and half the time you’ll return to a section only to find your
turrets destroyed making you wonder why you bothered.
Seriously,
I tested this shit. One time I left four fortified turrets guarding
the main section entrance. I departed the section and then
immediately returned to find all four turrets wrecked and no enemies
in sight. It makes using spare parts repairing them entirely
worthless.
The
game gives you a ton of cool abilities, but you rarely need to use
any of them. The mimic ability is great at first, but only actually
useful in a handful of situations – it’s more of a novelty
than anything. The same applies to the extensive range of ‘exotic’
powers, only one of which saw frequent use – there’s really
little reason to bother with the others.
Visually,
Prey looks oddly dated. Audio is fine. Performance isn’t great
though. Considering how dated it looks, it’s a surprisingly taxing
title. I had to drop most settings to a ‘medium’ configuration to
keep a solid 60.
Overall,
despite my complaints and what may seem like an overly negative
impression based on this review, Prey is a good game. It just
has too many issues dragging it down, pulling it back from being
great. It’s frustrating because the potential is there – but it
never manages to take that final step. As a fan of the ‘Shock’
series, it was good to play a title that, in many ways, feels like a
new ‘Shock’ game in all but name. I don’t know if we’ll see
more of Prey, but there’s certainly scope to expand and continue
this story – and it’s something I’d like to see.
7/10
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