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As a huge fan of first person shooters (arguably my favourite genre),
I've had my eye on this little beauty ever since I first saw screenshots
for it last year. Being a shooter with several groundbreaking new
game elements, crossed with a macabre sci-fi horror storyline, it
couldn't be more up my street - I just hoped and Preyed (sorry)
that it would be the classic I knew it had the potential to be…
and thankfully, it is - and then some!
Tommy
is a Cherokee Indian living on a quiet reservation, but he yearns
to be a part of the modern world, wanting something more, something
exciting. Rejecting his Indian heritage, the only thing that keeps
him anchored to his childhood home is Jen, his rather beautiful
girlfriend. The story, and the game, begins, of all places, in a
fairly grotty toilet out the back of the bar that Jen owns, and
it's one of the few times you'll see Tommy's face, as he takes a
good look in the mirror, because - in the style of the incredible
Half-Life 2 - every cut scene unfolds through Tommy's eyes, and
you can usually move around while you're watching events unfold
or talking to people. Anyway, he comes back to the bar to find his
grandfather waiting for him; Grandfather senses that a great change,
and a great threat, is imminent. After wandering around the bar
for a few minutes - you can even play arcade machines of Pac-Man,
Hearts and Blackjack, and it's worth playing them for a while too…
try it and see! - you talk with Jen and your grandfather, then two
drunken thugs try it on with Jen and you're forced to beat them
nearly to death with your trusty wrench, the melee weapon you always
have to fall back on when all else fails.
It's
after this little incident that all hell breaks loose, as well as
the entire bar - a massive spaceship hovers overhead, pulling the
bar into the air, piece by piece, along with Jen, your grandfather,
and finally you. What follows is one of the most breathtaking introduction
sequences to a game that I've ever witnessed, as the three of you
are sealed into chambers that run along seemingly endless rails
and you get a glimpse of what is to come - you see Earth in the
distance, then you witness all manner of bizarre and grotesque alien
life forms going about their routine business, as you trundle onwards
to your inevitable doom. But what's this? There's a human with a
strange accent on the loose, and he plants a bomb on a piece of
equipment, which results in you being freed from your bonds. And
so the game begins, as you start your epic journey through a living
alien planetoid that has come to Earth to harvest its food and energy
source - human beings.
While
the premise behind Prey's story - that of aliens invading Earth
for its resources - isn't original, its implementation certainly
is. The story takes a backseat for most of the game, but it's always
present and you're constantly intrigued to find out what's going
to happen next. There's the matter of these strange humans, who
don't look like they're actually from Earth and appear to have been
on the planetoid for a long time, who you frequently see running
around sabotaging things. Then there's the strange Judi Dench style
female voice that echoes in your head every so often, the intelligence
behind the alien menace, taunting you as you desperately try to
rescue Jen. You also get to listen in to a few radio broadcasts
that the planetoid has tuned into, where a talk show host is taking
calls from people who are witnessing various strange phenomena occurring
across America. While the aliens' intent seems relatively clear,
there's a brilliant twist as to their true nature, and some very
cool plot developments in the run up to the spectacular finale.
And
spectacular is a word that can be used to describe the scale of
the game - the levels are absolutely enormous and must span literally
miles and miles, as you travel through the planetoid using various
means. The graphics are very polished, running on the Doom
3 game engine, but with a distinctive next gen shine to them;
there's simply no way this could have ever been developed for Xbox,
and it shows. The biomechanical design of the planetoid is very
cool and often very grim - there are sphincter-like vents that blow
waste matter out like water from a whale's blowhole, grim looking
tubes that lay egg sacs and organic flaps in the walls and floors,
through which creatures can emerge and attack you, while many of
the wall surfaces are pulsating and twitching. On the mechanical
side, things are just as distinctive and original, with a very intricate
and alien style to every aspect of the technology, from the display
screens on the walls to the various touch screen panels you interact
with, complete with alien writing. There is so much to see as you
progress through the game, and so much variety, that it really shouldn't
get repetitive - yet it does, at least a little.
The
biggest problem with the game's setting is that it is quite gloomy,
grim and depressing throughout, and so the brief excursions you
take to the Cherokee spirit world come as a breath of fresh air
- rolling mountains with a gorgeous blue sky - and the sunset near
the end of the game is so beautiful that I just stopped on a cliff
top and watched it for a few minutes. Anyway, while the game's designers
have clearly gone to great lengths to keep things fresh throughout,
it can feel like a bit of a slog at times, which is why I'd recommend
that you stretch the fairly long single player campaign out a bit,
and limit yourself to a couple of hours a day. It's hard to do that
though, as you'll really want to find out what happens next, and
it's difficult to tear yourself away!
If
the gameplay was your standard Doom-style run and gun affair, then
there's no doubt that the novelty would have worn off long before
the end. However, there are so many unique, intelligent and ingeniously
implemented original gameplay features in Prey that this simply
isn't the case. For starters, not long into the game, after your
grandfather is killed in a machine that's executing humans in a
very disturbing way, you take your first visit to the spirit world,
where your grandfather teaches you how to use your spirit form.
From here onwards, you have a hawk companion (your spirit guide
animal) who flies around, landing on switches that you need to use,
as well as distracting and attacking enemies. But that's not the
best part -you can have an out of body experience any time you like;
hit the yellow button and Tommy's spirit stalks from his body, spirit
bow in hand. Your spirit cannot be harmed by physical enemies, so
not only does this make you a lethal hunter (although shots are
limited, your spirit energy topped up by the spirits of fallen foes,
which home in on you no matter how far away they are), but it leads
to all manner of cool puzzles to solve.
The
designers of this game are geniuses - they really are. Not since
Halo
have I seen a game that pushes the envelope in so many ways, and
the amount of thought, effort and skill that must have gone into
putting this game together simply defies belief. Every puzzle comes
in the form of having to figure out how to progress through an area
where an obstacle lies. For example, you might need to walk through
a forcefield as a spirit so you can hit the deactivation switch
on the other side. However, things get more complex than that, and
soon you'll be leaving your body on a platform, then walking across
a spirit path (the essence that remains where a physical walkway
used to lie), to flick a switch that moves the platform that your
body is still standing upon and helps you along your way. And that's
just the tip of the iceberg.
Arguably
even cooler than spirit walking is the gravity defying nature of
Prey. Being inside an alien planetoid, gravity can be manipulated
in various ways. There are energised paths that, when activated,
have you walking up walls and along ceilings, while enemies beam
in via portals below you, and you shoot them while upside down!
Killing an enemy on a ceiling walkway and watching its body falling
into the void below is incredibly satisfying, and although this
can be disorientating at first, it's introduced in such a clever,
gradual way that it soon becomes second nature, and soon you're
negotiating all manner of moving platforms and sprawling walkway
networks like it was perfectly normal. The other way in which gravity
can be altered is in certain rooms where glowing panels are set
on the walls, floor and ceiling. Simply shoot a panel and the room's
gravity orientates accordingly - so shoot the wall and as the room
spins you'll rotate to land on your feet, with gravity now turning
the wall into the floor. It's such a superb effect, although it
doesn't agree so well with Tommy!
The
best feature of all though, for me at least, is the portals; two-dimensional
circular gateways of energy open in front of you, or in a doorway,
or even in a crate, through which you can see a completely different
area of the planetoid. As you strafe back and forth in front of
it, you'll see that behind the portal the room you're in is still
there, yet look through it and there's a completely different room
ahead of you! Walk around the back of the portal and you'll see
that the scenery warps as you look through the shimmering air around
it, then walk around the back and it's gone completely. It's just
such an awesome effect! As well as using these portals to move around,
they can also appear at any moment - and very often they do - to
bring in a variety of gruesome aliens to fight off.
The
alien designs in Prey are grotesque and very cool - kind of a like
a collaboration between H. R. Giger and Clive Barker, so your worst
nightmare multiplied by a factor of a hundred! You really hate these
bastards, because of the horrible ways that they're mutilating and
killing humans, which fuels your desire to kill every last one of
the scumsuckers! Standard troopers are armed with rapid fire projectile
weapons, then you have little two-legged dog things that run up
and bite you, big Alien-style hunter dogs that charge at
you and rip you to pieces, scuttling four-legged monsters with a
humanoid upper body, full on human-alien hybrids that leap around
swiping at you, and very grim human drones that have been violated
and modified to be workers that maintain the planetoid's insides.
There are others too - Matrix-style robots that speed through
the air, firing volleys of shots at you, various floating monstrosities,
and some big demon-esque bastards, giving you enough variety to
keep your interest. They're intelligent too - sure, they attack
you full on, but they do dodge your shots (or try to) and strafe
around all over the place while shooting relentlessly.
So,
you'll be needing a few weapons to take care of them - and these
too are excellently conceived. Every weapon, bar your wrench, is
of alien origin, and while they're mostly takes on standard FPS
weapons, they are all extremely slick in their design. Your standard
assault rifle type weapon has an organic eyepiece that stretches
out and suckers over your eye (gross!) to become a powerful sniper
weapon that can kill troopers with a single head shot, while grenades
are scuttling three-legged crabs that you can set to either explode
shortly after you throw them, or on proximity. Instead of a shotgun
you have an acid-launcher with a superb vivid green splatter effect,
and the rocket launcher fires those three-legged crabs, known as
crawlers, at high velocity for a serious explosion on impact. The
best weapon, though, is the leech gun, which sucks its ammo from
energy pods that you'll find set into the walls at regular intervals.
Best of all, there are four kinds - plasma, ice, electric and sun,
each of which packs a serious punch and you'll soon find your favourites.
Although the sun beam is fantastic, you don't get access to it until
near the end of the game, so for me it's the one that blasts a powerful
bolt of sparking electricity straight into your enemies like a rail
gun, knocking them backwards on impact. Beautiful.
As
if all this wasn't enough, you even get to fly at various points
in the game, in shuttle suits that form around you, complete with
a tractor beam and powerful rapid fire energy guns - these sections
make a change from the on-foot action and feature some very cool
moments, as you quickly navigate your way around large areas of
the planetoid. There're just so many cool things to see in Prey,
and more unusual and impressive visual effects than in any other
game I've seen - you'll see huge machines with parts whirring around
held only in place by unseen gravitational forces, then there's
the shimmering of the portals, the bright, ethereal glowing effect
of the spirit world when you leave your body, the unnervingly gross
way that living doors squelch open, the way you can walk around
small asteroids with their own gravity centre, rooms that form themselves
before your very eyes, the hazy, shaking effect of the Keeper talking
in your mind, the flickering glow of your cigarette lighter (replacing
Doom's powerful torch beam), and much, much more. You'll even come
across a commercial plane flying around the planetoid, oh, and the
mutated spirits of dead children that attack you en masse - when
you get to the part with the school bus, I guarantee you'll be freaked
out!
Speaking
of which, Prey has earned its 18 rating when you witness the gruesome
state that many humans, including children, end up in, as well as
the generally gory nature of the gunplay and the grotesque organic
design of some of the scenery. There's also plenty of swearing -
but you'd be using the f-word too, if you were trapped inside a
giant alien planetoid that was harvesting the human race, being
attacked on all sides by freaky mutant aliens who've kidnapped your
girlfriend! The dialogue is very good, with excellent voice actors
for all the characters, from Tommy, Jen and Grandfather to the Keeper,
the radio host and the other incidental characters you meet along
the way, as well as the random terrified humans, who you find quivering
in a corner or see trundling along on those rails that you were
previously trapped upon - including Jen, who always seems to be
just out of your reach. As for the rest of the sound, it fits in
with the gameplay perfectly, in an understated fashion - the weapons
effects are very well done, as are ambient sounds of doors opening,
footsteps on metal, forcefields humming and the various aliens growling
and grunting as they fight you, then die. The music is also understated
- there's a strong orchestral theme running throughout that's contemporary
yet captures the feel of Native Americans very well, plus a cool
little tune that plays when you're in your spirit form. Often there's
no music at all, so when it does start to swell up dramatically
it has all the more impact.
We
all know that Prey is a single player game first and foremost, and
the designers knew that too, as a bare bones multiplayer mode has
been pretty much tacked on for a bit of extra lifespan. The sparse
lobby, with only Deathmatch and Team Deathmatch modes available,
and support for a maximum of eight players, is quite disappointing,
as is the amount of lag you often get, especially with a full room,
plus the amount of times you select a game only to find that you
can't connect, or that it's already in progress. Still, it's not
a huge problem and once you get into a good match without lag, you'll
have a real blast. The gameplay is fast and frantic, just like Doom
3 multiplayer, but with the unusual weapon set, the added element
of spirit walking and usage of gravity switches, portals, mini-planetoids
and other gravity defying elements fully incorporated into each
level, you'll find a set (albeit a small one of just eight) of maps
that have been designed as cleverly as the main game. There are
even two levels that feature shuttles, which is a very nice touch.
You
would think that it's just a bit of throwaway fun, or a way to kill
half an hour, but once you're online (enticed there by the gamer
achievements, which for once are challenging yet realistically achievable),
you'll find that it's extremely addictive and it's very easy for
the hours to start slipping away. Voice support is there, and while
you get your usual foul-mouthed jerks and cocky taunters (who I
just love to blow away as much as possible!), I've also met some
good, friendly folks on there who are willing to chat and banter
as they play, having fun without taking it too seriously. Sure,
it's competitive and everyone's doing their best, but it's always
good to be in a room where people are joking around and not getting
sore about losing or arrogant about kicking ass! The biggest drawback
is the lack of interest in the 360 Live community - there are so
very few games available and you often have to wait a while for
a room to fill up, so it's best to play during America's evening
time, which is late night for us, or at the weekend.
Prey
isn't quite the groundbreaking Halo-beater we've all been waiting
for (fingers crossed that Gears of War will be giving Halo a run
for its money like we've all been hoping), but it's far more than
just another Quake
4 type game. Absolutely every aspect of the gameplay design
and presentation is simply dripping with quality - the look and
feel is totally unique, and the altered gravity, portals, alien
weapons and spirit walking all combine to create the finest 360
shooter since Perfect
Dark Zero at the console's launch. It's not going to convert
anyone to the genre, and despite the many cool elements it can at
times still feel a little old school, but it's nevertheless one
of the very best in its genre and a game that I Prey (sorry again!)
attains the success that it so rightly deserves.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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