Prey might have plenty of shortcomings
that stand out amid the high points,
but it’s still fair to say that it’s a lot of
fun too; a straightforward blaster with a
twist, if you will.
SCORE
30/JUN/06
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Whenever we get the chance
to talk to developers about
their various creations, one
question always creeps up eventually
(usually once we’re suitably merry and
corner them for a more honest chat
in the hotel bar). It’s a rather obvious,
but also a slightly telling one: now that
the game’s finished, is there anything
the developer had to sacrifice in order
to get the game out the door? Usually,
the answer’s an inevitable yes – some
idea that wasn’t fully realised, a level or
weapon that sounded like an awesome
concept but turned out to require a
shedload of development time, or
something equally unique that we’d
find interesting but probably wouldn’t make
it into the pages of the mag (because…
well, it IS a very obvious question).
The result of pressure from publishers
looking to get games on the shelves and
recoup some of that oh-so-sweet cashola?
Most likely. But then, when it comes to
Prey, the chances of that being the case
are slim to none… right?
You’d certainly think so, at least. You
see, in terms of the game development
process, Prey is a veritable old man of
wizened proportions; while some games
spend two or even three years being
worked on before their release, 3D
Realms has been toiling on the concept
of Prey for ten years. Ten YEARS.
That’s a hell of a long time, even by
our standards. Think about it… what
were you doing ten years ago? Buying
your first PlayStation or Saturn perhaps?
Leaving high school or, in our case,
just starting university? Being born?
A lot can happen in ten years and in
Prey’s case, the game’s come far – from
running on the lowest end Pentium PCs
with boxy graphics and a lead American
Indian protagonist that looked more
than a little stereotypical (he had a
headband with a feather stuck in it, for
pity’s sake!), to looking mighty fine on
the 360 and high-end PC, it’s certainly
been a long journey.
But, back to the point. With ten years
of development under its belt, the fact
remains that Prey must represent 3D
Realms’ ultimate refining of their initial
concept – a perfectly formed specimen
that is so flawless, it gleams. Yes? Well,
yes… but it’s not. Although that in
itself sounds like a massive downer, so
we should make it clear right now that
despite all its shortcomings, Prey is good
fun. Great fun, in fact, for what there
is of it. But then, that’s the key point.
Not surprisingly for a game that has
its roots firmly buried up the backside
of Doom 3 (because it’s made with
id Software’s Doom 3 engine, don’t you
know), the emphasis is firmly on the
multiplayer and the online stuff
– which we’ll be reviewing in depth
next issue in our extensive Community
review – is really rather good. Almost
amazingly good, in fact, thanks to the
unique concepts that help spice up
what would otherwise be just another
360 FPS game (and Lord knows there
are enough of them around already).
When it comes to the single-player
mode, however, well, that’s where the
shortcomings start to become obvious.
The thing is, though, they’re not the
kind of shortcomings you think they
are, at least not when you first start
playing anyway. As we booted up Prey
and wandered round the interior of a
bar, playing the various arcade machines
and messing around with the jukebox
(which has a surprisingly good range of
licensed music on it), the first thing that
went through our minds was a thought
of mild disappointment. The slightly
jagged edges on the scenery, the rather
plain textures on the walls and floor,
the almost awkward way that the two
drunken patrons come at you when
you tell them to leave your girlfriend
Jen alone… isn’t this a basic PC port,
rather than the 360-defining FPS we
were told it would be? It certainly looks
like it, which is more than enough to
turn those smiles upside-down after all
the visual promises that the game made
originally. But then it all kicks off – the
lights go out, the ground shakes and
suddenly, you’re doing your best to run
around and avoid the green spotlights
flashing in through the holes in the bar’s
now non-existent roof. Ten seconds later
and up into the ether go Jen and your
grandfather, swiftly followed by you…
and that’s when you realise it’s not a
boring PC port after all.
Why Human Head decided to have
such a bland opening precede the
real meat of the game is beyond us,
because it fails to do justice to what
Prey is really doing. Bottom line? Prey
looks gorgeous… really, really lovely.
Especially through high-definition. The
intricate interior of the alien spaceship
that has abducted you, resplendent as it
is with pulsating organic matter woven
together with shiny metal, is a sight to
behold simply because it gives so much
more than the empty corridors and flat
scenery of Doom 3 or Quake 4. Yes,
so it’s certainly very familiar in terms of
both those games, but then you can
only expect that considering they’re all
made using the same game technology.
However, Prey’s attention to detail,
misleading though it might be – given
that the scenery Is no more interactive
than either of id’s titles – brings the levels
alive far better than its predecessors ever
did. And that’s a good thing, believe us
– after all, if you’re going to be exploring
linear corridors for the entire length of
a game, the last thing you want is to be
bored by the background.
So, it’s not the visuals that let Prey
down, despite initial impressions…
maybe it’s the gameplay? Well, no, not
exactly. Certainly, it could have turned
out to be a very bog-standard shoot-
’em-up had 3D Realms and Human
Head not had the sense to add some
very unique touches to it. There’s
virtually no scope for exploration or
secret discoveries, and you’re almost
forced down a singular route as you
give chase through the bowels of the
alien ship, which is slightly disappointing
and yet completely expected (again,
it’s the Doom 3/Quake 4 syndrome).
Thankfully though, it’s more than the
continual blasting of enemies – some of
whom are particularly large and more
than a little capable of squashing you
into Native American pulp – that keeps
your brain active, mainly through the
use of Spirit Walking (lead character
Tommy’s ability to leave his body and
walk around as an independent spirit)
and gravity manipulation. Sadly though,
while they certainly go towards keeping
things interesting between slaughtering
endless guards and other mutated
beasties, these elements are underused
simply because it’s so damn obvious
when you have to make use of them.
Perhaps the game shouldn’t make it so
damn obvious by having engravings on
the wall or floor every time you need
to go Spirit Walking (which does pretty
much take the fun out of deducing it
for yourself) and if you ever hit a dead
end, the linear nature of the game and
lack of alternate paths means you know
there’s a gravity panel located either
above or next to you that’ll allow you
to progress. It’s a shame, because these
innovations are genuinely interesting
(and actually give a massive boost to
the multiplayer action) but by being
relatively unutilised, they’ve remained
little more than mere gimmicks instead
of being the game’s saving grace.
That’s not to say that the game doesn’t
benefit from these concepts though,
because it does. Combined with the
mind-bending portal transportation
system, which sees you regularly
leaping through holes in space to
access new areas and can sometimes
lead to a little bit of head-scratching,
wall walking using magnetic rails
(again, something that really adds to
the multiplayer action) and even the
chance to pilot miniature shuttle pods
through expansive star-lit open spaces
that bemuse as much as amaze, Prey
certainly tries hard to offer something
over and above the usual FPS fare.
And it very nearly succeeds. Almost.
Playing Prey is one of those weird
experiences where it manages to deliver
smile-inducing enjoyment and mild
disappointment in equal measure – you
know you should love it, but somehow
you don’t quite get there. Like eating
a McDonalds or sitting through an
episode of American Dad.
So what exactly is wrong with it
then? Well, you could level a few
complaints at the story for starters,
if only because it’s both incredibly
straightforward and unnecessarily
complicated. Basically, you – as
reluctant Native American hero Tommy
– are out to rescue your girlfriend
Jen from the evil aliens that appear
to have abducted you… and that’s
it. True, there’s a continually running
sub-plot of Tommy discovering his
Native American roots (which is only
really there as a means to granting
your additional abilities as the game
progresses) but essentially, it’s all about
rescuing Jen with no other distractions.
The thing is, we could accept that as
a plot if it wasn’t for the game then
trying to shoehorn other things in
that make absolutely no sense… why
bother introducing a secret race of exhuman
resistance stowing aboard the
ship if they’re not going to actually do
anything? Why have spirit-like beings
attack you every once in a while if
you’re never going to explain what
they are or why they’re fighting you,
instead choosing to have them just
disappear halfway through the game?
And what’s with the ridiculous ending?
You’ve had ten years to finish the game
and it’s worse than the end of Halo
2. We’re all for cliffhangers, but the
words ‘Prey will continue’ just made us
sigh heavily, especially considering how
short the single-player adventure is.
Perhaps our biggest bugbear with the
game is that Prey is just too damn short
for our liking. And too damn easy.
We don’t consider ourselves to be
the best at games (well, Ryan does…
but that’s a whole other story) and so
when the credits are rolling on a game
we’ve just cracked into in little over
five hours… well, you know there’s a
problem. Yes, it’s the linearity of it all
that contributes here, but there’s also
the fact that Prey makes use of an
idea that we last shook our heads in
disdain at during LEGO Star Wars – you
simply cannot die. At all. Ever. You
can certainly have your health drained
to zero and effectively be ‘killed’
but when that happens, everything
changes; instead of having to reload
from a previous save or even start the
level all over again (not that that would
matter, seeing how short most of the
levels actually are), you’re sent to the
Spirit World where you not only get
half your energy back immediately
but you also have the chance to gain
more by shooting flying red spirits
with your bow. A few seconds later
and you’re thrown back into the ‘real’
world at the exact moment where
you died to continue the fight…
repeat ad nauseum until you reach
the end of the game. As such, it really
doesn’t matter if you’re actually pretty
rubbish at Prey because if you’ve got
the persistence, you can still see the
end of the game without even trying
particularly hard. Dammit.
Of course, looking back over this
review, it makes us wonder whether
we were being too soft on Prey while
we actually played it; gimmicks aside,
it’s a very short and linear adventure
that you’ll probably only play through
once unless you’re an Achievements
whore. But then… we had such fun
playing it. And isn’t that what games
are about? Maybe, if you’re not paying
for them like us – but then, it’s £50
of hard-earned cash for you guys.
We’d certainly suggest that the online
multiplayer more than makes up for
the single-player’s shortcomings, so
that’s something (and will no doubt
contribute to a much higher online
review score) but if you’re not lucky
enough to have Xbox Live, it’s a big fat
6 for you. Sorry.
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Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson