The original Prey was a stand out title for many reasons, if not for it’s good but not great critical success. Mechanically it debuted a couple novel new concepts which quickly went onto to become standard affair in many comparable titles. Additionally its story, with it’s respectful treatment of the Native American mythology, was one of the more interesting and memorable experiences of its time. The sequel set the gaming hivemind on fire with the idea of making you an alien bounty hunter but, much to the disappointment of many, it was cancelled unceremoniously 3 years ago. So when Bethesda decided to reboot the IP many were cautious, especially given the circumstances surrounding the cancellation of the previous title. Now that I’ve had the chance to play through the new Prey in its entirity I can say that, whilst it might not let you indulge in your alien bounty hunter fantasies, it is a solid title in its own right.

You are Morgan Yu, a scientist working for the TranStar corporation. In this alternate timeline president John F. Kennedy survives the assassination attempt and this pushes him to funnel more funding into the space program. As a result humanity has pushed far further into space than it has in our world and has even established lavish space based like Talos I. Today will be your first day with TranStar and before you take the rocket up to Talos I you’ll meet your brother and run through a few tests. However things don’t go exactly as planned and you begin to discover the dark secret that this space station has been hiding from everyone.

Prey uses Crytek’s CryEngine 5 and, as you’d expect, looks fantastic. Aesthetically it feels very similar to the recent Deus Ex titles, albeit without the distinctive yellow tone. Instead Prey takes on a darker theme befitting it’s survival horror aesthetic. The environments are richly detailed, something which forms a core part of the game’s mechanics. It’s hard to do the game justice in a few screenshots, especially with the low-light that’s present in nearly every area, but suffice to say it’s one of this year’s better looking games. To top it off performance is good save for a few areas which are obviously suffering from some poor optimisation. This is likely to be fixed in upcoming patches as it’s not just me having these issues.

Prey plays very similarly to the BioShock games of old, equipping you with an array of weapons, powers and choices with how to approach the game’s various challenges. The environments are littered with numerous different pathways to your objective, each of them rewarding investment in a certain set of skills. You can be the stereotypical stealthy hacker, the modern day necromancer who has an army of others at his disposal or your standard run and gunner. Some of the skills are quality of life improvements (I.E. just saving you from having to do something the long way) but there are, of course, certain sections that will be unavailable to you without the appropriate talents. The stealth system is done well, allowing you to ghost through many encounters without having to waste a single bullet. The crafting system is also well done, feeding into the RPG packrat mentality well whilst also ensuring that making items isn’t a total chore. Altogether whilst this Prey doesn’t bring with it original ideas like its predecessor it does execute its concept, ideas and mechanics well.

Depending on your build combat will either be a rare event or just another fact of life. For me, whilst I took a stealth-first approach, there were many times where my patience would start to wear thin and I’d just want to blast through a particular section. The combination of a few choice powers (bullet time plus enhanced wrench damage) ensured that I could usually pick off a few enemies without having to expend much in the way of consumables. Some of the other powers didn’t work as well as I’d hoped however like the mind control power that got other enemies to fight for you. Sometimes it’d work well, allowing me to clear a room without much effort, other times the enemy would just stand there, dumbfounded and not doing anything at all. Like other, similar action RPGs constant quick saving/loading is a necessity whenever you’re engaging in combat as it’s little quirks like that which can be the difference between breezing through a section and getting stuck on it for quite some time.

Progression comes in a couple forms, most notably through Neuromods (which are akin to skill points) and weapon upgrades. Neuromods can be found throughout the game in all the usual places: tucked away in hidden areas, after critical points in the story or given to you by NPCs. You can also craft them using in-game materials although that caps out at one point and necessitates a quest to unlock an infinite crafting recipe. These are then spent on the various talent trees which are broadly split into 2 categories: human and alien abilities. Whilst it’s entirely possible to finish the game without installing any mods, or only mods from one branch (there are achievements for doing all of those), you’ll definitely be best placed by choosing those that best match your desired play style. For me I went a long time before installing any alien ones, due to some in-game commentary about what that would entail, but at one point I felt like I didn’t have a choice if I wanted to continue playing the way I was. That, to me, was a great way to make non-story based choices mean something in the greater narrative of the game.

Crafting is a big part of the game and is a two stage process. Like any RPG you’ll gather a lot of cruft along the way but instead of having to find the exact right material to make something you’ll instead put it into the recycler. It then turns everything into component materials which only take up a single inventory slot. Those materials can then be used in crafting basically anything you’d ever need. This also makes inventory space a meaningful commodity as you have to decide if 10 banana peels (not joking) are worth as much as another item. One little niggle I have with the crafting system is that you can only craft one item at a time and you’ll wait for the crafting to finish before making another. When you’re say, chugging out 10 neuromods after unlocking the unlimited recipe, it can be a bit laborious. That’s nothing that’s above a simple patch to fix, however.

I wasn’t afflicted by the save corruption issues that plagued many however there are still a few rough edges on Prey that could do with sorting out. The aforementioned areas that absolutely torpedo your performance are a big issue as any fights in there quickly turn into a slideshow. From memory I only had a single crash although others have reported numerous repeat crashes throughout their playthroughs. To be sure these are the kinds of teething issues would could have been solved prior to the official launch day if review copies were provided to the usual suspects so Bethesda’s “no review copies” policy does seem to be somewhat detrimental here. The game’s UI could also do with a little bit of tweaking to be more PC friendly but that’s a minor issue comparatively.

Prey’s narrative is one of the more interesting ones of late, even if some of its elements do seem to draw heavily on BioShock’s ideas. The choices you make in the game do heavily affect how the game progresses and it does a great job of clouding which ones are more important than others. If it wasn’t for some of the achievements popping up as I was playing through I wouldn’t have had any idea that was I trucking down the “good” path, especially considering some of the less-than-stellar things I did. The culmination of everything was very satisfying as well and, whilst I’ll always bemoan games that scream SEQUEL at the end, I am encouraged that the IP is being set up for future instalments. Overall whilst Prey isn’t a game you’d play just for the story I’m glad to say it isn’t one of the detracting elements.

Prey’s rebirth was one that was met with trepidation from its fans but I think it’s managed the reboot well. It may not be fuelling the inspiration of current game designers with new mechanics and ideas but what it does do it does well. The subtle emphasis on choice is a welcome departure from the current overt approach, allowing you to make a meaningful impact on how the story and your character progress. Wrapping this all up in an engaging narrative makes for a great experience that had me wanting to come back over multiple sessions. The execution was still a little rough around the edges in a few spots which, whilst not detracting heavily from the overall game, did leave a few black marks. Overall Prey is a successful reboot of the now decade old IP and one I’m definitely looking forward to seeing more of in the future.

Rating: 8.5/10

Prey is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with a total of 17 hours play time with 48% of the achievements unlocked.

About the Author

David Klemke

David is an avid gamer and technology enthusiast in Australia. He got his first taste for both of those passions when his father, a radio engineer from the University of Melbourne, gave him an old DOS box to play games on.

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