Prey
August 14th 2006 07:10
Category: No Category
So you think it’s just another night at the bar, beating up rednecks with a spanner, trying to convince your girl to leave the American Indian preservation and ignoring your wizened old grandfather’s advice about the coming darkness. And then you get abducted by aliens who want to turn you into food for their giant fleshy thing. 'What are you talking about?' you might be saying, well that is pretty much the plot to the first person shooter, Prey.
Prey puts you in the shoes of Tommy, a garage mechanic and former soldier, who along with Jen, his girlfriend, and his grandfather are abducted by aliens. The alien sphere/spaceship on which you play most of the game is a mix of fleshy organic material and metal, as are the weapons and enemies that you encounter. To survive Tommy must accept the teaching of his grandfather to unlock the skills of his American Indian ancestors, the control of the spirit.
The graphics are very nice, the audio suitably moody, spooky and organic. I could go on about the game play and whatnot but I want to highlight one thing about the game that I found most interesting and that is the physical aspects of some of the areas, specifically their physics. In many areas of the game you will be walking through a seemingly normal passageway only to discover that you are actually walking on the ceiling or wall of some other room. By shooting flashy pads you will be able to change the gravity to make that area the floor and everything changes accordingly, usually with you fall down to that section. Secondly, the game makes heavy use of portals to transition through different areas and in many cases will be part of a puzzle. These portals can often disorient you as you pass through one only to see yourself going through a distant portal as you are, at one point, in two separate locations at the same time. Lastly the game also makes use of railed off walkways that often arc up onto the ceiling or walls and, when activate, stick you to it allowing you to traverse these areas; this can lead to some very confusing firefights with earthbound foes.
For more information go here.
Alskreek, out.
Prey puts you in the shoes of Tommy, a garage mechanic and former soldier, who along with Jen, his girlfriend, and his grandfather are abducted by aliens. The alien sphere/spaceship on which you play most of the game is a mix of fleshy organic material and metal, as are the weapons and enemies that you encounter. To survive Tommy must accept the teaching of his grandfather to unlock the skills of his American Indian ancestors, the control of the spirit.
The graphics are very nice, the audio suitably moody, spooky and organic. I could go on about the game play and whatnot but I want to highlight one thing about the game that I found most interesting and that is the physical aspects of some of the areas, specifically their physics. In many areas of the game you will be walking through a seemingly normal passageway only to discover that you are actually walking on the ceiling or wall of some other room. By shooting flashy pads you will be able to change the gravity to make that area the floor and everything changes accordingly, usually with you fall down to that section. Secondly, the game makes heavy use of portals to transition through different areas and in many cases will be part of a puzzle. These portals can often disorient you as you pass through one only to see yourself going through a distant portal as you are, at one point, in two separate locations at the same time. Lastly the game also makes use of railed off walkways that often arc up onto the ceiling or walls and, when activate, stick you to it allowing you to traverse these areas; this can lead to some very confusing firefights with earthbound foes.
For more information go here.
Alskreek, out.
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