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| "Prey" With gaming becoming a multi-billion dollar business, high-level game creators feel a pressure to both create a widely appealing title and something "innovative" that keeps the veterans from complaining too loudly. One programmer told us recently that the industry is obsessed with topping itself, which explains the ballooning budgets, staffs, and development time that goes into crafting the last eye-popping adventure. In this context, it seems unusual that someone would resurrect a dormant idea -- Prey -- and bring it to the masses, instead of sticking to tried-and-true franchises and sequels. Yet after the E3 video came out last year, one's impressions changed drastically. What before looked like a game that didn't drift far from the Doom mold became something new, weird and enticing. And after adventuring our way from one end of the game to the other, we can say that the video was just a taste of things to come. There's more to the story than cool-looking gates from one room to another. You can walk on the walls and ceilings; the ceilings becomes the walls and the floors. Sometimes you walk through a gate to change perspective, while other times you shoot a gun at a glowing pad, and everything moves. And it's not just small enclosures that experience this. Anything is game for Prey's gut-churning morphology. Add in local gravity wells, spirit walking, and a stream of puzzles that take all of these elements into account, and what you end up with is an environment that transcends its individual gimmicks. |
