Scott Miller and Chris Rhinehart talk about the Prey series troubled history with GamesRadar.
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And after a pitch from Human Head, Bethesda picked up the rights for the series in 2009. This sequel was a radically different game: the portals, wall-walking boots, and Native Americans were gone. Instead you played as a human bounty hunter, deep in space, looking to solve mysteries by cover-shooting and chasing down alien scum using a slick free-running system reminiscent of Mirror’s Edge. Think Deus Ex meets Mass Effect meets Prince of Persia, and you’re getting close to what it might have been like. During closed demos of the game, the creators teased links to Tommy, the hero from the original Prey, but he was no longer the protagonist.
Human Head worked on the game with Bethesda until late 2011. At that point, it was possible to play through all of the game's major levels, many of the weapons were in, as were the enemies. "We were really proud and happy with everything that we had created at that point," Rhinehart says. And while the first pitch for Prey 2 did include Tommy, Human Head instead decided to take the sequel in a different direction, while still working inside the universe of the first Prey game.
Some other interesting details:
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One of Prey’s concepts even came from past projects that Human Head had worked on. The idea of wall-walk boots originally came up during initial work the studio did for Daikatana 2. That game never happened, and after that, Human Head started talking to Epic about handling Unreal 2. One of its ideas for that project: yup, those wall-walk boots. Human Head didn't end up doing Unreal 2 either, which was Prey’s gain. "Fast forward to Prey, we were like 'Alright, we would love to be able to do wall-walk boots,'" Rhinehart says. "So I'm glad that we finally managed to get that particular tech in the game."
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Development for Prey wasn't all portals and roses, even at Human Head. Problems arose between 3D Realms and Take-Two. At one point during development, according to Miller, Take-Two actually stopped funding Prey over design disagreements, which including the publisher wanting to make it more like Nintendo’s Metroid. 3D Realms picked up the monetary slack as Human Head continued development. Bridges were rebuilt, and Take-Two ultimately started the cash flow again. It didn't, however, give Human Head as much time as Miller thought it needed.
"I felt like the game needed another four to six months," Miller says. "Because there was some key things that weren't in the game that I really felt were important. And one of those key things was putting back in that portal gun." That was a tough break for the development team. Prey had been in development for more than ten years at this point, and some features had to be compromised on. "It was just... a crying shame that we didn't have that portal gun in there, because, you know, a year or two later the game Portal comes out, and... steals our thunder in that area," Miller added.
On the 1997/1998 iteration:
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Timing and industry changes turned to trouble for Prey. It was mostly developed on the 3DFX card and the Glide API ("It was the hot shit API of the day," Schuytema says) but internal troubles at 3DFX hit just as the Prey team was ready to go all-in with Glide. Meanwhile, Microsoft was getting its Direct X API off the ground. The team moved away from Glide, and ended up going with Direct X instead.
"It was the right call, but boy did it cost us," Schuytema says. "That was when William Scarboro (Head Engineer) had to essentially rebuild the engine, so it was non or semi-functional for a long time. There was just too much work to do and at that time, it was essentially only William working on the engine code". Schuytema very much credits the death of the first version of Prey to the stalled progress of the Direct X switch. And in 1998, George and Scott "pulled the plug," according to Schuytema. "It was a painful decision, but they had to make it". Schuytema left in 1998 too, and Prey sat unfinished and unreleased. "When I left, the game looked sort of like a Lamborghini that was getting its engine rebuilt - it was gorgeous and amazing, but it had parts all over the place!," Schuytema says.