Arkane's Prey Reboot to be Announced on June 12th "Crytek-powered System Shock Reboot Developed by Arkane Austin"
#181 Posted 12 April 2017 - 01:46 PM
#182 Posted 12 April 2017 - 02:28 PM
#183 Posted 13 April 2017 - 05:08 AM
MusicallyInspired, on 12 April 2017 - 02:28 PM, said:
Their last two games were pretty good
Wolfenstein 09 had issues but it was a good shooter overall, hurt badly by the fact that we were just coming off of a fuckton of ww2 games
Singularity was a good game too from what i remember. It had alot of really cool concepts and ideas but they never really seemed to go all thd way with them. People probably brushed it off as a bioshock clone
Id recommend both personally
Since then all activision has had them do is assist on call of duty because thats obviously the best use of their talent
I think they worked on the entirety of mw remastered but i could be wrong
#185 Posted 13 April 2017 - 07:46 AM
Hopefully a PC version is released before/soon after the full game releases
#186 Posted 27 April 2017 - 01:47 AM
https://www.jbhifi.c...ne/prey/444560/
https://www.jbhifi.c...me/prey/444558/
https://www.jbhifi.c...-4/prey/444559/
#187 Posted 27 April 2017 - 06:06 AM
HulkNukem, on 13 April 2017 - 07:46 AM, said:
Wouldn't be surprised if their PC port is another piece of shit. Why do they do this?
#188 Posted 27 April 2017 - 10:08 AM
My issues are that it runs at 30fps and the controls feel sluggish, however so did Dishonored 2 on PS4 while when I tried it on PC it ran buttery smooth and tight, so this is a non-issue. With how much precision you need with the crosshair when picking up objects, clicking on things on computers or panels, and fighting the basic mimics that can outrun the default sensitivity of the joystick, this is also one that will run 10x better on a keyboard + mouse setup. The only thing I see being harder with KB+M is the hacking minigame.
The other issue is it does feel a bit overwhelming; there's a couple times you walk through a corridor that ends up opening up into a massive area with tons of optional areas to explore. It's like if Bioshock levels were three times bigger, with different ways of accessing areas.
I'm enjoying the hell out of it though and I can't want to get the full game to fight different enemies. There's a lot of systems in place, like turrets you can pick up, move, and activate that only target aliens, but if you were to start giving yourself the alien powers, the turrets will think you are a threat, and so you either destroy them, get out of their sight, or hack them, but you also have to have hack upgrades in order to do that. It makes the game feel like there's tons and tons of options at your disposal for your playstyle, and subsequent playthroughs should be varied.
Also, there's no penalty for just killing all the enemies like there was in Dishonored, so the game doesn't have to slow down to accomodate stealth
This post has been edited by HulkNukem: 27 April 2017 - 10:14 AM
#189 Posted 28 April 2017 - 10:06 PM
This post has been edited by PsychoGoatee: 28 April 2017 - 10:07 PM
#191 Posted 05 May 2017 - 10:56 AM
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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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"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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"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.
This post has been edited by Mr. Tibbs: 05 May 2017 - 11:34 AM
#192 Posted 05 May 2017 - 01:54 PM
I'll have impressions and screenshots either tonight or tomorrow.
And oh shit, yeah, original Prey having a portal gun would have some serious affects on what has happened since then; possibly even change the gaming landscape. Also I remember one of the things they didn't have time for was making Jen's character model better looking.
This post has been edited by HulkNukem: 05 May 2017 - 01:57 PM
#193 Posted 05 May 2017 - 04:18 PM
Also, Daikatana 2? Interesing. I thought work on the sequel never came to be after the first game was out.
#194 Posted 05 May 2017 - 05:12 PM
This post has been edited by HulkNukem: 05 May 2017 - 05:13 PM
#195 Posted 06 May 2017 - 05:17 PM
#196 Posted 06 May 2017 - 11:54 PM
#197 Posted 07 May 2017 - 03:55 AM
Daedolon, on 06 May 2017 - 11:54 PM, said:
Plays like a poor attempt at being one, I suppose.
#198 Posted 07 May 2017 - 04:06 AM
Daedolon, on 06 May 2017 - 11:54 PM, said:
Didn't the developers, marketting, or some group connected to the game claim System Shock to be a large inspiration, with this sort of being a spiritual successor?
#199 Posted 07 May 2017 - 08:21 AM
Daedolon, on 06 May 2017 - 11:54 PM, said:
I don't know why you wouldn't get the connection; it has a lot of inspirations and similarities to the Shock games.
#200 Posted 08 May 2017 - 11:25 AM
#201 Posted 08 May 2017 - 11:38 AM
This post has been edited by HulkNukem: 08 May 2017 - 11:38 AM
#202 Posted 08 May 2017 - 12:10 PM
HulkNukem, on 07 May 2017 - 08:21 AM, said:
Mostly looks like generic BioShock brownnosing. I haven't seen that much gameplay to claim that it looks nothing like SShock 2, but definitely not SShock.
#203 Posted 08 May 2017 - 12:24 PM
Daedolon, on 08 May 2017 - 12:10 PM, said:
The introduction to the nueromods (basically upgrade points) is very very similar to the Electroshock intro from Bioshock 1; there's the advertisements and display for it, instead of a vending machine it's a display case, instead of injecting it into your arms you inject it through your eye. There's several other things similar to Bioshock as well. They also both have the art deco architecture.
There's also a number of stuff lifted from SS; off the top of my head the crafting is closer to SS than it was in Bioshock and you can even break down any object in the game into materials that can be used for crafting. You upgrade skills like in System Shock but there's also 'chipsets" that give you different abilities similar to how tonics worked in Bioshock.
Also the basic backstory of how the disaster happened is closer to System Shock's, whereas in Bioshock it was the people's own undoing experimenting with plasmids while being taken advantage of by two big opposing forces (Fontaine and Ryan) leading to a civil war.
The game also plays similarly to Dishonored in how it feels and handles traversal so it's a mix of those three games.
This post has been edited by HulkNukem: 08 May 2017 - 12:28 PM
#204 Posted 08 May 2017 - 12:40 PM
Daedolon, on 08 May 2017 - 12:10 PM, said:
Considering that Bioshock is a console version of System Shock (the second game for sure), it's still technically has some System Shock inspiration. Although I'm surprised that they mentioned System Shock as their inspiration instead of Bioshock, the later is more recognizable, even reviewers on Steam mention that the game is inspired by Bioshock.
This post has been edited by Sledgehammer: 08 May 2017 - 12:41 PM
#205 Posted 08 May 2017 - 12:46 PM
an unofficial source, Steamspy pegs Prey's PC sales at around a meager 110,000 owners.
Here's a helpful summary from Neogaf:
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- This is much lower than Dishonored 1, which sold about 72,000 units, Dishonored 2, 42,000, or or any other recent Bethesda game this generation. You can think of it as half of Dishonored 2 or a third of Dishonored 1 if that helps approximate.
- For reference, Deus Ex: Mankind Divided debuted with ~38K, and that got the series killed.
#206 Posted 08 May 2017 - 01:23 PM
#208 Posted 08 May 2017 - 02:25 PM
I am liking what I've heard of the music so far, though. I've never seen a gameplay video yet. I just haven't been interested to see it.