Let's have a look at Prey (2017), a famously
underrated modern take on System Shock. Famous, in fact, for being
underrated. If you google "prey 2017 game underrated" the general consensus is
that it deserved to be more popular than it was, but for a variety of reasons
the world passed it by.
Is underrated the right word? It actually got decent reviews. It was a
quintessential eight-out-of-ten game, good but not great. It sold enough to
justify an expansion pack, Mooncrash, which came out a year later.
Almost a decade on Prey has a strong fan following, but the chances of
a sequel are very slim. Part of the problem is the name, which is cursed.
See, there was another game called
Prey. It was developed by Human Head
Studios back in 2006. It was a sci-fi action game that used the
Doom 3 engine. The developers started work on a sequel, with a plan
for it to be published by Bethesda, but despite spending years on the project
Bethesda pulled the plug in 2016 because they weren't impressed. Bethesda did
however retain the rights to the name.
Meanwhile the Austin, Texas branch of Lyons-based Arkane Studios were working on a sci-fi follow-up to their parent company's popular open-world
steampunk adventure Dishonored. For reasons known only unto themselves Bethesda mandated that Arkane's new game should be called Prey as well, even though it had nothing to do with the
original Prey. There are a few similarities (a space station,
variable gravity, portals, albeit of the vision-only kind) but they're just
coincidence.
And so fans of the original Prey were irritated by the new
Prey, because it wasn't the game they were expecting. I ignored the
new Prey because I hadn't played the old Prey. And the
mainstream gaming audience ignored Prey because it was a brand
new franchise with a generic name. It apparently sold over a million copies
across the PC, PlayStation 4, and Xbox One, but not enough to stem
widespread job losses at Arkane's Austin branch, which was eventually shut
down in 2024.
Human Head, developers of the original Prey, closed in 2019, and as
far as I can tell the rights to both the original and the latter-day
Prey are now owned by Microsoft, the parent company of Zenimax
Media, which owns Bethesda, which owned Arkane Austin. Perhaps one day
Prey will live again in some form. And I will rewrite these paragraphs so that they have fewer clauses. That will be the day.
Is Prey any good? Yes. It's very good, although I have some
reservations. It's fun to play but has a curiously inert plot that goes
nowhere, and there isn't a strong central baddy. It doesn't really add
anything to the search-drawers / read-emails / hack-computers / shoot-things genre but it has a high level of polish. I was struck by the graphic
design, which takes inspiration from art deco, but in a much subtler way
than BioShock. The technology is a blend of futuristic and
old-fashioned, with tape reels and valves that coexist with flat panel
displays and antigravity technology.
It struck me after a few hours that the recent remake of
System Shock was largely pointless, because Prey did
the same thing back in 2017. With just a few tweaks Prey could easily
have been a new System Shock game, and perhaps in another world
where it was called Something Shock - the internet suggests
PsychoShock, after one of the in-game superpowers, or
NeuroShock - it might have been a huge hit. But System Shock itself wasn't all that popular, so who knows.
What was
System Shock? It was a first-person action-adventure game
that came out in 1994. It popularised a style of video game storytelling
whereby the player wakes up with amnesia in a disaster area and has to
piece together the plot from audio logs and emails. This was a clever idea,
because it meant that the game could tell a spooky, suspenseful story
without having to animate masses of non-player characters. It had been done
before (the ancient point-and-click game
Portal seems to have put the genre on the map first) but
Shock combined the idea with texture-mapped 3D graphics.
Shock was technically state-of-the-art, with a bunch of features
that went on to become standard many years later. It had rudimentary physics
puzzles, a freeform level structure that the player could explore at their
leisure, voice acting for the CDROM version at a time when PC games had
masses of text, some surprisingly complex
maps - although they were still fundamentally two-dimensional planes with
elevation rather proper 3D - and even
prototypical VR support. On the downside the game only worked well on a monster PC, and it had a
slow-paced, measured gameplay style that was falling out of fashion
in the PC gaming world at the time.
Developers Looking Glass polished up the gameplay style with
System Shock 2, which came out in 1999, but despite attracting good
reviews the sequel didn't stop the company from running out of money and
closing a year later. In tribute to the company Prey has lots of little references to Looking Glass, ranging from the very first keycode to the game's environmental camera system, which is also called Looking Glass.
During its short lifespan Looking Glass attracted a
tonne of top talent, who went on to develop classic games of their own.
Warren Spector went off to head up Deus Ex for Ion Storm Austin,
and a few years later Ken Levine masterminded BioShock, which came
out in 2007. BioShock was essentially System Shock 2 set underwater instead of in space. Neither of those games sold in
huge numbers, although BioShock was pretty popular, but they
regularly appear in best-of-all-time lists and were popular enough to spawn
franchises. They are the quintessential "your favourite games developers'
favourite games".
On paper Prey has no formal connection with System Shock and its heirs. One member of the development staff worked as a
playtester for the original System Shock, but that's about it. But it's the same thing, really. I'm
going to describe a game, and I want you to guess which game I'm talking
about. I begin.
I'll clear my throat. I begin. I'm going to do it now. I begin. "The player wakes up with amnesia in a ruined space station surrounded by
corpses and deadly monsters. The first door's keycode is 0451. The space
station has a bunch of vertically-oriented floors that the player can visit
at will. There's a garden level, a shuttle bay, a power plant, a command
deck. Some parts of the game involve floating in a zero-gravity environment.
The player has a novelty gun that fires rubber bullets. The storyline is
told with a mixture of emails and audio logs. When confronted with a door
the player can either gain access by hacking the computerised lock, or
finding a keycode, or doing a bit of exploration and finding a maintenance
access hatch. The game ends with the player setting the space station to
self-destruct and then escaping. Towards the end of the game the maps become
infested with a kind of electronic fungus."
No, the answer is not Mastertronic's 1986 volleyball game Bump, Set, Spike. It's Prey. But also System Shock. But also Prey. And also System Shock.
Prey is essentially an updated
System Shock, with the superpowers and item crafting of the sequel.
Let's talk about the good stuff. Let's talk about that. The storyline begins with a clever twist. The
player wakes up in an apartment in what appears to be San Francisco. They are helicoptered to a testing facility. After carrying out some science
experiments that double as a means of teaching the player how to use the
controls the player falls asleep. The game then seems to start again, but
something has gone wrong.
"Icarus found you. Run while you can."
It turns out that the apartment is fake. The windows are a big television
screen. It's a studio setup built inside a space station. The station itself
is being used to conduct experiments on alien creatures that can
disguise themselves as everyday objects, and also human beings, because it
turns out that the mimics can be used to boost the power of the human mind. If
just one of the mimics reaches Earth the consequences would be disastrous.
From that point onwards the player has to escape the test centre. They're
quickly contacted by a voice on the radio - games of this nature always have a
voice on the radio - who advises them to blow the whole place to kingdom come,
killing everybody aboard, including the player. A drastic solution but it
seems the only way. At least initially.
Unusually for this genre Prey has living non-player characters.
Not all of the staff of Talos 1 die in the initial disaster. The
player can meet and interact with some of his co-workers, including his
brother, Alex Yu, who suggests an alternative course of action that involves
lobotomising the baddies with a special transmitter. The game also presents a
third solution that involves simply getting into an escape pod and flying off
to call for help, which actually sounds quite reasonable, although in practice
it's treated it as a non-standard game over.
Almost from the beginning I was struck by the game's polish.
Prey was one of the few games outside the
Crysis franchise to use Crytek's CryEngine, which copes with a
range of indoors and outdoors environments with aplomb. The maps are far more
detailed than Shock etc, without becoming horribly confusing, although
the multi-level shuttle bay baffled me for a while. If you ever find yourself hankering to play a game where you can obsessively search every cupboard, crack every safe, and hack every
computer, Prey is the game for you.
Prey takes place on a large multi-level space station, Talos 1. The player
is free to explore the whole place from the very beginning of the game. The player can even go outside, and impressively the
outside model of the station is more or less congruent with the inside map, so
at times it's quicker to take a shortcut from one airlock to another rather
negotiate the interior of the station. One issue is that the maps take a while
to load, but then again my computer is ancient.
For the record I built my PC from parts in 2011. I've uploaded it to a point
where it would have been a supercomputer circa 2013. It runs
Prey just fine, although the game starts to chug towards the end,
at which point the space station is infested with the aforementioned glowing
fungus.
This kind of game usually has a mass of background posters, stickers, cruft
and so forth, Prey likewise, but impressively the rooms have posters that actually make sense in context.
At one point I read an email from a character who was a fan of a pianist, and
after searching the room I found a poster for that very pianist, and then
later in the game his name even popped up on a whiteboard, because the
developers took the trouble to work out where each and every one of the
station's 200-odd crew were located at the time of the disaster. This actually leads to a plot hole - there should only be a finite amount of
baddies, because there were only a finite number of people on board the
station to serve as raw material for the alien mimics - but I'll let that
slide.
The gameplay is essentially vintage System Shock / BioShock / Deus Ex.
It involves exploring the map for keycodes and quest items, with the player
either hacking or unlocking or bypassing doors. Instead of giving the player
experience points the reward comes from neuromods which give the
player a specific perk, and also weapon upgrades that improve the player's
firepower. The game gives the player all the guns early on, but they're
pea-shooters until they are upgraded. I spent the whole game expecting a scene
in which the player is captured and the guns are taken away, but to my
surprise that never happened.
BioShock's chief innovation was that the combat was entertaining.
Shock and Deux Ex were notorious for their
unimpressive combat. Everything else was great, but the combat was an
afterthought. Prey follows a similar path to BioShock, in
the sense that it's perfectly playable as a straightforward action game,
with the player having a choice between conventional weapons or psychic
powers, plus a separate tied of alien-derived psychic abilities.
As with BioShock the game also encourages the player to string
weapons into a combo, particularly the GLOO gun, which is the game's signature
weapon. It fires rapidly-solidifying foam that can be used to create climbable
steps, or alternatively it can encase the baddies, giving the player time to
whack them with a wrench. Alternatively the player can use their powers to
slow down time while they pump the enemy full of buckshot, or they can simply
throw large objects at the monsters. How does amplifying the human mind allow
a person to carry enormous weights? Again, let's move on.
Prey also adds a bunch of entertaining busywork. There's a dearth
of ammunition, but the player can feed environmental waste into recycling
units that turn it into raw materials, which can then be fed into a replicator
to make bullets, or grenades, or health packs. This part of the game is
surprisingly addictive. I found myself compulsively picking up discarded lemon
peel and burned-out circuit boards so I could recycle them, and memorising the location of fabrication stations so that I would never run out of munitions.
Which reminds me of something. Games of this ilk, going back to
System Shock, tend to give the player different types of bullet.
Armour-piercing, explosive, coin shot and so forth. Prey doesn't
have this, perhaps because it has a grounded, realistic tone. It's one of a
small number of games that accounts for the fact that using firearms on board
a pressurised space station is a bad idea. As such it doesn't
have any conventional explosive grenades, and the firearms are designed to be weak and
short-ranged.
Of the other mechanics, the hacking mini-game is unimpressive but at least
straightforward. The zero-gravity sequences inside the station are annoying,
but again they only last for a short while - shades of Crysis -
whereas in contrast exploring the outside of the station is surprisingly fun.
In a clever piece of verisimilitude the game's reployers actually work,
although they're all offline.
The original System Shock was notable for its lack of player
assistance. It predated quest markers. The player had to sift through a lot of
background chatter to find the actual quest objectives, and then listen to
another audio log to work out where they had to go. Prey on
the other hand has objective markers.
Wouldn't it be great if real life had objective markers? It would save a lot
of time. I reckon that most people would click on "find true love" in their
quest list. Imagine following the quest marker to a graveyard somewhere, and
finding that your true love died seventy-five years ago. Imagine if the quest
marker pointed at yourself.
Imagine finding that your true love had been
killed by a physics glitch. Prey has a few glitches. I found a
corpse embedded in a chair, a broken computer that wasn't actually broken, and
at one point I managed to mantle over a bunk bed and clip through the edge of
the level, after which I fell to my death. But otherwise the game feels tight.
The game has a number of surprisingly
smart puzzles. One perfectly legitimate way to open security doors is to shoot
the door button through a narrow gap in the security glass, which works. If
the player runs out of certain resources they can use a recycling grenade to
transform background objects, including corpses, into raw materials. One quest
involves being given some instructions by a suspicious character who becomes
even more suspicious if the player actually pays attention to the character's
apartment. A couple of the quests can be deliberately botched in lethal ways
if the player has a sadistic sense of humour. And so on.
Do I have anything else to say about the gameplay? It's a cliche, but if you
enjoyed BioShock you'll enjoy Prey. Combat has very mild
stealth elements, made easier with special neuromods, but it also rewards an
athletic, slow-down-time-and-jump-about approach. Mid-way through the game the
player encounters THE NIGHTMARE, a huge monster that hunts the player
throughout the level. It can only be vanquished temporarily. By the time it
appears it's more of a psychological threat than an actual threat, but the
sound design in particularly is fantastic. The creature sounds like an angry
dog shouting into a plastic tube.
The score was mostly composed by Mick Gordon, who went on to do the music for
Doom and Doom Eternal. In comparison Prey is
subtler and creeper, more synth-heavy.
Am I damning you with faint praise,
mostly-Mick-Gordon's-soundtrack-for-Prey? The thing about creepy
atmosphere is that it's low-key, so for the most part it tickled my nerves
rather than grabbing me by the throat.
Bad stuff? I don't want to give away the plot, but it's simultaneously clever
and a little bit flat. There's no central villain.
System Shock had SHODAN, and Deus Ex had Bob Page, but
the baddies in Prey are just alien animals. They're rendered as
sinister, ghostly shadows, which has the unfortunate side-effect of making
them look more or less the same. There are only really four alien types -
tiny, bigger, floating, huge - but although they have different abilities none
of them really stand out. There is in theory a central boss, but it's just a
larger animal. We learn very little about them.
The fact that the baddies can disguise themselves as coffee cups leads to a
clever gameplay mechanic where the player can scan rooms with a special
visor that reveals mimics, but it feels underutilised. Only the smaller
creatures can imitate objects. The larger creatures are just generic alien
baddies. They never use the shapeshifting mechanism to mess with the player. Imagine exploring a storage room, and then turning around to find that the boxes have moved. Or have they? Sadly that never happens.
A second issue is that the game spends a lot of time discussing memory, but
this doesn't go anywhere. Transtar, the company that owns Talos 1, has managed
to find a way to turn the alien mimics into neuromods that give the user
super-powers, with the side-effect that removing a neuromod resets the
player's memory to the point when the mod was installed. It makes sense
and fits into the plot, but it seems to exist only to make the ending of the
game work, and also so that the player can role-play as the lead character
without being distracted by their actual personality. Otherwise it just feels like background detail.
I'm going to digress a bit. Horror exists on a spectrum of
plausibility. Shock and Deus Ex included some
objectively revolting elements, but it was hard to be disturbed by them
because the presentation was so cartoonish. That was why
Deus Ex: Human Revolution was so effective. By toning down the
melodrama and giving the storyline an air of plausibility
Human Revolution had a genuine emotional impact, because the
horrific elements stood out more.
Prey on the other hand has such a realistic, low-key tone that the
horror falls flat. During the course of the game the player learns that Transtar isn't just sinister, it's utterly vile, but no-one seems to care. The plot reveals that the player character is a futuristic Josef Mengele, but this is
just brushed aside. The ending implies that the player's brother is a callous
maniac who treats the world as his personal laboratory, with disastrous
results, but nothing comes of it.
The game's ending is in theory incredibly bleak. Prey has
essentially the same underlying message as Spec Ops: The Line, that
sometimes the best thing to do is stop and walk away, but the game's
restrained, low-key approach to drama means that it has very little emotional
impact. Furthermore I kept expecting a twist. In theory the alien mimics are
the good guys. The human characters treat them as a disposable resource. Their revenge on humanity is perfectly justified. I expected a twist in which
the player would switch sides, or even a twist in which it would turn out that
the player was a mimic all along - playing a long game of revenge - but no,
nothing of the sort happens.
There are other, minor problems. For all their faults Bethesda's role-playing
games, such as Fallout 4 or Skyrim, have some clever
environmental storytelling. Bethesda's developers have a knack for using props to
give locations life, so that a ruined bedroom with some corpses, props, and
scattered notes tells a story. Prey attempts this a few times, but
it very rarely works. Part of the problem is that the physics-based combat
often resulted in rooms being wrecked before I had a chance to check them out.
Notably the most effective bits of environmental storytelling - a double
suicide, and a sequence involving a suspicious cook - take place in areas set
apart from the main map.
Littered around the levels are gun turrets that can be used to block off areas
from the slowly-respawning mimics. The player can upgrade them, but after a
while it dawned on me that it was pointless. When the player goes through a loading zone the game seems to roll dice to determine whether the turrets
have been destroyed, or not, with the result that no matter how cleverly the
player positions them the turrets inevitably end up broken. They're useful for
raw materials but not much else.
At the risk of second-guessing the developers it would have been nice if,
Skyrim-style, parts of the map could be "cleared". Some parts of the
game suggest that there might have been an ending in which the player led a
bunch of survivors to retake the station, which would have been an interesting
twist on the genre's conventions. But not, the surviving NPCs generally stick
to one location, and despawn when the player leaves the map.
In Deus Ex: Human Revolution the hacking minigame took place in real
time, which led to some tense moments where the player had to get the hack
done before a guard came along, but in Prey the hacking takes
place in hyperspace, so it never feels tense. The emphasis on combat rather
than stealth means that the creepy atmosphere dissipates after a while,
because the player ends up is strong enough that they don't
have to bother hiding, they can just run straight at the enemy while blasting
away.
And perhaps it's just me, but after playing so many games of this genre I'm becoming jaded by stories in which an evil corporate with a staff of evil
people performs evil experiments in an evil world. That kind of storytelling
was hot in the 1990s, when comics were invariably dark and edgy, but who do
you root for? Prey has a couple of sympathetic characters, but
even they are corporate lackies.
And that's Prey. Clever but shoulder-shrugging plot, really solid
System Shock gameplay, runs well on modest hardware, fun,
memorable, takes about forty hours to finish if you do most of the
side-quests. Less slam-bang actiony than BioShock, but a perfectly
valid modern System Shock albeit that 2017 isn't modern any more. The DLC, Mooncrash, is apparently great, but I haven't played it.
On the downside neither Prey nor Mooncrash answer the question of why The Melvins weren't more
popular. Obviously they were never going to be a mainstream pop band, but they
never appear in "best metal albums of all time" lists either. Is it because
they didn't release a consistently good and also diverse album? Are they too
weird for the mainstream, but not weird enough to tickle the fancy of people
who enjoy The Dillinger Escape Plan? Do people just dismiss them as a
throwback to the grunge era? I don't know.