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Review - Prey
by , 9:00 AM EDT, March 19th, 2007
Reworking an Old Formula Prey by Human Head Studios manages to avoid these problems and has created something genuinely new for the genre. The title, which takes typical elements of the first person shooter, manages to introduce some new ideas as well as include an interesting story line, good vocal work and unique weapons.
Original Beginnings
During the opening moments of gameplay, Tommy walks through a bar, discusses his doubts with his grandfather and confronts two bar patrons who've begun harassing Jen when an alien craft known as The Sphere emerges in synch with radio reports of unidentified activity in the southwestern skies to teleport the everyone in the bar aboard an unknown space ship.
From here, the plot and mood of the game unfold, the aliens processing kidnapped humans by impaling them and siphoning their blood, Tommy escaping from a hovering conveyor device and beginning to pick his way through the ship, gathering weapons and fighting aliens he happens across while vowing to save his grandfather and Jen.
Human Head worked to set a creepy, foreign mood and pulled this off admirably with a blend of levels that combine both a techno-steel look with pulsating organic fixtures that rival anything found in the Quake or Doom series. The overall creepy/biological feel of the game is enhanced by picking up weapons that are essentially organic in nature. Small, crab-like aliens become grenades while tentacle-like appendages attach to an arm to become powerful weapons.
Where game play is concerned, Prey throws in some cool new elements such as a spirit form and "gravity tripping". With the spirit form, Tommy can learn to voluntarily leave his hovering body and walk around as a spirit form, equipped with a bow and arrow for weaponry. This helps move beyond otherwise impassable obstacles and provides a cool new way to think through a puzzle when necessary. Gravity tripping was advertised as one of Prey's main bells and whistles and genuinely makes the game that much better. Simply fire at a gravity switch and the player's relative gravity will shift. While this doesn't help with fighting unless the player makes an effort to do so (suddenly being able to walk on a wall can offer new firing angles, etc.), this does offer new ways to traverse obstacles and work through a level.
Room For Improvement
Human Head included an extremely original idea with spirit walking in the game, but this also provided for a strange downside; your character is essentially invincible. After the spirit walk ability has been gained, the player doesn't die, but instead heads to a spirit realm where they have to defeat several dishonored dead spirits to be resurrected back into the human world and continue fighting. While this removes the need to save as frequently, it's a little strange to find that your character has an alternate version of infinite lives.
"M" for "Mature"
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Observer Comments
Mon Mar 19, 2007 12:24 pm Subject: RE: Game Economics
I'm lucky enough that I'm not in a position to be forced into running Windows on my Mac. I'm not sure if I'm in the majority, but spending to purchase Windows to save 20 bucks a game doesn't make a lot of sense in my situation. I guess if I purchase enough games eventually it would pay off. But then I have to support another operating system with my time.
Now if you already had to purchase window I can see where your view point comes into play. But for me, spending the exta $30 for a "Mac"game works better for me.
With that said, I'm glad to see that it was ported as I download the demo and thought the game, while typical was fun and probably make the purchase.
If you consider that Macs get a tiny fraction of PC games converted to the Mac, (and not even the cream of the crop either), then you can see why Guest does this. If it's not having to wait and pay more, then it's never getting it at all.
That money spent on Windows would be paid for by time you bought your fourth premium-priced triple A Mac port. Even on release you don't have to pay as much for PC games than Mac-ports.
Of course, you can google for four absolutely-must-have Windows only titles selling for peanuts in less time than it took me to type this.
Maybe if I was more of a gamer. I would be more apt to agree with the first post. But since I average only a game a year then it still makes sense for me to buy the Mac port.
Also, I don't use Windows. I don't want to use Windows. I don't want to support it with my time. I don't want the secruity risks involved with it and I don't want to troubleshoot if something goes wrong. All of that cost time which for me is a bit of a premium. Hence the reason I'm probably not much of a gamer ![]()
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