A Sci-Fi epic eleven years in the making...
Where to start with Prey… where to start where to start… hmm…
The eleven-year development period?
Nah, too obvious.
The Turok-like main character?
Covered
it in the Preview.
The Doom-meets-Independence Day scenario?
Its been done.
The earnest issue concerning the decreasing affluence of the contemporary Cherokee
tribe in face of stiff pressure from younger generations to dispel heritage and modernise,
foregoing years of tradition in return for a richer (though arguably less enriching)
quality of life?
Politically sensitive. Best avoided.
Oooh, wait, got it: The toilet.
Yes, the toilet. That's where Prey kicks off, in the grimy restroom of a dingy Oklahoma
bar - peering the player's view in first person, in the finest tradition of Half Life,
through the eyes of the game's main character Tommy: erstwhile Cherokee tribesman, garage
mechanic and all-around unhappy soul. Tommy wants to get away from the reservation, but
his girlfriend Jen won't turn her back on the tribe - while Tommy's robe-wearing
brow-furrowed Grandad (who, incidentally, could be the long-lost brother of the old guy
from the 80s Marshall Bravestar cartoon) keeps spouting some nonsense about the tribe
making Tommy stronger, and Tommy needing that strength on that night. Poor old guy, he's
probably smoked one too many peace pipes… or so our hero thinks at the time.
Set for certain doom!
Then, of course, it all goes horribly wrong. A fight breaks out in the bar, static hits
the TV set, the ground shakes, lights appear outside, cars begin floating and eventually
the roof rips right off Jen's struggling business - before the hovering alien mothership
overhead beams up the bar's inhabitants for a spot of human 'processing'. As any self
respecting living, breathing technological entity does, from time to time. Of course.
So yes, that's your beginning. Tommy, Jen and Grandpa, all strapped to a human conveyor
belt and set for certain doom; the Earth itself at the mercy of a superior - and yet for
some reason still malevolently evil (aren't they always?) - alien race bent on making the
world's foremost species its primary a food source. Bummer.
Luckily, by some freak accident (or was it thanks to something more spiritual?) Tommy
manages to escape his shackles, and soon sets off exploring the ship and generally doing
his best to rescue his loved ones. Sadly, poor gramps soon snuffs it, but leaves a
lingering sense that all is not lost by hinting he'll see Tommy again - while Jen is still
very much alive and in need of rescuing. And thus is the central motivation as you pick up
the pad (or whatever your preferred control setup) and really get your teeth into Human
Head's stunning sci-fi shooter.
We say stunning, because that's exactly what Prey is - in the most decadently
decaying, tendril-bursting, biologically off-putting of senses.
We say stunning, because that's exactly what Prey is - in the most decadently decaying,
tendril-bursting, biologically off-putting of senses. It's a nightmarish fiction for Tommy
to negotiate, mixing electronic switches and digital displays with pulsating muscle tissue
and oozing wall cavities. The ship itself feels alive, and as the sense of scale only
increases throughout the adventure, you'll frequently feel like a small insignificant
speck of humanity against the pseudo hell of Prey's ever-evolving biomechanical
backdrop.
Likewise, that same feeling of fallibility will only grow as you attempt to comprehend
the game's at-times mind-boggling portals system. They can appear anywhere at any time, be
it behind an arch, at the side of an overturned crate or randomly in the middle of a level
as a circular rip in the fabric of space.
Such portals often provide shortcuts to completely new areas of the ship, and,
cleverly, both yourself and enemies can see through them - making inter-dimensional
cross-location firefights a very real (and intensely surreal) possibility. Moreover, you
can only see a portal from one side - so from the back you'll have just an ordinary arch,
or empty space in a corridor; then you'll walk forward, turn around, and find a monstrous
alien entity firing chunky death-bringing plasma in your direction through a shimmering
gateway. And the first occasion where several portals appear in the same room and all
seemingly lead into each other is utterly logic defying. Like standing in a hall of
mirrors, you'll see Tommy from all angles on the same screen as you attempt to traverse
the environment and make your way through the ship. It's outrageously odd, but deviously
delightful design.
Craftily constructed
Which is a characteristic running throughout Prey's craftily constructed halls. Though
at first glance Prey may appear your generic-
corridor-blaster-running-on-the-Doom3-engine-101, it is, in truth, a far more thoughtfully
engineered experience with a sound physics engine and smart puzzle structure working in
unison to tax the player in practically every room.
Environmental puzzles are the order of the day here, with your typical
press-button-to-open-door variants being joined by a host of more inventive approaches.
Wall walking is one of the bigger innovations, with the Human Head's magnetised walkways
quite literally turning things on their head and adding an extra dimension to the level
design. Moreover, the gravity theme is played upon in several ways - even early in the
game you'll be hitting dead ends in corridors and searching the flaws, walls and ceilings
for a switch, shooting said switch, and watching the whole room flip upside down, allowing
access to new tunnels that were previously blocked, or just located out of your reach.
Human Head's magnetised walkways quite literally turn things on their head and
add an extra dimension to the level design.
There's definitely something to be said for this approach to the genre - it may help
enforce a more measured linearity to proceedings, but also imbues a wonderfully retro
confusion when you can't quite figure out what you're meant to do next - almost as if the
level designer was watching, cackling manically. Sufficed to say, there's nary a puzzle in
Prey that feels unfair when you do work out the solution, and that pleasing feeling of
achievement at doing so is something that's been missing from many of the genre's recent
efforts.
As well as wall-walking, we have spirit walking, which lets Tommy use that
much-maligned Cherokee heritage Grandad always talked about to float outside of his own
body - used frequently throughout Prey to pass through energy barriers and flip switches
on the other side, allowing his physical form to progress. When in Spirit mode Tommy's
physical body sits prone to attack, while his spirit form has only the use of a bow with
which to defend itself, so it's often best to employ spirit mode on the rare occasions
you'll need it.
Ever-growing armoury
At other times, you can rely on Tommy's ever-growing armoury of alien weaponry, which
pretty much cover your usual FPS gun types, but do also offer a secondary fire function.
Truth be told, these seem a little overpowered in the face of the game's rather small
enemy quotient - ammo is plentiful, and the number of monsters you'll face at any one time
rarely ever exceeds two or three, so Prey does tend to err on the easy side. And that's
not even considering that you can't really die, either - if you do, you'll be sent to
another dimension where you'll shoot as many floating spirit type things as possible
before being dumped back aboard the alien craft. This is called Death Walking, and could
be seen as a bit of a cop-out, if it didn't help make the game such stress-free fun.
And Prey is definitely that. Constantly involving, ever atmospheric and boasting enough
variety to keep players gripped throughout its (admittedly short) 8-10 hour singleplayer
campaign, it's a rare treat for Xbox 360 and PC gamers to savour in the summer months.
There's a multiplayer component too, which, while somewhat basic (deathmatches only -
sorry CTF fans!), is worth trying out for the sheer novelty of eight-player wall-walking
gunplay, while the evocative nature of the gameworld, powerful visual style and nicely
done voice acting (shame about the music really!) all make Prey an outing that even the
most discerning FPS players would be unwise to miss.
GAME's Verdict
- A powerful presentation of an evocative and nightmarish fiction
- Wonderfully retro environmental puzzling
- Well paced, innovatively designed and rarely borders on frustrating
- Linear, with few enemies on-screen at once and limited gunplay
- At 8-10 hours, it isn't overly long
- Pretty basic deathmatch-only multiplayer
Review by: Mark Scott
Version Tested: Xbox 360
Review Published: 14.07.06