







The weapons in Prey are worth mentioning just because they’re unlike what we’ve typically seen in first-person shooters. You’ll find no Russian-designed assault rifles here. Save for Tommy’s trusty wrench, which is acquired at the very beginning in the bar, all the weapons the player has access to in the game belong to the enemy. And while some weapons are ripped from the enemy’s grips, some weapons are ripped directly from the enemy himself. The rifle is standard issue to the game’s most common enemy, the Hunter, and incorporates a secondary scoped mode. Another small blaster launches yellow acid that sticks to and burns surfaces, including flesh. Hand-grenades wouldn’t do, so instead there are three-legged crab-like creatures that scamper about, can be picked up by the player, and then thrown toward a target. The little creatures will squeal and tremble for a few seconds and finally explode, inflicting damage on any living creature nearby.
But nifty weapons aren’t the only thing Prey has got going for it.
It’s likely the developers asked themselves “Why should human physics govern an alien world?” Fortunately for the player, the designers chose to incorporate the humanly impossible into the game, making for an exciting gameplay experience.
The aliens utilize a system of portals that can quickly transport them from one part of the sphere to another. This makes for a great deal of unpredictability. A seemingly empty room might suddenly sport a gaping halo, out of which emerges a new enemy to face off against. Tommy will quite often need to utilize the portals himself to access a new area or solve a puzzle.
Gravity goes out the window early on, as well. Wall walks are glowing strips of platform that allow the player to climb walls effortlessly and walk across the ceiling. This adds an innovative twist to both the singleplayer and multiplayer deathmatch portions of the game, by making the gamer take into consideration all three dimensions like never before.