Bragr
Banned
Played on normal, 20-hour playthrough. PC. No Typhon neuromods, pure human.
Good
- The scenario in the first 30 minutes or so, when you figure out that you are an experiment, is great.
- The looting and crafting are good throughout the entire game, they pulled off the feeling of need, you always want to find stuff, always want to craft something.
- Gloo gun!
- The game looks good.
- The effect of the station turning around and the sunbeams zooming across the windows are always awesome.
- The spacesuit and no gravity areas are fantastic, it does a lot in the way of changing up the gameplay and creating novelty.
- A ton of solid side-quests, I didn't do all of them, as I got a bit tired of walking through the station back and forth, but most of them were interesting.
- Good replay value with potential different builds, new game plus, and an interesting survival mode.
- Multiple ways to get through areas, I used the Gloo gun several times to climb up to alternate paths, I loved that. Good level design.
- Good OST. "Everything is gonna be OK" is a modern classic.
- Dishonored has great art and Prey is the same, a lot of cool knick-knacks, whether it's some part of the interface, some art piece on the wall, or details on a staircase, it all looks cool and creates a visual identity unique to Arkane.
- The game wants you to become curious about uncovering what is going on, a bit uneasy as you step into new areas, it wants to interest you with an alternate reality where neuromods is on the verge of changing humanity. I think it succeeds with this.
- The Apex Typhon.
- I liked the post-credit ending twist.
- Great movement. Running, jumping and climbing have the same inertia you find in Dishonored. Which is a good thing.
Not Sure What To Think
- I am not sure what I feel about the aliens. For starters, the mimic thing doesn't mean as much as I thought it would, after an hour you get used to it and I stopped caring if they were around. The mimic and phantom types of the Typhon start to feel a bit bland after a while. I like the weaving, that looks cool, but the phantoms are just black human-shaped figures, and the different variations of them just look the same with electricity or fire enveloping them. They could have done more here.
- They made Alex Yu and January feel too shady too early on, I suspected some nonsense was going on because of this and wasn't surprised by much.
- I thought that there was too much traveling between the different divisions, especially if you go after the side missions, I got tired of the back and forth.
- I thought the game should have concluded earlier, when you watch the looking glass video of yourself, you know that there is a lot of bullshit going on, you know everyone is likely lying or have some sort of agenda, maybe even yourself, and it took so long before this was all resolved. I felt the game blew its load a bit too early in the story department.
- If you don't follow the story closely, a lot of it is gonna escape you. Maybe a bit too much.
- The combat is strange. Since the enemies are just black goo, It didn't feel satisfying to shoot them. And you can shoot the 9mm pistol as fast as a machinegun with perfect accuracy, which in my case, made the nightmares and later harder Typhon creatures too easy to deal with. The combat works best when you use the Gloo gun and the wrench in the early game, but fighting the bigger Typhons toward the end was not that interesting. Not once did I hide from the nightmare, I just machine-gunned him down with my 9 mm. The A.I. struggles with following you around, you can just go into a different room and they usually get confused. When you get the other weapons and the slow-motion superpower, most enemies become a push-over. This might also be a product of playing on PC, where you can quick-save non-stop, and aiming is easy. I suspect it's different on consoles. And some might say the combat is better on harder difficulties, but you shouldn't have to play it on harder difficulties for the game to function at its best.
Bad
- After you figure out what is going on in the first hour or two, the story doesn't hit the same strengths until you come to the big conclusions at the end.
- Most of the animations on the humans are virtually non-existent, they just stand straight up and down with minimal and off-sync facial animations.
- Once you get to the mission where you chase down the arming key, the game sends you on tons of wild goose chases for hours until you finally get to the end. It reminds me of that terrible Bioshock mission, where you have to assembly the suit towards the end. It's never fun to get a goal then have run back and forth pressing switches and collecting passwords and missing parts for hours to complete it.
- After the Gloo gun and 9 mm pistol, it took me a long time to find new weapons, too long.
- The stun gun was ok, but I ended up using the 9 mm, Gloo gun, and shotgun for 95% of the game. The q-beam was cool but it uses ammo too quickly. I thought the game could have used a machine gun or something else.
- Some of the voice-acting on the voicemails are absolutely terrible.
- Too many pointless books lying around. Most of them offer very little and just stop-start the game in an annoying way. Let the player live in the game, don't freeze the game for reading purposes.
- Frankly, the voice mail idea in itself is also getting a bit outdated, it always feels unnatural and unrealistic in the games that use it.
- I had no idea what a fuck was going on with the game at the end. When the military shows up, there are military bots and aliens all over. I had no ammo to fight all of these things, so I ended up running when they saw me. This ended up with me pretty much just sprinting through each area for hours until I had done what I needed to do. What a hell was this part of the game supposed to be? I understand they wanted to up the ante in the endgame, but I don't understand what they wanted the player to do here, other than sprint through the entire last part of the game, which is absurd.
Good
- The scenario in the first 30 minutes or so, when you figure out that you are an experiment, is great.
- The looting and crafting are good throughout the entire game, they pulled off the feeling of need, you always want to find stuff, always want to craft something.
- Gloo gun!
- The game looks good.
- The effect of the station turning around and the sunbeams zooming across the windows are always awesome.
- The spacesuit and no gravity areas are fantastic, it does a lot in the way of changing up the gameplay and creating novelty.
- A ton of solid side-quests, I didn't do all of them, as I got a bit tired of walking through the station back and forth, but most of them were interesting.
- Good replay value with potential different builds, new game plus, and an interesting survival mode.
- Multiple ways to get through areas, I used the Gloo gun several times to climb up to alternate paths, I loved that. Good level design.
- Good OST. "Everything is gonna be OK" is a modern classic.
- Dishonored has great art and Prey is the same, a lot of cool knick-knacks, whether it's some part of the interface, some art piece on the wall, or details on a staircase, it all looks cool and creates a visual identity unique to Arkane.
- The game wants you to become curious about uncovering what is going on, a bit uneasy as you step into new areas, it wants to interest you with an alternate reality where neuromods is on the verge of changing humanity. I think it succeeds with this.
- The Apex Typhon.
- I liked the post-credit ending twist.
- Great movement. Running, jumping and climbing have the same inertia you find in Dishonored. Which is a good thing.
Not Sure What To Think
- I am not sure what I feel about the aliens. For starters, the mimic thing doesn't mean as much as I thought it would, after an hour you get used to it and I stopped caring if they were around. The mimic and phantom types of the Typhon start to feel a bit bland after a while. I like the weaving, that looks cool, but the phantoms are just black human-shaped figures, and the different variations of them just look the same with electricity or fire enveloping them. They could have done more here.
- They made Alex Yu and January feel too shady too early on, I suspected some nonsense was going on because of this and wasn't surprised by much.
- I thought that there was too much traveling between the different divisions, especially if you go after the side missions, I got tired of the back and forth.
- I thought the game should have concluded earlier, when you watch the looking glass video of yourself, you know that there is a lot of bullshit going on, you know everyone is likely lying or have some sort of agenda, maybe even yourself, and it took so long before this was all resolved. I felt the game blew its load a bit too early in the story department.
- If you don't follow the story closely, a lot of it is gonna escape you. Maybe a bit too much.
- The combat is strange. Since the enemies are just black goo, It didn't feel satisfying to shoot them. And you can shoot the 9mm pistol as fast as a machinegun with perfect accuracy, which in my case, made the nightmares and later harder Typhon creatures too easy to deal with. The combat works best when you use the Gloo gun and the wrench in the early game, but fighting the bigger Typhons toward the end was not that interesting. Not once did I hide from the nightmare, I just machine-gunned him down with my 9 mm. The A.I. struggles with following you around, you can just go into a different room and they usually get confused. When you get the other weapons and the slow-motion superpower, most enemies become a push-over. This might also be a product of playing on PC, where you can quick-save non-stop, and aiming is easy. I suspect it's different on consoles. And some might say the combat is better on harder difficulties, but you shouldn't have to play it on harder difficulties for the game to function at its best.
Bad
- After you figure out what is going on in the first hour or two, the story doesn't hit the same strengths until you come to the big conclusions at the end.
- Most of the animations on the humans are virtually non-existent, they just stand straight up and down with minimal and off-sync facial animations.
- Once you get to the mission where you chase down the arming key, the game sends you on tons of wild goose chases for hours until you finally get to the end. It reminds me of that terrible Bioshock mission, where you have to assembly the suit towards the end. It's never fun to get a goal then have run back and forth pressing switches and collecting passwords and missing parts for hours to complete it.
- After the Gloo gun and 9 mm pistol, it took me a long time to find new weapons, too long.
- The stun gun was ok, but I ended up using the 9 mm, Gloo gun, and shotgun for 95% of the game. The q-beam was cool but it uses ammo too quickly. I thought the game could have used a machine gun or something else.
- Some of the voice-acting on the voicemails are absolutely terrible.
- Too many pointless books lying around. Most of them offer very little and just stop-start the game in an annoying way. Let the player live in the game, don't freeze the game for reading purposes.
- Frankly, the voice mail idea in itself is also getting a bit outdated, it always feels unnatural and unrealistic in the games that use it.
- I had no idea what a fuck was going on with the game at the end. When the military shows up, there are military bots and aliens all over. I had no ammo to fight all of these things, so I ended up running when they saw me. This ended up with me pretty much just sprinting through each area for hours until I had done what I needed to do. What a hell was this part of the game supposed to be? I understand they wanted to up the ante in the endgame, but I don't understand what they wanted the player to do here, other than sprint through the entire last part of the game, which is absurd.