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i think its because people assumed it would be a prey sequel by the 2006 game of the same name and it wasnt - also it is an immersive sim and people werent super aware of them at the time, but it did cause a resurgence
And even after those hurdles, gorgeous and dense level and mission layout and upgrade system may sensory overload many people
It was unstable as hell and ran like crap at launch and the review sites noted this
Denuvo
People don't understand what the hell immersive sims are and think Deus Ex is that one phone game
Game is kinda bland in general
Unclear if marketing people even knew what kind of game it was
1) Nonexistent marketing by Bethesda, the game basically wasn't advertised.
2) Every youtuber ever and some game journalists bashed the game before the release, jumping on the hate-train to get easy views (coff... Jim... coff... Sterling... coff...), because Bethesda used "Prey" as a title, stripping it from a completely different franchise. The only publicity this game had was bad publicity.
3) Game journalists and youtubers absolutely don't understand the immersive sim genre. This resulted in bad and embarassing reviews (the GmanLives one was so bad that he re-reviewed it to justify his ignorance, and it was still bad), which sinked the reputation of the game even more.
If you throw away all this media nonsense, and focus on the game, you'll know that this game is an absolute masterpiece, in my opinion it's the best and most refined immersive sim of all time. And the story, the art, and the lore are also insanely good.
An amazing game!
It very much was there. People just didnt follow marketing because if they did, they would know it like the old prey.
Its people who 'have' influence that ruin this.
Take a look at gamespot's article >.>
Looks like they didnt even play the game!
there are not many games i completed but is is not one of them
But yes, I originally thought this was a sequel or reboot to the Xbox 360 Prey game that I actually beat and rather enjoyed. So it was a let down in that respect.
i always run out of resources and cant continue.
immersive sims are famous for being very beloved by a small group of people, but they are infamous for tending to have huge effort put into their development, only to absolutely tank in sales. what distinguishes them from action FPS games is:
- huge emphasis on environment, exploration. very detailed room layouts. overall maps tend to be non-linear, and to change as the player progresses through the game. the environment is a "character" in immersive sims.
- a higher % of progress is "based on what you do"; the way NPCs respond to you, quest rewards, end screens, but most importantly actual gameplay, is "based on what you do". the sneaking character has a very different experience from rambo or the wizard, but all 3 of them can still end up reaching the end of the game
- obstacles are more "puzzley" than in shooters. manipulating terrain, bypassing barriers with tools or stealth, targeting specific weaknesses. they tend less to be tests of grit or skillshotting, and more of choosing the right tool for the job
idk, maybe the differences are frivolous or pretentious, but this whole lineage of games (Thief, Deus Exes, System Shocks, Bioshocks) consistently really appeal to me, whereas typical action FPS don't.
Why would you do this, lmao. You've been a Steam member for 14 years which means surely you were at least 13 in 2009, which means you had to have been born before System Shock 2 even came out. An immersive sim is - unlike an "action FPS" which is redundant by the way - generally a game with a design philosophy that's rule-forward instead script-forward, as in it has a high volume of game mechanics combined with some elements of randomness, and the onus is on the player to use the game mechanics to overcome the situation.
This game, which was partly designed by Harvey Smith, the co-designer of Deus Ex (please tell me you've heard of Deus Ex) and partly designed by a few other dudes who spent most of their careers making games derivative of Ultima Underworld, was designed this way.
In Prey 2006, when you see a car floating around, you don't think, "I could probably play pool with that and smash an alien," you think, "an alien is coming through that butthole and I will shoot at him until he dies." That's a first person shooter. This is the other thing.
"We" aren't making up genres, this is literally the terminology of Warren Spector who co-designed Deus Ex with Harvey Smith - who, again, designed this game with Raphael Colantonio et al.
I guess it should be no surprise that if you are this ignorant in 2023 then of course you were blissfully unaware of the whole drama of the ACTUAL sequel to the game that you "actually beat and rather enjoyed," which btw ended in the developers of that game that you enjoyed breaching their contract to deliver that sequel to you, an act from which they never recovered.
Zenimax, being the alien life forms that they are, decided they wanted to hang on to the rights of the name "Prey" and figured Arkane couldn't do any wrong after Dishonored 1-2 so they slapped that kick me sign right on their back and let them do what they virtually always do, which is make an IMMERSIVE SIM.
Now hopefully you are caught up to speed and understand why people are using these words that you seem to have been willfully ignoring.
As I said above: