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    Prey

            Prey is a title that’s taken the usual 3D Realms approach to videogame design: announce it as soon as possible, and keep them waiting. Although we didn’t see the game in the form we now recognise Electronic Theatre Image until early 2005, the rumours and brief hints have been floating around for nigh-on eleven years. Patents of the new Gravitational Engine and development ideas have been in the sight of industry insiders alongside tech-demos of what could be possible. And now, in 2006, we have the machine to do justice to the possibilities of this innovative new game engine, the Xbox360.

            Prey is a heavily story-driven First-Person Shooter that aims to push the boundaries of the genre’s conventions. Through the use of an in-game narrative comparable to the likes of Half-Life 2, Prey distances itself from the traditional run-of-the-mill produce and draws the player closer to the action. Recently, a major topic of discussion in the industry has been that of the emotive; can videogames offer a response close to movie production? Can a player relate to a character in a videogame in the same way they do in films? Although it’s going to be quite some time till both industries are held hand-in-hand, anyone questioning the basis of videogame production as a progressive invitational gaze into the ideology of its developers had better play Prey – from start to finish – with Electronic Theatre Image open eyes.

            The story takes form on its own and the action is built around this. The Level design ranges from clean-cut to grid-like mazes and flows through each with ease. Failing to confound the player with its irrational changes between areas, the game instead causes occasional headaches through the use of its much-touted Gravitational Engine. The Engine relies on the player wishing to be disorientated. There is no up, nor down, no pre-determined floor or ceiling and no distinct address as to which is essential. The player decides how to progress and, whilst many areas later in the game involve gravitational changes to solve puzzle elements, the tactical possibilities far out-weigh the linear, pre-constructed aspects of the Unique-Selling-Point of the title. It’s within this aspect that Prey excels as a true Next-Generation release far ahead of its contemporary peers. The specifically built engine is more than robust enough to handle even the most frantic of gravity-changes mid-play with an astonishing amount of enemies on-screen following-suit, or not, depending on-their orientation.

            As well as having enforced changes within the gravitational state, there are many occasions in which the player must recalibrate the origin of the gravity in order to progress. These areas are just as compelling and involving as those in which it’s simply fun to be thrown around against your will, however, a couple of corridors mid-way through Electronic Theatre Image the title raise questions which need never have been aired. One section in particular involves a series of three corridors at right-angles with each other, creating a u-bend of sorts. Each corridor has a Panel allowing for a change in gravity when shot. This area is its self simply destroys the painstakingly constructed barrier for the suspension of disbelief – when in one corridor, changing the gravity with another Panel whilst jumping; sniping, crouching or any other activity other than standing-still will confuse the engine somewhat; often resulting in the player hovering in mid-air, unable to move until the gravity is changed once again. While this demonstrates that the much-touted Gravitational Engine may not be as robust as we’d all hoped, it does show that videogame development has come to embrace the flaws of it’s heritage and, should a little more time be given to play-testing, issues like this can be eradicated altogether from videogaming; a promise that I’m sure no-one will abhor.

            The weaponry on offer is distinctive, yet discreditable to beginners. Offering a total of six weapons throughout the game, most casual First-Person Shooter players would begin their withdraw simply because of the low numeral. However, these weapons offer the standard variety you would expect in First-Person Shooters since the aftermath of Perfect Dark on the Nintendo64 and Unreal Tournament 2004 on the PC. Each has a Secondary Function – although Electronic Theatre Image a couple, even when playing through to completion, seem to offer little more than a reflection of their Primary Function – on the L Trigger with the Primary Function on the R Trigger, the commonplace set-up for the Xbox360.

            The Multi-Player aspect of the title, as a comparison to the Single-Player, feels a little light-weight and quite dated. Attempting to recreate the archaic action of the first online First-Person Shooter Deathmatch experiences, much like Metroid Prime: Hunters, Prey aligns itself alongside the likes of DOOM and Quake in terms of play and play progression. Little is required other than a steady aim and itchy trigger-finger. At first, much like the response to the E3 2006 Multi-Player Demo, the game feels unrewarding and a near-ignored sideline to the Single-Player offering. However, with a bit of repeated play through the several differing Arenas on offer, any player who chooses to reminisce the days when a Deathmatch was purely a Deathmatch will feel right at home. Extra depths to strategy can be drawn through playing players akin to your own level of experience with Ranked Matches, and finding the niche within the gravity changes and pathways.

            Prey is a package that not only needs to live-up to its hype to create the buzz it needs to cover its own production costs, but also needs to ensure the future of 3D Realms new engine – an engine that has been rather costly to produce. Obviously, the most tangible asset a developer has for public demonstration and to raise interest is the Electronic Theatre Image aesthetical nature of a title. Prey succeeds here, more than any Xbox360 release before it. The height of the Current Generation’s graphical prowess – Resident Evil 4 on the GameCube – is paralleled by Prey’s continuous, basic Level design. Textures will leave even the most hardened gamer clueless when magnified to incredible degrees and the Real-Time Lighting is simply flawless. During the E3 2006 presentation, the title seemed disjointed in its aesthetics, but time has done Prey justice, and the fears have been totally eradicated. This is what the basic Xbox360 release will look like come early 2007 and, given that Prey is a port of a title built with priority for PC gamers, it’s an astounding achievement for a system under-used by most developers, with only seven months on the shelf.

            The sound quality draws close to that of the graphical accomplishments. With significantly placed sound-bites from Tommy – the protagonist you play as – and in-game story-driving Non-Player Characters offering comments, opinions and tall-tales to endear you further to the human’s plight, the only Electronic Theatre Image essence of a break in the essential suspension-of-disbelief is the occasional delay on a few snippets.

            There isn’t too much that Prey could possibly do, with current technology and development ideology, that would enhance its relationship with the player further than what has been offered. A few minor issues are easily overlooked, and the reality of a game with such a high standard of production is in that it excels the average, half-baked approach to titles that the mainstream will no doubt determine a comparison – Project Snowblind, Area 51, Black – titles which simply aren’t in the same league. The calibre of a title such as Prey is one that cannot be overlooked, even if taken as purely a tech-demo for 3D Realms Next-Generation approach; it’s a pristinely glossy, complete and justified tech-demo that rivals the likes of Super Mario64 DS as an example of how to pull the most from a new piece of hardware. Technically astute, player aware, and creatively genius: Prey should not be missed. Electronic Theatre Image

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

27/07/06

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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