What went wrong ?

what went wrong ?

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Literally nothing you pleb

Having played it this last week and really having enjoyed it, it was an incredible experience and one of my favorite games in the last five years.

What went wrong?

I didn't hear about it except through the occasional thread here on Yea Forums, and went in blind after getting it on sale. I'm glad I did go blind, the game was great like that, but I had no idea what to expect and that probably didn't help the sales at all.

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Enemy design and combat are severely lacking. As a Shock game it's only superior to Infinite

Terrible marketing campaign.
The game is a bit too generous with resources which leads to a drop in difficulty.
The last third with the general guy was a bit boring.
Otherwise it's great, easily in the top 10 of this generation.

i agree i recently tried to play it again and fighting the typhon once they are in monster form isnt that fun

Yea Forums hates this game because it wasn't called System Shock, it's good you missed that before going in.

It's superior to all three Bioshocks.

Yeah, I had a blast - it makes me want to try System Shock because I missed that when I was younger.

Personally I think the issue was that the humanoid typhon weren't as aggressive as maybe they should've been - I loved the Mimics because I felt like I had to flee early game because of how aggressive/agile they were, but the humanoid ones acted more like turrets and had bigger hitboxes so I didn't feel as scared of them.

Which was an interesting experience because the game went from horror stealth to something more like DOOM as I became more powerful/confident/faster against the enemies, which was fun in its own right but a significant change in tone.

too easy, you very quickly reach a point where you have more than enough resources and neuromods to overcome anything the game throws and you just keep getting more new ways to kill enemies and solve problems as you progress. if you could limit neuromods and put weapon skills in the game it would greatly improve the pacing.

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Shit enemy variety, shit marketing (I didn't even realize it was an immersive sim until I saw a video of a friend playing it, I thought it was at least still an FPS in the style of the original Prey) too long by several hours.

I kinda felt like making neuromods as accessible as the game did actually helped the narrative and the question of whether it was worth destroying the station and losing all the research.

That being said, I felt like there should've been one more escalation of danger after the Nightmare - I feel like letting the humanoid typhons mimic objects might've fixed that sort of nonchalance you get walking through places towards the end.

they reused prey ip

Having an ending where all your actions literally did not matter

Reception would have been better if it was not called prey. Also some bugs but Mostly great. Seriously tho that name was a death sentence.

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But it does?

having a reason to not use them would've been a good way to balance it, but the only thing that has any effect is if you take too many typhon neuromods, and even then the repercussions are fuckshit compared to what you gain from it.

If anything it should had not mattered, yet it does

Weak selection of weapons

Some of the bosses were a bit bullshit
Not much else.

>bosses
?

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>minimal marketing
>stigma regarding the name
>some very stiff/awkward combat mechanics
>bugs on PC release at least, didn't play console
Still a great game with lots of soul, and the cracks didn't really show for me until my second playthrough.

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Not enough weapon/powers/enemies variety, and the last part of the game is just running from load screen to load screen.

Give me a lethal version of the Huntress for stealth kills

What’s bad about the combat

>shit and slow combat system
>uninspired and repetitive enemies
>shit story
>shit characters
>boring skills

Garbage game overall.

Lack of enemy variety

Some fag will probably post it soon and it won't be a justifiable excuse.
It's a webm of taking down the strongest enemy in the game with a starter shotgun and using one of your abilities on top of the sneak bonus.

If you don't think turning into a box of shotgun shells you drop from your inventory to sneak through the little slots in a security booth isn't the tightest shit you're welcome to your opinion but I disagree that was so fun, also the kinetic blast is one of the most fun implementations of psychic powers I've seen

no action in any game ever matters because you know, it's a game.

>mfw the bioshock games will be remembered as unique and great games, even infinite
>mfw prey is already forgotten by the general public, and the only time it's mentioned is as some generic sci-fi shooter
Feels good desu

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>even infinite
Nice Try Ken but no one believes that.

Elizabeth will keep reminding everyone

shotgun is the best weapon in the game since you only have 3 or 4 "offensive" weapons

also the bonus damage from the sneak perk is the best perk damage wise

youtube.com/watch?v=6QUmPZmkr4I

Poor Bethesda marketing

Who's bright idea was to make prophunt a separate game on steam but also tied together with Mooncrash? Can't get rid of that shit...

>There are more people that are only aware of Bioshock: Infinite through Elizabeth SFM porn than there are people who played or even watched bits of gameplay

Nothing
Its a fun game

Zenimax being dumb and attaching Bethesda name to Bethesda Publishing, this way idiots will claim BethesdaDeveloper has any part in all of the game Bethesda Publishing publishes.

That's why you've seen people pretending that Injun Prey was a good game.

>That's why you've seen people pretending that Injun Prey was a good game.
Right? I'm sorry but beyond some nice visuals (for their time) the original Prey is just a very bland shooter.

Not enough enemy types and weapons. Too much backtracking at the end.

A) It was a "play your way" game after a decade+ of "play your way" games, including some from Arkane, absolutely failing to deliver on that promise, so no one had a reason to look forward to it in that context. This also meant that the game failed to satiate specific niches, like how some expected it to be pure horror but you can actually go full raypunk and blast around running and gunning in your jetpack if you felt so inclined.
B) All anyone remembers from the marketing was the GLOO Cannon, Huntress Boltcaster, and Typhon Powers, and this only became more of an issue when the Boltcaster wasn't as relevant as people expected and the Typhon powers weren't even available until a decent ways into the game.
C) Why the fuck would you name it Prey when you're not exactly hunted until Nightmare shows up and you can still easily Q-Beam his bitch ass. There's no purpose to doing so other than inviting the naming controversy.

I'm not arguing that.
Some fag keeps posting the same webm complaining that the game is too easy when he has all those perks lined up prior.

most people are just bored with these dudebro/grimdark shooter games. i dont want to play them anymore either unless its really special.

its fucking repetitive and played out. everything looks the fucking same. you should know it as well.

yes, this game is just a pretty generic sci fi fps, is not bad but it doesn't stand out in any way.

>dudebro/grimdark shooter games
and what do those have to do with Prey?

you didn't play it, did you...

I said it doesn't fill a specific niche, not that it doesn't stand out. It just doesn't have a gimmicky song and dance that's likely to draw in a crowd that would label it a cult classic. It's just a really good sci-fi FPS RPG, and while the game is really good, the concept/genre to many is just not novel.

The name debacle. Should have let it stand on it's own.

The enemies are either like shitty aRPG enemies with status auras and AoE attacks or just annoying (operators and those flying balls)

Prey make sense as the name, since the story later on is speculated that the human race is just another prey for the apex predator species typhon in this cosmic universe.
Comparable to the brethen moon in dead space

>the general public has shit taste
wow what a surprising turn of events

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Im going to buy this game later today, any protips before starting?

failed to live up to the promise of that absolutely insane opener but overall still a great game, just not terribly memorable mooncrash is better

resource yield upgrades first & foremost. these are absolute priority, it pays back with compound interest

Absolutely fucking nothing. As a system shock fan this game is an absolute blessing.

Kinetic Blast is an incredible power when you can get it - there's a sidequest that allows you to add psychic-recharging particles in the water systems, and it's absolutely worth it, as it allows you to spam your powers with reckless abandon.

Do a no neuromod run then reload right before ending, apply 100+ neromods to your eye and start new game+

Dishonored 2's release poisoned expectations for this game and given how buggy and badly D2 ran, the announcement that they were again switching engines to Cryengine 3 of all things didn't help matters.

A damn shame because the game is excellent, even performance-wise.

>Enemy design and combat are severely lacking. As a Shock game it's only superior to Infinite
Ah yes, because who could forget the amazing enemy design and combat of Bioshock:

99% of Bioshock enemy design consists of:
>melee splicer
>hitscan splicer
>big daddy (aka stronger hitscan enemy)

The remaining 1% is the odd projectile throwing enemy, which you can't dodge anyway, because you move like a grandma.

The dumbest thing is that Rapture's downfall supposedly happened because everyone got hooked on plasmid powers, yet none of the splicers use plasmids against you (except for the odd houdini splicer, who are only introduced at the halfway point and are restricted to using one type of generic elemental plasmid).

Prey's enemies might look like boring blobs, but they are a billion times more varied and distinctive than Bioshock enemies.

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>Feels good desu
It feels good to have taste this shitty?

Much appreciated anons Is the Mooncrash DLC good?

people who never played the 2006 game and haven't realized that game itself was a rehash of a failed concept from 1998 acting all angry that Arkane "stole" the IP from Human Head

Prey
>mimic (2 variants)
>phantom (4 variants)
>big flying blob (3 variants)
>rolling blob
>zombie
>nightmare (it's just a big phantom)
>hostile drone (2 variants)
>turret

Bioshock
>melee splicer
>shooty splicer
>explosive splicer
>melee splicer but it can crawl on walls
>teleporting splicer
>big daddy (2 variants)
>hostile drone
>turret

Both games are shit, go play system shock.

>this level of dishonesty
Enemies in Prey can turn invisible, control npcs, control turrets and have all sorts of varied abilities that interact with the environments. That alone makes them far superior to Bioshock's excuse for an enemy design.

The Arcane curse, they produced nothing but 8-9/10 kino games since Dishonored 1, yet noone buys them. Feels fucking bad that there wont be anymore immersive sim/ stealth games from them and the genre is pretty much dead and buried now.

It's a rouge-like,if you like those then yeah it's pretty good

Nothing. The game is great.

>the end-game mobs being a bunch of floating fucking desktops

Boring enemy design, that's literally the only problem, everything else is fantastic. They should have made the enemies hideous and disturbing to look at instead of boring vapor cloud monsters.

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it's a fun game with such a shit ending that I wouldn't even pirate it

>using neuromods
>using skills at all

mfw

Superb game released during the worst timeline

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>somewhat hard and slow paced at the start
>eventually turns into doom 2016

>it makes me want to try System Shock because I missed that when I was younger
Yeah. shame it completely disappeared from existence, you fucking mong

Last hour or two of the game they made it a full on shooter, which was a shame, even though you could stealth your way around it was really impracticable.

Besides that the game is fantastic, if they had called it Helos 1 or TyphonShock the game would be remembered as an instant classic imo, the name really did them no help.

And Giga-nigga shows up regardless.

>when the Boltcaster wasn't as relevant as people expected
It's essential if you've no neuromods

Making you walk back and forth over the entire ship multiple times while barely anything actually changes.

no, it's a shitty rogue-lite
rogue*
>TyphonShock
neuroshock

When you get to screen calibrating in one of the offices pay close attention to patterns or draw them on paper.

>TyphonShock
That would have been a terrible title, just like how BioShock was a dumb title that clearly apes its predecessor without understanding why its title was effective. 'System Shock' makes sense as a double entendre: a shock to the system which can be interpreted in multiple ways, all fitting the cyberpunk hacker theme (you can interpret a shock to the system as hacking into government computers, which is how the plot of System Shock 1 kicks off, but also as installing cyberware into your body, 'hacking' your own body and providing a shock to your own internal system).

By contrast, the term 'Bioshock' or "TyphonShock" is just nonsense.

Even without any perks you can easily stunlock Nightmare to death with the shotgun, it's a joke.

>>hostile drone (2 variants)
confirmed never played the game

>When you get to screen calibrating in one of the offices pay close attention to patterns or draw them on paper.
Explain this shit to me wizard. Cause I've got almost 100 hrs in it and I don't know what you're referring to.

Psychotronics lab, big ass screen with dots

losing your memory is cliche, big events aren't that big. I mean, when you're invaded by a mercenary force it's just one guy and his robots (which is just a palette swap of shit you've been fighting from the start), the big monster is just a bigger version of what you've already dealt with 1000 times before.

It's a decent shock game though and it scratches that itch really well.

It feels like it doesn't know where it wants to go half the time, I think it's because of the forced replay value put into different decisions, but it just feels like sloppy writing.

The areas are tedious and not fun (including space), getting superior athletics takes the tediousness out of most of them though and adds to the verticality of the game (which is hinted at in the start, where you can go around the roof ducts and shit, but you don't have a character that can properly exploit it)

Nobody seems too worried about the risks of dying or mourn the people who have died, most are just NPC-tier. A lot of people would be trying to save themselves in that situation, especially if they knew the truth.

I suppose I'll play it again with full "abilities" not just human-only and make my final judgement.

Extremely limited weapon selection with only one melee weapon, a fucking wrench, no laser rapier or other exotic melee. Gun arsenal is equally limited as well.
Psi arsenal, while cooler than physical, is still just mostly a variety of elemental attacks barring like 2 abilities. Poorer than a fucking Bioshock plasmid system mechanically.
Engineer "build" is literally non-existent and barely functional.
Enemy variety is a complete, irredeemable ass. Their design is pretty shit too. Nightmare who was supposed to be your nemesis stalking you throughout the game is actually your best friend for upgrade materials, by the mid game you're happily running towards him like if he's some walking snack or something. Mimicking gimmick becomes old a hour into the game, by the time you get the detector it may as well not exist, yet there's no other interesting enemy gimmicks for the rest of the game barring a few segments with invisible enemies maybe.
Outrageously shitty last part of the game with infinite military drone spam.
Authors taking inspiration from the fucking Gone Home in regards to some pieces of writing.

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Bethesda not knowing how to market it and more importantly zoomers having their brain already fried by games like Call of Duty leaving them unable to enjoy anything other than fast paced just turn you brain off action games

bad marketing and publicity because bethesda wanted the name to be Prey instead of Tyhpon
also the twist ending was a bit lame

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Ahh I remember now.
>#memories

this
combat is also just kinda boring and the enemy variety is pretty bad
also the writing and environmental storytelling felt really lacking for how much potential the game had
i think the only sidequests i can remember were the chef and the dude with some music samples or something

Setting is just so fucking boring. What's the point in making an immersive sim if there is no atmosphere? It's all so bland.

1. Arkane not hiring a competent writer (MCA doesn't count)
2. Arkane not hiring a new chracter designer that can design characters that look HUMAN
3. Arkane not firing their sound designer
4. ZeniMax not naming it System Shock 3 black tentacles edition

other than that, it's pretty good

Nothing, kill yourself faggot.

>no atmosphere

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The ending comes down to pushing one of two buttons.
You're not able to take your massive hoard of resources from a 100% game, bust out of an airlock, and engage in a suicidal zero-G boss fight with the Apex.

pro-tips? Turrets are barely worth it, shotguns are op, once upgraded, with stealth(bonus stealth damage) you sneak, shotgun and repeat, it's not good for the small ones, just wrench them.

>The areas are tedious and not fun (including space)
Getting mobility chips makes a huge difference. You can zoom around the station with the upgraded boost system and double jump.

Don't upgrade the pistol if you're all about not wasting resources. There's a better pistol unlocked by a quest.

Also, play max difficulty with all the additional things turned on.

it's not Dishonored 2

speedrun to psychotrnoics and don't waste cybernetic modules on anything that's not a new psi power

>It was all a dream
>Objective markers
>Limited enemy design

Get the recycler perk as soon as possible and pick up all the scrap you find. Beware of turrets shooting at you if you choose typhon mods. Don't upgrade strength unless you're going for a melee build, recycler grenades can be used to clear doorways instead. GLOO'd and stunned enemies take extra damage. Hunter bow can be used to press buttons from a distance, distract enemies, or set off typhon mines. Kill the cook.

>It was all a dream
Not a dream but a simulation. And spoiler that shit, it's a good plot twist
>Objective markers
You can turn them off. And not the Skyrim "Turn them off lmao" in which you have no way of knowing where to go without the quest marker, every section, door, room is labeled, you have signs showing you directions and the dialogue/quest descriptions are enough to know where to go. The world design is marvelous and they slapped those markers in just for brainlets like you.

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>tfw my name is alex
>started getting a bit chubby when I started playing this
>this disgusting blob of lard gave me the motivation to not only lose the weight but also work out
Thanks prey

>wake up in a simulation
>major plot point is about the Looking Glass sim tech
>Morgan literally states in a log that you could create a Typhon with emotions by giving it human neurons then sticking it in a simulation
>all the “they’re lying to you” cutscenes
Literally if you didn’t immediately figure out you were in a simulation you’re retarded.
Also the ending is a pleb filter.

>user asking about what they should do for a first playthrough
>just come here dumping spoilers without tags

IF YOU HAVEN'T PLAYED THE GAME AND WANT TO, LEAVE THIS THREAD.

READ NOTHING.

MAX DIFFICULTY, ALL OPTIONS. PLAY IT.

>the game came out two years ago
>several people already posted that spoiler ITT anyway

Thread title is "what WENT wrong," implying post game discussion, spoilers are expected.

>setting was completely generic and boring, been done to death and done better, sysyem shock, bioshock , dead space and so on
>also crafting because reasons
>only 2 enemie types in the whole game, one of which is overpowerd and annoying as shit

Literally nothing you said except crafting was true

I don't think enemy variety was the problem but the weapons.
>Pistol and shotgun are always going to be your bread and butter unless you go full typhon mods and only late game
>Rest of the weapons are either underpowered or utility
>None of the weapons are especially fun to use

Progression is too gated, mostly because of keycards. It ruins replays.
Marketing campaign, including the choice in title, was lackluster. I don't care about OG Prey, never played it, but this was clearly a dumb move on Bethesda's part.

Shitty ending

Really enjoyed it though, very immersive.

Jesus you are retarded
>underpowered
>stun gun destroys sentries and bonus damage to the target
>none fun to use
>recycler charge can clean blocked path and do heavy damage to enemies

True enough.

Sentries are only an issue if you spec heavily into typhon mods and at that point you have way better combat abilities. Recycler is a grenade, not something you're going to be using as a primary weapon. Not that common to find either.

>sentries
My bad, I meant combat drones that appear near end of the game

Those infinitely respawn, fighting them is a waste of time. I just flew past them.

>Those infinitely respawn
Not really.
If you destroy a dozen of them they won't spawn anymore. If you hack 2 of them, or make them unable to move (not destroyed) they won't respawn either.
And this happens only in few areas that have a operator dispenser, most rooms are ok once you clear them

Taser also wrecks techno blobs and non-electric phantoms.

>If you destroy a dozen of them they won't spawn anymore.
You can't waste that much ammo on the hardest difficulty.
>If you hack 2 of them, or make them unable to move (not destroyed) they won't respawn either.
Didn't know this. Still don't think it's worth speccing into these shit guns. Especially when hacking exists which is useful from start to finish and you don't need to upgrade the stun gun just to disable them long enough to hack them.

>You can't waste that much ammo on the hardest difficulty.
Nigga what? You've got a shitload of charges with a fully upgraded tazer, and making new ammo is cheap as shit.

Tazer and shotgun is literally all you need.

>You can't waste that much ammo on the hardest difficulty.
You don't have to. The wrench powerup is unironically the most powerful in the game.
You can stun phantoms and operators with one powered swing, i breezed trough the late game using ammo only on the controllers

>using ammo when you can just fire off all the damage dealing psi powers in a succession then get your free psi pool refil from a science operator
>then mimic the science operator to go dissect some mimics with lasers
lmao plebs

>and making new ammo is cheap as shit.
Stungun batteries use 2 mineral material per craft which is the hardest to come by (excluding exotic) and should be going into shotgun/pistol ammo first.

>he doesn't GLOO or stun his enemies and beat them with a wrench
>he doesn't bait enemies into a trap with a crossbow
>he doesn't throw heavy objects at his enemies
>he doesn't install bing-bing wahoo mod
>he doesn't attach grenades to walls
>he doesn't scare enemies so much that they decide to run away rather than fight

>which is the hardest to come by
Maybe, I can't remember.

What I do remember is having a fucking assload of resources by the end of the game and I never really had to care about ammo beyond the first stretch.

Bad soundwork and audio, stiff and plasticy animations, too few and too boring weapons, mediocre enemies and environments. It was alright, I don't regret buying it, but I definitely would have if I purchased at full price during launch.

>he doesn't use the meat of his dead comrades to summon pemranently friendly phantoms to do the fighting for you

Wait for a fucking sale you dumb nigger.

There's an assload of "some" resources. I burned through my material resources a little past midgame but still had plenty of organic and synthetic material. Had to scrounge for resources and improvise to deal with enemies.

organic is the hardest material to get
even using recycler grenades on dead bodies doesn't help much

There's food trash and medical waste fucking everywhere what are you on about?

Crosshair is not in the center and weapon models are in a completely incorrect angle

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food gives very little organic mats
trash is mainly synthetic

using guns other than the spunk cannon was your first mistake

Why is he holding the gun directly in front of his face in the first place?

All of the guns are wrong, silly. The model is oriented to point at a target about two inches from the barrel and the crosshair is pointing down from the center, causing your character to be looking up when aiming straight. Even Halo 2 with its bad crosshair still actually has the weapon models right.

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All junk gives very little of their respective materials. You just think food gives less because you use it more because you get hit too much and have to heal all the time and waste all your organic material on medkits

The ridiculously stupid-named new game Death Loop is the first time since Dark Messiah that Arkane has had characters who are not deliberately made to look like hidous caricatures. I mean goddamn this is a western progressive studio and they have somehow managed to bring themselves to put in a non-ugly black woman.

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>medkits
try psi-hypos you fucking casul

>PREY ended on a cliffhanger(?)
>Arkane will go out of business before it's ever resolved

The DLC could have been better with minor adjustments

>plays a shock game only one way and calls others casual
Back to the three doors with you recruit

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pathetic insect spotted

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>enemy variety is pretty bad
I don't really know what kind of enemies could be added that would feel meaningfully different from the existing ones

You die if you scan it you reta

It was made by Arkane. They suck shit. Dishonored 1 was only semi-decent because of its unique setting and being early on in the stealth-action glut. Arkane has never made a good game

Killed? I was only knocked to 1HP.

As far as I'm aware, the game was originally going to be called just 'Typhon'

it was to be called danielle and danielle sho was the protagonist
before gender neutral pronouns (You)

There was at least one instance where I just didn't know where to go without the marker. It was when you needed to scan the coral outside the station, I'm pretty sure there was no indication where the right spot was. He kinda just told you to go scan it

Also, while I know it's supposed to be some unfathomable elder god style monster, I like boss fights.

This actually brings up a point. The plot is either poorly written or tries to intentionally confuse you. Because I doubt blowing up the station would do jack or shit to stop things once they reached that point. Unless the station had some magic capability to go full Death Star explosion. But that close to Earth? Ha. Hahaha. That'd fucking suck.

>You die if you scan it
What?

cope

>PREY ended on a cliffhanger(?)
Prey's ending is pretty conclusive whichever way it goes, the story only really concerns itself with whether it's possible to teach empathy to an alien that has no concept of it, it's essentially a first contact story done in reverse.

Either there's hope for humanity or you finally push the fat man for real, it doesn't really demand a sequel and I think it would lose a lot of its charm doing one, it would all be very routine.

>Arkane game
>charm
>good story
pull the other one

It's always the first two and always missing the third

Loading times. Like fuck, the game expects you to explore the station, and at points you have to make several trecks around it, but entering from one area to another takes fucking forever.
I'd love to replay it, but since this time I'd know what I was doing and where to go, I'd encounter those load screens even faster.

Nice joke, user

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Preys story is actually genius as a framing device for an immersive sim, everything you do is always 100% in character no matter how stupid it is.

The explosion was expecting to kill the everything related to the typhon but its was kind of futile as Earth already had its share of illegal aliens brought trought people that used neuromods and mimic trought cargo camouflage.

>mimic spider that jumps you
>guy that teleports around and shoots at you
>tank blob that mind controls humans
>mind controller humans
>tank blob that uses turrets against you
>flying rag that disables your psi powers and spawns rolling shit blobs
>rolling shit blobs
>operators that fly and annoy you
>invisible spookboy that throws shit at you
>big boi
What other kinds of enemies should it have? Poor enemy variety is often mentioned in these threads, but I can't really think of more good types that would feel distinct. Like I don't know if it would really do anything if there was more enemies that were just a variety of "thing that shoots you"

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It was too smart for the gamer audience.

i just stop playing it.... enemy's are just boring as fuck.

I wouldn't say that to be true. Something like Darkwood has it's story line up incredibly well with the gameplay, but Prey has numerous problems with it's ending and implication of it.

Is it just due to lackluster character models or what? Looking at concept art for Prey 2017 I wonder if this is more of an artistic choice on Bethesda's part.

Yeah. but the explosion probably wouldn't work. I'm going to go out on a limb and assume that January was a reflection of what Morgan Yu actually did. And that it didn't work

The Nullwave option makes more sense conceptually. You're killing all Typhon everywhere. Everywhere. All. You're brain-aneurysming the entire species.

I think maybe the biggest issue is not the variety of enemies but the visual of them.
They follow a very strict visual code that might hurt more than anything.
I enjoyed everything as it was but it still falls on taste more than anything

>Bethesda

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Yeah fucked up, meant Arkane.
I still wonder if its intentional or not.

I guess that's what it is. I suppose I'm lucky that I liked how they look

This would also, in theory, kill everyone with a neuromod. Because it's established that they're connected to the Typhon neural hivemind. But it's a necessary sacrifice to minimize the damage.

The game itself recognizes or delves into none of this.

Dishonored and Prey both utilize caricature human models, though Dishonored is the only one where it fits because the dystopian nature of the rotting and corrupt world is supposed to be reflected in the faces of everyone living in it. It was intentional. Badly made characters look bad, not obviously hideous and distorted. This week everyone has been complaining about the main character of Remedy's Control. Remedy game characters look bad out of incompetence. Arkane's characters are meant to look ugly on purpose.

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It's an incredibly boring System Shock 2 remake. The twist was obvious a mile off and the monsters sucked.

Of course it's intentional. This is the same studio that did The Game Where You Kick Things.

>The twist was obvious a mile off
Nothing really gave it away for me except if you went to the escape pod in the Arboretum

>the monsters sucked
Do you mean visually?

I kept getting a weird fulbright graphics glitch whenever looking out at space on a certain angle, other than that I had fun

>Nothing really gave it away for me
There are hamfisted flashbacks during specific campaign moments. It feels like the game was condescendingly revealing me things in order to lump me in with all those people the game wants to trick into thinking they figured out the twist themselves before the reveal.

Lol. Fuck you

They should have called it Neuro Shock

I can't really even remember what they said during those. As far as I recall I just figured they're some kind of flashbacks. Though actually now that I think about it, I think I had read a spoiler before I played the game, so it's probably skewing my perception. Think I had seen a post that said "it's all a dream" or something like that

use an SSD

That'll be 30 seconds for assets in the first loading screen and in the second screen 20 seconds for Denuvo

piratefag version only circumvents denuvo, doesn't remove it
have they removed it from the buyfag version?

Nope. Still not removed.

100% sincere. I can't believe how many tastelettes think their bland crap is good. Even D1 didn't play that well.

There is one version that has been released apparently without Denuvo. That version being the Windows Store version.

fpbp

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no atmosphere worth a shit
no story worth a shit
no characters worth a shit
no enemies worth a shit
no customization worth a shit
no nothing, except SJW propaganda I guess

5/10 game, that's what went wrong

lmao, thanks bethesda

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Just a bunch of weird design decisions that make things awkward.
The two most awkward ones are that you can't interrupt reload animations to switch weapons, and there's a painfully slow startup animation to bring your weapon to bear.
Unless in Zero-G, Morgan always brings out the wrench, and flips it in the air before catching it before you can swing.
Coupled with the Typhon power cooldowns in addition to costing PSI, it makes varied playstyles feel slow because the rapid switching you need to do is "dead" time as you wait for animations to finish.
Same sort of problem SS2 had; the conventional shooter route was the easiest and most fun way to play a lot of the time. Trying to take full advantage of your toolkit felt forced.

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I know this is probably pasta but it helps to actually play the game you're criticizing to make the lies more believable.

You're not getting out anymore you fat fuck

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This
My first playthrough was nightmare and it honestly made the game for me. I was watching a video where someone mentioned Prey and the Nightmare didn't one shot him and I just thought what's the fucking point then?

It's published by Bethesda

Use everything. Every single item has a use you might not immediately think of, like just popping a recycler on a blocked path rather than trying to typhon power your way through it

Shit uninspired sidequests. Everything else was great.

>can turn invisible
One particular type. Same with teleporting splicers.
>control npcs
zombie enemies
>control turrets
turret enemies
and have all sorts of varied abilities that interact with the environments
Bullshit. Mimics can pretend to be trash objects and that's it.

getting the arming key was annoying. you could shave off 5 hours of the game and no one would complain

>Technopaths grab turrets (including your own)
>Telepathy possess humans
>Flame Phantoms will ignite oils
>Electric Phantoms cause water pools to become electrified
>Poltergeist will slam doors, throw stuff at you, etc.

Bethesda clearly told them to dumb it down

the new vegas of system shock games. a milquetoast game for losers who like to say they played the originals but never made it more than an hour in.

>jump into EP101
>Both January and Alex express disappointment
>Game reveals the true ending really early if you're not a brainlet
>Just goes to the "reload save" screen
It's a nice touch.

The only thing that went wrong is the wiiU tier lack of information about the game. When they dropped the first trailer I honestly thought it was a horror shooter, then Bethesda did exactly zero media on the game until release, and it turned out to be system shock 3

You get the same thing if you make it to the end and don't meet everyone's criteria. If you took lots of Typhon powers and were hostile to humanity they just kill you in the chair instead of giving you the choice.
Then you get Alex's "this isn't the one, start over" like the escape pod sequence.

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>see Luka in the escape pod
>just run inside
>accept death
Canon ending

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I still haven't finished it (near the end, only started last week) but I saved by the escape pod, got that ending, then reloaded.
Its neat to keep in mind while continuing the story but at the same time I'm not sure if I'm disappointed that I won't be as surprised at the end.
The "this isn't the one, start again" combined with January asking if you feel remorse for your actions despite stating that the Typhon only know how to kill plus the logs saying Morgan left to Earth (amongst others) essentially reveals you're a Typhon in a Sim all along.

This. I thought it was like Doom 3 or Alien Isolation or something. Not a better "shock" game than any of the Bioshocks.
I'm pissed I didn't support it on launch.

Skills like this are cool, but a lot of them just seemed like they will make you really overpowered. I tried to intentionally limit my skills so that I would have more of a challenge through the playthrough. I did end up upgrading the shotgun thing at some point, so that I could sneak up to phantoms and pretty much oneshot them though. At that point I also had the rocket booster, so I was just super jumping across the areas and shotgunning things down, so I still ended up becoming pretty overpowered in the end

Not Bioshock 2 but I’ll agree with the others

it wasn't this
youtube.com/watch?v=BPkHZfjK5z4

Spending hours killing crab like creatures
-> Fun? Not.

Shit is boring.

>It's another "user never played the game/didn't play past the first hour/only watched YouTube videos and pretends they played the game" post
user, stop being retarded.

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>At that point I also had the rocket booster
If you mean the Artax Propulsion system, that's basically required in Hardware Labs, the first major level.

>what went wrong ?
It was called Prey and the enemy design is utter dogshit (no visual "hook", nor enemies you want to fight, especially since you just play as a jackass in a jumpsuit).

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This. I was kinda surprised they stuck with that.

Brainlets on Yea Forums think:
ALL ENEMY LOOK THE SAME = NO ENEMY VARIETY

Yep

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I do not like how it punishes you and implies it's bad to use a bunch of psychic powers and shit.
Downright idiotic design/narrative decision in a game all about player freedom.

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>spray technopath with GLOO
>It falls from the air, hits the deck, and the GLOO breaks off

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Actually if it falls from a great height it will die, worked well in the reactor room

>Typhon Lure
>EMP charge
Why were these even in the game?

>Punishes you
>All that happens is January gets pissy and implores you to be careful about how many you take
Sorry you can't handle disapproval. I agree it is kinda weird that there are no "pro-Typhon power" voices but it makes sense in the narrative.

I realize that this makes me sound like a huge casual, but how do I get good at this game? I'm 8 hours in, currently sneaking around the arboreteum and the game is hard as nails. Everything but the standard Phantoms and Mimics fuck me up hard, I've put my points into hacking & repairing so I have no Typhon abilities.
GLOOing one of the stronger Phantoms doesn't do shit, they can take multiple shotgun hits to the face and still burn, electrocute, rape the shit out of me.

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It was some kind of upgrade to it, which made it more powerful. Oh yeah and I also upgraded the acrobatics skill, which let me jump higher and run faster. I think it was that combo which made it so powerful, I would have a nice starting leap and then I could almost do a double jump with the propulsion

Good alternative to just blasting through everything

>Technopaths grab turrets (including your own)
I don't remember that one clearly, but I'm pretty sure every time you encounter one it has already grabbed all the stuff. The idea of throwing an undeployed turret has never crossed my mind, though.
>Telepathy possess humans
Every time you enter a location with a telepath all humans are already mind controlled
>Flame Phantoms will ignite oils
By accidents only.
>Electric Phantoms cause water pools to become electrified
So much water around the station to come around. I can even remember one particular room with wet floor.
>Poltergeist will slam doors, throw stuff at you, etc.
Never happened to me. Faggots just whooshed me into the air for a couple of seconds.

>there are no "pro-Typhon power" voices
Alex and Morgan are

use the stun gun

just play Dead Space

Nothing besides zero marketing. Word of mouth did all the work.

this actually really annoyed me since the knowing its all a simulation means nothing you do carries any weight since everyone except alex is already dead

You don't know the full consequences until you've finished the game but throughout the game it's constantly communicated that it's bad. You're portrayed as becoming less human to the point where the security systems turn against you and characters can even downright become afraid of you.

Thjat's 100% retarded in an immersive sim which wants to experiment, come up with creative solutions and offers a bunch of interesting powers to play around with.
Full blown retarded design.

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EMPs are awesome at taking out Operators and turrets if you've gone for Typhon powers.
I didn't find lures particularly useful though.

Bethesda's marketing
Apart from that, it's already a cult classic and considered one of the best games of the decade.

And if going nuts with Typhon powers locked you into the bad ending then you'd have a point. But they take that into account and if your conscious decisions about how to treat the crew were benevolent then you're fine.
It makes perfect sense in the narrative and gameplay why it works the way it does.

One problem I can see is that some of them get used very little. I think there was like three telepaths in total. The Weaver was also kinda weak, if the psi blocker would have lasted longer it would have been more significant. Most of the time it's mainly phantoms in different varieties. But yeah at least they try to have some kind of gimmick. If I compare it to System Shock 2, that game has a bunch of enemies that look neat, but most of them boil down to punching the player or shooting at the player

What about the Electroshock ability?
I remember just Gloo+shotgunning everything Psychoshock didn't kill on my Typhon run.

Endgame. You got too powerful.

I think it's fun for different reasons, but it feels like an entirely new game when you've maxed the shotgun and dunk aliens in two shots. Even the Nightmare you could just jump into and unleash on until it eventually died.
And that's not including Typhon abilities.

EMP charge stuns drones and electric Typhon. Handy if you're dealing with multiple things at once.

I had an already deployed turret and the technopath stole it.
Telepath is valid
It ignites the oil by walking near it too, not just with the power.
For water/metal floors that the Electric guys damage you with, it's all over the water treatment, staff quarters and some of the service tunnels
The Poltergeist problem is just bad luck on your part I guess

>What about the Electroshock ability?
Sure, if you're going for Typhon powers. But you have to spec into that, where as the game just throws EMPs at you if you're looting consistently and any build can use them.

>And if going nuts with Typhon powers locked you into the bad ending then you'd have a point

You don't get it retard, nor can you read. THE PLAYER DOES NOT KNOW THIS UNTIL THEY'VE BEATEN THE GAME.
Because as they're playing the game it constantly suggest, tells you and even downright showcases (with gameplay) how negative it is.

It's 1000000000% the devs idiotic design and you're even more retarded if you defend them for this retarded shit.
When pretty much the entire game keeps telling you that it's bad then of fucking course people would hold back on upgrading themselves and having more fun with the powers. It's like the devs didn't actually stop and think about wtf they were doing with this shit.
For fucks sake, it even turns out that typhon and their powers aren't bad since the point is that a typhon could save humanity. You're already a fucking typhon. It's confused narrative and game design to the extreme.

What a faggot lmao

Not enough marketing is the only problem

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>Point of he game is that January wants you to retain your humanity
>Durr why does game say I'm bad when I don't do this
That's like complaining that no one spurs you on to murder people in Fable

You're fucking retarded, even more so your analogy (since you equare murdering people with upgrading "too many" powers in a game all about playing around with powers and abilities).

Not pushing people to use and upgrade their powers in a game filled with them is RETARDED. Get this through your fucking thick skull. Because I won't deal with your retarded ass again.

my only gripe was that it wasn't challenging enough and the weapon variety left a lot to be desired. 8/10

Shock games ran the genre into the ground.

>THE PLAYER DOES NOT KNOW THIS UNTIL THEY'VE BEATEN THE GAME.
Yes, what a shock that in a game with a twist, the twist recontextualizes all previous information to finally make sense. Clearly this is incomptetent devs and not just storytelling.
>For fucks sake, it even turns out that typhon and their powers aren't bad since the point is that a typhon could save humanity. You're already a fucking typhon. It's confused narrative and game design to the extreme.
You've actually completely misunderstood the facts of the story. I'd play it again.

When I played it bugged and gave me the same first flashback, wasn't til I watched a let's play that I learned there were multiple ones with more information.

Yeah. It's just not interesting. The slow paced corridor shooter rpg genre has little untapped potential. Game devs have been relying on tacked on rpg mechanics to provide a placebo for mediocre gameplay for too long. It doesn't make a game good, it makes it addicting for people who haven't experienced it enough.

>In a game all about playing around with powers and abilities
Pretty sure the game is about seeing what you'll do on a space station overrun by Typhon, potentially needing to kill yourself to stop them, and how you handle it. The fact that you went straight to "it's about acquiring power" shows that the narrative is completely lost on you.