Neuroshock

Did bethesda kill this game (and possibly series) on arrival by not letting it have a more fitting name?

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ur fat

I'm trying to lose weight :(

They killed it by making a shit game

yup some didnt buy it because they thought it was supposed to be a sequel to prey and the some other didnt because they thought it was a sequel to prey

Yes.
It probably would've done much better if they had called it Typhon as planned.

>implying people remember Prey
It was only Prey 2's first person Assassin's Creed bullshot gameplay that anyone cared about Prey. The first Prey is utterly mediocre.

It contributed, but I think it still wouldnt sell well because immersive sims arent very popular with people. Great game though, should have been GOTY.

Certainly didn't help. It's as if they intentionally gave it the most generic, forgettable title possible.
What really killed it is all the shitty nondescript blob enemies.

>What really killed it is all the shitty nondescript blob enemies.
not really

Some good alien design would have helped. Compare the pantshitting Cyborg Midwife of System Shock 2 to the enemies you have in Prey. It's no contest.

All enemies are just black blobs with tentacles, and object with black tendrils. SS and Bioshock at least had variations in the enemy roster.
Personally, I found the environment art to be tiresome to look at, something about it doesn't look good, could be the color or the light.

>What really killed it is all the shitty nondescript blob enemies.

This. There's just not enough enemy variety. There's just this gap in the game where human enemies should be, and you could use the environmental stuff to play them off against the mimics. Bioshock 1 got this right like a million years ago. It really feels like they were planning it then it got cut for whatever reason.
It was very disappointing to have the security guy arriving hyped up towards the end of the game, then instead of a human faction it's just more of those floating rubbish bin robots.

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Thew mechanics are so intuitive and the default handholding is so helpful though that most normies probably wouldn't even realize that it's an immersive sim. They'd just do what the NPCs tell them to do and use the powers and mechanics they're immediately told about and completely forget to improvise. I deliberately did the opposite and did my very first playthrough without any neuromods, human or alien because I wanted to improvise in the engine. You don't need to play Prey like it's an immersive sim. The important thing is that you can if you want to and that part doesn't work against its design for the common normie player.

the game had the wrong kind of freedom
rather than there being several methods to achieve an objective or get into a certain location, there's just one method that can be achieved in several different ways
you pretty much didn't need to invest in shit once you acquired recycler grenades or the nerf crossbow
replayability is more than just having seven options to bypass a closed door all leading to the same location
also the enemy design didn't help at all, they're all blob like ouroborous shit that got boring to fight very quickly
even the nightmare was dull since it didn't chase you like some absolutely terrifying pursuer, it just appeared spawned in randomly and went around barking like an autistic dog instead of following you between areas and being a credible threat

Bioshock is fucking garbage compared to Prey. I don't understand how people seem to be somehow able to confuse lack of aesthetic variety with lack of functional variety and actually think something like Bioshock is superior in that regard. Prey's enemies are black blobs but at least they do tons of different shit and the player can use many things against them. I quit Bioshock halfway precisely because it lacked what Prey has, even if not aesthetically.

Nightmare wasn't scary enough and while intimidating at first actually isn't that bad to deal with

Enemies and weapon variety were the biggest let downs.

>Be Nightmare
>Get stuck

And yet Bioshock has the simple three way dynamic of splicers-big daddies-security systems that a game like Prey should easily be able to do a decade later but then doesn't.
Im sure it was intended, but cut, because the game constantly points to it with shit about escaped prisoners etc then just doesn't flesh it out properly in gameplay terms

Yes, really you fucktard.
The ayyylmaos were just lazily designed and the enemy variety was nothing short of insulting.
It's as if Nintendo made Super Mario Bros 3 but only with Goombas as enemies.

Fuck this game, fuck Arkane and fuck Bethesda/Zenimaxx. I'm glad it ate shit and died.

First time playing immersive sims?

The lore was holding prey back. Think about it. The typhon are black space goo that consume biomass and neural networks to increase their intelligence and to... spawn more black space goo. They can also take over machines. Machines that were... standardized into being just variants of one machine.
Shodan is a computer program that infects every machine entity in its network. All types of robots are affected and there are different robots because different forms of tools are required for different tasks. Also Shodan can use those machines to implant cybernetics into biological creatures or to take over existing cybernetics.
The Many on the other hand infect every biological creature and transform them in various ways. The many can also exist on their own, or to gather biomass and spawn unique creatures of their own.

So you have one lore that dictates that all aliens must be black goo and all robots must be flying boxes. Then you have another lore that allows almost infinite variety.

>simple
yeah thats bioshock gameplay in a nutshell. simple

>And yet Bioshock has the simple three way dynamic of splicers-big daddies-security systems that a game like Prey should easily be able to do a decade later but then doesn't.
Wait, do you actually think the game should be simpler like that? You are genuinely confusing how things look with how they behave. Prey is better precisely because it's not just those three things, it's not worse just because that larger array of functional variety all look like black slime. I thought the important aspect of enemy variety was how they play. Your thought process is baffling and the only way I can rationalize it is that you probably only saw screenshots and never played the game. Because all of those slightly different black blobs you fight have several variations of function. You know, enemy variety.

Yeah Bioshock is basic bitch, but it does a good job of signalling to the average player what little mechanics it does have.
By looking at a splicer you can clearly see from the design what type it is and what it does.
Prey doesn't help itself when every enemy looks like someone took the actual NPC concept art and scrawled over it with a black marker pen.
Prey has loads of depth that isn't really visually signposted well.

Also what this guy: said. It's an immersive sim that never puts any pressure on you to actually get creative and play it like an immersive sim. The amount of possibilities in the game are badly signposted for the average person. Normies will play this game just rinse and repeat glue then wrench/shotgun and end up thinking it's just a mediocre horror shooter.

the game mechanics dont change and neither does my enjoyment regardless of if little billy can grasp them or not. i like bioshock but its possibly the worst case of streamlining for accessibility that ive ever seen a (spiritual) successor go through. prey is so much better mechanically regardless of what you think about enemy design

quit talking about bioshit in immersive sim threads. bioshit is not an immersive sim. bioshit is to immersive sims what the "surgeon" board game is to real medical operations

>add chromatic bullshit on text so reading anything becomes annoying

You're literally describing subtle handholding there. Bioshock is somehow better for explicitly giving the player clues about how to utilize the pre-determined mechanics to deal with a specific situation? That's the fucking opposite of immersive sim design. You're supposed to allow the player to discover that the world has rules that can be exploited and then it's the player's job to see opportunities in different circumstances, especially when those opportunities were never explicitly designed to be there.
You're defending Bioshock as a better game by describing how it's worse. You're saying that you don't like something good because it isn't shit. You're revealing your poor taste.

Prey is the better game x100 but Bioshock, despite not really being an immersive sim, just does a better job of showing how you can engage with the few immersive sim elements it does have e.g. manipulation of the environment and game systems to fight enemies.

Prey devs made it so you can just play the game like a mediocre shooter, rather than forcing you to play it like an immersive sim. So it just streamlines shit in the wrong direction. They were obviously worried that lots of people wouldn't 'get it' so they made it so you can just play it like a shooter. But the normies who play it like that will not enjoy the game anyway, so they may as well have just made it way harder and been more agressive about it.

Imagine if in Deus Ex you could just run through Liberty Island shooting everyone with the pistol and the game never slapped you down and signalled to you that it isn't viable and you have to use your brain more. That's what Prey is like. Both Deus Ex and Prey are immersive sims, but Prey basically gives you the option to just not engage with that side of it at all.

Youre fucking retarded, there is no "immersive sim elements" to bioshit as the game has no rules. Not all water can be electrified, just the epic cinematic predetermined pools of it. Cameras and turrets magically turn on you and the little sisters when youre the big daddy. Its a shitty cinematic experience for zoomers

>His only point of reference is Super Mario Bros 3
Gross

I liked it but it was a bit easy, and the complaint about the Typhon being boring in terms of their design and variation is legitimate. I would buy a sequel, but they should up the design of enemies a lot more. Also they fucked up calling it Prey. Oh and the twist was so obvious that I immediately dismissed my suspicion of it being true almost as quick as I suspected it. Just like MGSV I told myself that the twist was going to be more elaborate than that.

But nope.

Things that would've improved this game imo.

Enemies being able to break doors and other entrances (opening new paths for you)

Hull integrity, and usage of the GLOO gun to make repairs.

More enemy variety (some enemies should've been able to mind control you and your only options would've been to sneak or OHKO them.)

Better scan rewards (more material drops,better damage/crits,craftables)

Chipsets that acted as alternatives to neuromods when equiped