Q: Have there been any 'Eureka!' moments in the development of Prey, in which the whole team has been invigorated by the concoction of a new idea? Scott Miller: The best example of something that just clicked with design is Death Walk. In Prey, death is not permanent. You die and you're transported into an alternate plane of existence, where you must battle for the right to come back to the land of the living. When you succeed, you come back to exactly where you died, to continue the game right where you left off. The team was really excited about it - it's unique to a game like Prey, it fits into the storyline and it's just a great feature. Now that I'm used to Death Walk, I find myself wishing it was in many of the other games I've been playing lately.
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