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 Prey Interview - interview
(hx) 10:47 AM CEST - May,28 2005
PC.IGN has conducted an interview with Human Head Studios' Project Lead Chris Rhinehart and Art Director Rowan Atalla as they talk about Prey (video), the upcoming first person shooter. Here's a bit:
IGN: The PC and Xbox have seen a lot of first-person shooters. What will make this one stand out? And why? What unique hooks are you conjuring up?

Chris: Prey will stand out because it's not just another FPS. We've spent a considerable amount of time coming up with new gameplay to enhance the experience. It isn't just a run-and-gun game. There are lots of great puzzles and challenges to overcome.

Prey's unique gameplay and hooks:

- An interesting main character and a strong story that is woven into the gameplay

- Portals: This was the biggest feature of Prey back in 1997, and we still have portals in the game. Portals are essentially rips in space which allow you to step from one location to another instantly. They also allow us to do crazy things like "tardis-like" rooms, where the room appears small on the outside but has a huge space on the inside.

- SpiritWalking, which allows the player to leave their body for a brief period of time and walk through force fields, lasers, fire, and enemies are less likely to notice you in this mode.

- Navigation Challenges: Walking on walls and dynamic gravity changes, which makes for an interesting time exploring the levels and also allows for some very unique combat (fighting creatures when you're upside down!)

- DeathWalk: When you die, you go to a separate plane of existence where you have to battle your way back to the land of the living. If you succeed, you are brought back exactly where you died so you can continue playing. It's quick, fun, and faster than reloading your last save game.

- And of course, since it IS a shooter, a lot of time has been spent creating and refining the weapons and creatures.

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