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Prey preview - preview|
| (hx) 09:37 PM CET - Feb,06 2006 |  
C&VG,
EuroGamer,
Hexus,
IGN,
Kotaku and
ShackNews have posted their previews of
Prey, the upcoming first person shooter from 3D Realms. Here's a slice:
IGN:
The single player game looks to be full of puzzle areas like the portal maze.
We've seen some really interesting puzzles in preview movies before such as the
gravity cube shown at E3, but there are plenty other puzzle elements as well,
many having to do with the use of Tommy's spirit abilities. Not only will Tommy
have the help of a spirit bird that can confuse enemies and translate alien
language, but he'll also be able to slip his spirit out of body to move through
force fields to open the way for his meat shell.
Hexus: Walking us through the as yet unfinished opening level, the first
thing that strikes you about Prey is not the graphics (after all, these will be
dependant on your machine to some extent) but the huge amount of interactivity
built into the game. Simply put, everything can be fiddled with. You can flick
light switches, turn on taps and play video games should you wish so hopefully
Prey is finally killing off that feeling of all the objects just being scenery
with all the stuff you can do in the game world. So anyway, just as you're
(unsuccessfully) persuading Jen to leave the reservation and run off to a life
of being a car mechanics other half, a proposition I just can't see here turning
down, a massive alien spaceship appears in space next to Earth. As usual, the
aliens are less than friendly and set about sucking up all manner of people and
things from the Earth’s surface as they harvest our planet and its people for
their own uses. Rather amusingly, this vacuum like spaceship/planetoid is called
the Dysonsphere… and it apparently never loses suction power...not once.
ShackNews: Prey's multiplayer component is going by the original late-90s
MultiPrey name. Perhaps it's appropriate that the name is slightly goofy,
because this is some extraordinarily weird multiplayer. Remember how I mentioned
earlier that there's a necessary sense of restraint being used in the game's
level design, to keep all of the reality-bending elements in check? Well, much
to the game's benefit, that sense of restraint seems to have been cautiously
discarded by the multiplayer--I'm sorry, MultiPrey--level designers. I played
three different maps, and each had something of a theme. One had a lot of
portals, one is filled with all kinds of crazy wall walking, and one is build
around two moons, each with their own gravitational field. Those first two are
fairly self explanatory; I'm sure you can roughly imagine what they might be
like, with labyrinthine portals leading all over the place and twisting walkways
leading up and around every which way.
The third level was the craziest, though. There are plenty of ordinary rooms and
corridors (well, ordinary plus walking on walls, you know) but in the middle of
everything are two moons, one small and one large. Since each has its own
gravity, you can jump onto them from any angle and end up running along the
constantly-adjusting "ground." It's quite a trip.
The multiplayer is definitely overwhelming at first. Running around these absurd
environments (where it's perfectly normal to see ammo on the ceiling then pull a
Fred Astaire to go grab it) while being hunted by other people who are popping
out of invisible portals, running upside down over you, and leaping between
moons is definitely not something to which I'm accustomed. However, it was a
relief that I somehow managed to adjust to it rather well early within the first
round, even winning once.
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last 10 comments: | devilhood | (06:46 AM CET - Feb,08 2006 ) | | This game will make me wee (in a good way) :P | |
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