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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.

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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