Prey Lures In Players
Despite some unfulfilling elements, Prey comes highly recommended
RAMIN OSTAD
THE GATEWAY (UNIVERSITY OF ALBERTA)
PHOTO: COURTESY OF 3D REALMS.
You play Tommy, a Native American ex-military brat whose sole wish is to escape the reserve on which he and his girlfriend Jen live. As he tries to convince her to leave with him, against the wishes of his grandfather who wants him to embrace his Native heritage, the three of them are abducted by aliens and must escape the alien sphere that is wreaking havoc on the earth.
The action unfolds around you in real time without any cut scenes, all the while following Tommy’s perspective. His struggle is always kept pertinent by his comments on the situations surrounding him during play. Great voice work is also used all around, including an appearance by famed conspiracy nut Art Bell.
“Prey”’s most unique features are its manipulation of gravity, and, of course, the portal system. The game toys with gravity in a couple different ways. Some rooms have switches that you can shoot, directing gravity towards whichever wall the switch is on, and others have catwalks that allow you to walk up walls, hang upside-down and disorient you in ways you wouldn’t imagine.
And, just when you think you’ve gotten the hang of things, the game throws plenty of obstacles your way, forcing you to combine Portal-traveling, wall-walking and gravity-flipping in order to make your way through the alien ship.
These features also make for some intense multiplayer action, though the limited types of play — death match and team death match — make the multi-player feel somewhat like an afterthought.
Both of the player modes fit nicely with the level design and general ambiance of the alien ship. The game makes effective use of the “Doom 3” engine to create eerily organic environments and some impressive graphical feats, combined with expansive outdoor settings that you traverse in a shuttle reminiscent of that from the old Descent games.
Oddly enough, the gravity flipping very rarely feels contrived or out of place. However, the hallmark portal system is used somewhat ineffectively. Since the game has a linear level design, the portals are really nothing more than flashy doors, which isn’t to say they’re unimpressive, but you get the feeling that they could have been a lot more interesting.
The organic design of the game’s visuals also takes a hold of the weapons in Prey. Although they’re used in the same way as any conventional shooter, almost every weapon in the game seems like it could have a mind of its own.
Your grenades, for example, are actually little insects that explode when you rip off one of their limbs. There’s also a chain gun that’s an alien arm, as well as a leech gun that drains energy from certain energy nodes that provide various types of ammunition. The real beauty behind these weapons is that, unlike most shooters, each weapon is only really effective against certain types of enemies, obliging you to think fast when there’s more than one kind of enemy coming your way.
Being kept on your toes is good, since there’s very little in the way of challenge in Prey. While the action never really lets up during the game, the enemy AI isn’t all that sharp. Some of your enemies will take cover or try to grenade you on occasion, but in general they all exploit the portal system to pop up anywhere and everywhere in large waves.
It also doesn’t help that death is sort of a non-event in the game. Early on, Tommy is taught by his grandfather to “spirit walk” — to leave his body and travel as a spirit. This, like gravity flipping, is mostly used as a puzzle-solving device. It also allows you to survive death, taking you to a spirit realm where you must shoot at red and blue wraiths to regain your health and spirit before you are transported right back to where you died.
Death becomes more of an annoyance than any real threat.
Despite these gripes, “Prey” is still an entertaining game with some unique innovations, an immersive storyline, and plenty of action to keep you going. While there are certain elements that make one feel unfulfilled, like the use of portals and the rather shallow use of Native American mysticism, “Prey” is a game I can easily recommend.

