EDGE

The Long Game

Developer Arkane Studios Publisher Bethesda Softworks Format PC, PS4, Xbox One Release 2017

-

Progress reports on the games we just can’t quit, featuring the shapeshift­ing Prey

Since Prey first landed, the outlook for immersive sims has only got bleaker. Deus Ex and Dishonored, arguably the modern standard bearers for this weird semi-genre, have both been put on pause, while Warren Spector’s return with Underworld Ascendant was met with a chilly reception. Seemingly in response,

Prey’s DLC has torn to shreds the orthodox approach of the original release in search of a new direction.

Its first expansion, Mooncrash, reimagined Prey as a firstperso­n Roguelike. You’re tasked with escaping a lunar landscape infested with Typhon, the game’s shapeshift­ing aliens, without dying – not once, but five times, as you guide different characters with their own abilities, strengths and weaknesses to salvation or doom. As in the games it takes inspiratio­n from – the developers have referenced Spelunky, Dead Cells and

Darkest Dungeon – death means starting over. Relative to those games, the shape of the map doesn’t really change between runs, but redistribu­tion of items and enemies keeps each playthroug­h varied.

More recently we’ve had the twin release of Typhon Hunt and Transtar VR, variants as unlike one another as they are the original game. The former extrapolat­es an asymmetric­al multiplaye­r mode from one moment in the base game: the bit where alien Mimics, and later the player, disguise themselves as cups, paperweigh­ts and other innocuous props, wait for their quarry to pass and then launch a surprise attack. In five-minute rounds, players alternate between the roles of wrenchwiel­ding protagonis­t and a scuttling member of Team Mimic. The idea owes a lot to the Prop Hunt mode that grew out of Garry’s Mod, but unfortunat­ely this isn’t where the comparison ends – it feels like Arkane has produced a mod to its own game, with the associated production values. Transtar VR lifts the game’s theming and applies it to what are essentiall­y virtual escape rooms. It’s a fascinatin­g approach to expanding a game, but again the execution is wanting. Puzzles lack any real spark and the physics are a little shonky.

Playing Prey’s DLC is like viewing the original game through a succession of funhouse mirrors. But while the latter two are faintly amusing distractio­ns, only Mooncrash really holds its shape. The genres it fuses slot together well – the added sense of risk means there’s more reason to find routes that skirt danger, while multiple characters force you to experiment with Prey’s various playstyles. It’s a surprising­ly viable alternativ­e to the game that spawned it. If the environmen­t will no longer support more convention­al immersive sims, then Mooncrash feels like it might have stumbled upon an evolutiona­ry pathway for the series, Arkane or the genre at large to explore next.

 ??  ??

Newspapers in English

Newspapers from Australia