Prey - PC

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Also for: Xbox 360
Viewed: 3D First-person Genre:
Shoot 'Em Up
Media: CD Arcade origin:No
Developer: Human Head Soft. Co.: 3D Realms
Publishers: 2K Games (GB)
Take 2 (US)
Released: 10 Jul 2006 (US)
14 Jul 2006 (GB)
Ratings: BBFC 18
No Accessories: No Accessories

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Summary

Tommy is a simple garage mechanic on his home reservation. He dreams of bigger things, like venturing out into the bigger, wider world, away from his family and his roots. But his girlfriend Jen wants to stay - to build her life there. She runs the reservation's Roadhouse, a popular meeting place/hub/watering hole for the locals. Jen loves her home and work, and can't understand why Tommy would want to leave. Talking of leaving…

Prey's story begins in the men's room at the Roadhouse. Suddenly, there's an eerie light bathing the whole building and the roof is being torn away. The strange lights in the sky were what folks most feared - unidentified flying objects - and as the roof came away from the Roadhouse, the giant craft beamed everyone aboard. From this point on, things get seriously weird, as Prey begins to toy with your mind. The ship that Tommy has been beamed aboard is a living breathing entity, reacting to what goes on within and around it. Prey is no ordinary FPS in that it raises the expectations of the genre and then subjects it to some extraordinary gameplay features, such as wall-walking, gravity manipulation, spirit-walking and an aggressive environment fraught with danger. Throughout Prey, Tommy interacts with three different environments: the physical world of humans and alien; the co-existing spirit world of aliens and humans that contains hidden features that Tommy can use to his advantage; and the death world, where Tommy must fight wraiths to return to the physical world: normality, if that's what it really is.

Prey has been in the pipeline for a long, long time, and originally solely as a PC project. The wait has been worth it, and Prey is certainly worth every minute invested by the developer, and every penny spent by the punter to get a hold of this mind-warping game that packs not only an emotional punch, but the visceral type too.