Live Magazine June Issue 2017 June July Magazine Spiderman | Page 154

Prey follows Morgan Yu, a scientist aboard a space station infested with hostile alien life forms called “Mimics.” Able to mimic everyday items like coffee mugs and chairs, Mimics are frightening enemies. During the demo, players will en- counter mimics in several forms, some of which are small and spi- dery, some bipedal and ferocious. While Mimics are a new and in- teresting adversary, the combat situations with them are far less impressive. Combat in general is the weakest element of Prey. It’s clumsy and awkward. This might be intentional on the part of Ar- kane — the game reminds players at one point that it’s possible to sneak around or outsmart power- ful enemies —but if direct combat is an option it should be enjoyable. The worst part of combat is the blaring music that plays during en- emy interaction. Once a Mimic is discovered, the game blasts jar- ringly loud music until all Mimics in the area are dispatched. On the one hand, this allows players to un- derstand when a combat scenario has begun and ended. On the oth- er hand, it saps all of the tension from the game. It defeats its own purpose, to quote Robert DeNiro in Raging Bull. Mimics can hide in any interactive item in the game, after all. Better to put the player in a constant state of anxiety than to make loud, obnoxious signals when a Mimic is in the room. Combat aside, Prey has several intriguing gameplay systems that make it attractive for fans of slow- burn first-person action-adventure games. Early on, the game encour- ages players to “play your way.” It suggests to its audience that it can experiment with different ap- proaches to overcome challenges and enemies. This isn’t mere lip service. Throughout the demo, players can embrace different play styles to achieve their goals. In one section, players can bypass a security door by either finding a hidden badge or sneaking through an air duct. In the following area, players can access a higher floor by fixing a bro