Demos rarely keep me interested for more than an hour.

That’s why I thought Prey: Opening Hour was going to be the perfect amount of time for me to sink my teeth into a game I have interest in to tide me over till I actually pick it up. My expectations were unexpectedly crushed when I realized how much I could actually wind up doing within the confines of the demo. I sat down with the time frame in mind that I was going to play an hour or so and be off to bed at a reasonable amount of time. When I finally checked my watch, it had been four hours since I started this trippy space shooter game and I knew I had failed.

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Such a vast expanse both inside and out

Sure, failure is typically a bad thing, but in the case of Prey, failure became a glorious thing. Granted most of what dragged out the 4 hours was the irritating fact that Phantoms, the humanoid looking versions of the Mimics, could 1.) Have Fire forms that maybe it nearly impossible to get in with the wrench without dying from DoT 2.) Could summon energy portals at your feet and hit you while you try to throw exploding tanks to damage them. I spent a huge amount of time just trying to take down the two of them in the same room. The rest, naturally, was avoiding the next main objective and explore as far as I could.

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These Glitches Have Failed This Demo

I opened 90% of the doors I could, either by hacking, using the toy crossbow to hit security override switches (see above) , or using the Gloogun to climb to unsafe heights. I also found ways to exploit the game within 5 minutes, getting on low hanging lights just because. Also got to experiment with new toys, like the Recycler Charge Grenade which I decided I need to share. Plenty of uses for everything and anything, which I can’t help but love in games.

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The Recycler Charge: Simplest way to move furniture

All in all, I was impressed by the demo and can’t wait to get my hands on a copy. I know it’s 5 days out, but I probably wont be able to afford to pick it up till holiday or as a birthday gift. That is unless Bethesda wanted to send a review copy out, and I would never say no to that. *Cough* *Cough*

The take away for me with the demo is it is fun, it will exploration heavy which as you may have read in the last article, is my crack, and has unique ways to beat each situation. One of the worst things of the game was the constant jump scare noise blowing out my ear drums, and the sudden drop off of music to straight silence after what feels like 10 minutes of fight music when the threat died in minute 2. Besides those few issues, I can’t complain really. Hopefully the main game has some of these disjointed audio bugs fixed and the demo was just a basic build. It also hurts that progress doesn’t transfer over to the main game, because in the end I played 4 hours + and cleared out most rooms. Would have been nice to have the save transfer.

Now Enjoy my compiled screens I took while running through the demo. Also Don’t forget to pick up your copy of Prey May 5!

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3 Comments »

  1. The jump scare noise (if that’s what you call it) is always a pet-peeve of mine in gaming and film. If it comes from the game world then it’s at least understandable, but if from a random sharp orchestral note, then it just feels like a lazy attempt at fear.

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    • Agreed, honestly it feels like they found the perfect noise that causes jump scares, and instead of actually making a game scary, people throw that in to save time and creative thinking. Doesn’t take away from Prey too much though. Just honestly tired of the overuse.

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  2. Good read. I definitely plan on giving the demo a try this weekend since I’m still on the fence about this game. Sucks that they have jump scares in the game, it’s such a cheap mechanic when overused.
    That said, would you like to share your articles in our FB group? We’re a growing community of gaming bloggers and we’re always looking for more writers to share their work and discuss all things gaming. Just search for “Game Bloggers United” on Facebook. 🙂

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