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Old 07-02-2011, 09:17 AM   #1
Emabulator
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Prey 2 Preview


NowGamer has posted a preview of Human Head Studios' upcoming first-person shooter, Prey 2.

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This is a sequel, after all. Rather, the game mechanics show themselves to be a little worn. Cover-fire has been ripped from third-person shooters and dropped into Preys first-person world, creating a hybrid thats impossible to fully judge at this stage but has us worried that its an awkward fit.

We have a cover system, says Blewett. Its a little more than just snap in and out of cover. You can slide into cover, you can blindfire over cover, you can go into iron sights over cover and you can vault over cover. Its very smooth and very accessible. Were calling it agile combat and its one of the critical features of the combat system.

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Old 07-02-2011, 09:34 AM   #2
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We’re calling it agile combat and it’s one of the critical features of the combat system.
Sweet somebody decided to reboot Brink.
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Old 07-02-2011, 09:36 AM   #3
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Sweet somebody decided to reboot Brink.
Wasn't Brink a flop?
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Old 07-02-2011, 10:03 AM   #4
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A huge one! That agile combat system sounds exactly like Brink's Parkor shit. Canned QTEs every time you encounter an obstacle.
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Old 07-02-2011, 02:36 PM   #5
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I'm still irked that they're calling it Prey 2.

Just because it has 1% to do with the original Prey doesn't justify the use of the IP. Instead of helping sales, I have a feeling that using the Prey name is going to hurt them in the long run when people realize the game is just riding on the proverbial coattail of it's successful predecessor.

So far, nothing I've watched or heard about this game gets me even remotely excited...but I've been won over before. Just not getting my hopes up.
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Old 07-03-2011, 08:56 AM   #6
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Good, If I were getting shot at. I'd seek cover too. I think games that ignore cover and just go into bullet firestorms is unrealistic.
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Old 07-03-2011, 09:13 AM   #7
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Good, If I were getting shot at. I'd seek cover too. I think games that ignore cover and just go into bullet firestorms is unrealistic.
You mean those superlame titles like Halo where you've got second and third life bars cleverly disguised as shields?
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Old 07-03-2011, 09:26 AM   #8
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Borderlands used a similar shield system. I didn't think that was lame at all.
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Old 07-03-2011, 09:32 AM   #9
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Borderlands used a similar shield system. I didn't think that was lame at all.
The shields in Borderlands were not static.
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Old 07-03-2011, 09:37 AM   #10
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I wonder how well the "Agile combat" system would aid the player in navigating the dreaded Planking level.



Watch out, the boss has a fifth AND a blunt.
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Old 07-03-2011, 10:05 AM   #11
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The shield system in the Halo series changed somewhat across the titles. If you're criticizing the first Halo's shield (recharges) and health/life bar (hit points, essentially, but not displayed numerically), you could just as easily criticize the system in Borderlands. They function essentially the same way. The shield in both recharges. Your health in both has 'points' associated with it (numeric in Borderlands). The only minor difference would be that in Borderlands you can substitute shields with different effects, a feature I quite enjoyed as a loot addict.

I can understand if you don't like what is essentially a system of multiple health bars, but it's been used in so many different games that the criticism would need to be pretty widespread across a range of titles, Borderlands being one of them.
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Old 07-03-2011, 10:26 AM   #12
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Cover systems are a plague upon any FPS these guys are obviously creating something that will be bad.

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The hub is tied together with Brink-esque parkour... The city’s extremely vertical, so climbing is a critical part.
Fucking retarded... It seems like half the game will be parkour... Which was cool five years ago. Human Head got lucky with Prey and seem to have forgotten that. Now without 3D Realms involved they must be lost.
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Old 07-03-2011, 12:02 PM   #13
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Borderlands shields were Dynamic, optional, various models..... nope no way in hell you could compare them to the static shields in Halo.
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Old 07-03-2011, 12:23 PM   #14
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Dynamic sounds like marketing speak and repetitive of 'various models,' and they were only optional if you enjoyed paying respawn fees for dying repeatedly, otherwise you used them as they were necessary. There certainly were various models, that's true. That was awesome because while they're in effect handing you a second, and rechargeable, health bar they made it fun and concealed it well. Great game, but in my view Halo: CE was as well.
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Old 07-03-2011, 04:06 PM   #15
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A huge one! That agile combat system sounds exactly like Brink's Parkor shit. Canned QTEs every time you encounter an obstacle.
Holding down one button is hardly a QTE. I take it you didn't play Brink.
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Old 07-03-2011, 05:17 PM   #16
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That source is unreadable. Far too much unused space and it's way too fucking white.
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