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Prey gets so much right — but not the combat

Arkane Austin does so much to get me to love Prey: its setting, the Talos I space station, is an incredibly well-designed space; the station’s dozens of terminals and computers are filled with emails to peruse and secrets to find; the score and art design are striking; its wonderfully obtuse inventory and resource management system scratches the itch of any neat-freak’s organizational fetish.

So why do I find myself resisting this game?

Jay Malone and I got together to discuss Jay’s review of Prey and talk about our regretful grievances with Arkane’s loving take on the ‘Shock’ games.

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