After the debacle of Fallout on the Playstation, Bethesda are lucky they're not on the shitlist.
Fortunately, I am a big fan of the Dishonoured series, and Arkane Studios were put in charge of the development of Prey, so that's enough justification to claw back a little bit of benefit of the doubt.
Unfortunately, it doesn't quite live up to the standards of Dishonoured (It is at least functional, unlike Fallout). That's not to say Prey is a bad game. The foundations of a good game with some nice ideas do exist here, but it's let down by some poor execution.
You control Morgan Yu, who joins the Research team aboard Talos I at the request of his much more senior brother, Alex - President and CEO of TranStar.
During a series of induction tests, one of the supervising doctors is attacked by a Typhon, and you're knocked out by a non-lethal gas. You reawaken three years later, and the Typhon outbreak has wreaked havoc onboard Talos I. It's claimed that, within this three year period, most of the crew have been killed by the outbreak and there was various research performed in order to find ways to contain the spread of the Typhon influence, to little avail.
It's not really clear as to why you were seemingly unconscious for three whole years, but an aspect of the research was the construction of Neuromods. These assist in the genetic modification that can give humans greater abilities, as well as adopt those of Typhons, as a way of overcoming the Typhon threat. However, a by-product of the use of these is memory loss. Has three years actually elapsed? Or have we just lost our memory about something that actually happened a few days ago?
You meet a couple of characters early that establish the end-goal. An operator called January - Allegedly a past-self of Morgan - guides you to the final ultimatum of how to deal with the outbreak and Alex will also frequently contact you throughout the game to offer further guidance. The plot is a little bit confusing, in all honesty. I ended up going through this game three times in full and still struggled to make sense of certain parts of the story.
Unfortunately, the game has a few other deficiencies too. The Typhon variety is really underwhelming. They're just differently moulded shapes of black matter, and lack a scary persona that makes you feel genuinely intimidated by them. It's bland and boring, and whilst the environments have slightly more character to them, they also ultimately suffer from similar issues, and you start to realise how samey everything looks the deeper you progress into the game and uncover more of Talos I.
In fact, it isn't just the enemies that suffer from this sort of negligence. The character cast is pretty devoid of personality too. Morgan and Alex Yu are both dull and uninteresting main protagonists, and the only other character of any real significance you meet is January - A robot - and he/she still has more personality than any human you ever run into.
The game also suffers from crippling loading screen times. Every time you transcend beyond a door into a new section of the ship, or die and have to reload a save file, you can expect to be waiting. The absence of cutscenes is a typical feature of games like Fallout and Dishonoured, but when you witness how long you end up being stuck on some of these loading screens in Prey, it begins to have a negative impact on the flow of the game.
I did say the foundations of a good game were present though, so there are a few redeeming qualities too. The weapon variety is good, with each weapon serving a different purpose and opening up more ways to tackle combat.
The Gloo Gun can be used to temporarily freeze enemies in place, but also allow you to create bridges up to previously unreachable areas. Typhon Lures attract Typhon towards them, allowing you to deal with groups of enemies more efficiently, but alternatively, can also allow you to distract them long enough to make an escape. Even old classics, like the Shotgun, are punchy and feel like they're carrying a lot of weight behind them.
Progression is also heavily driven by the player. Talos I becomes fully available to explore very quickly, so you're not restricted on your movements. Can't access a room because you don't have the keycard for the door? You'll have the option to hack it. Don't have enough Neuromods installed to reach the required hacking skill level? There's a vent hidden around the corner you can gain access to the room via if you find it. This level of flexibility is the strongest suit of the game, and gives it a genuine sense that the player has full control.
In terms of trophies, this is a large list, containing 49 trophies in total, including the Platinum trophy. The biggest thing that stands out here is the fact that Prey makes no secret that it wants you to play it multiple times, and these hints are all over the trophy list.
You'll need to beat the game in at least 4 different manners, as well as juggle an absolute boat-load of missable trophies. By my counting, there are a whopping 44 trophies in this list that can be considered missable, and unrelated to beating the game in a specific manner. That is by far the most amount of missable trophies I've encountered in a single trophy list.
As a consequence, there are only 2 trophies awarded for reaching specific plot points in the story, so there is going to be a requirement for some meticulous planning within this trophy list. This is purely because there's a lot of synergy within these trophies, and some of them tie directly into one another. This is either because they're directly linked, or could become missable due to certain conflicting actions you take within the story.
Firstly though, a regular playthrough of the game, just to beat it and see where our progress takes us. There are no difficulty related trophies in this list, so you can cruise through on the easiest difficulty without repercussion, which might not be the worst idea if you're possibly overwhelmed by the volume of missable trophies. Anything that reduces the pressure is advisable. I went for a mixture between Normal and Hard difficulty levels across all playthroughs of the game and didn't really run into too many issues until the end, but we'll get to that.
The "I and Thou" trophy, awarded for Completing the game in the most empathetic manner possible, requires you to fulfil a certain number of requirements that mean you effectively earn the "good" ending. This is a hidden Gold trophy, so I wasn't even aware of the fact I was about to earn this on my first playthrough.
Apparently, there is a karma-esque points system operating at all times in the background of the game that'll track the decisions you make and actions you take towards others as you progress the story, culminating in a final score that determines whether you meet the threshold for this trophy.
The "Do No Harm" trophy, awarded for Completing the game without killing any Humans, was a trophy I was conscious to whilst going through my first playthrough, and achieving this at the same time is probably what led me to unlocking the previous trophy. It would make sense that I finished the game in the most empathic manner if I'd also beaten the game without killing anybody along the way, and that's a great example of how some of the trophies in the list work in synergy, as mentioned above.
There are also a generous amount of collectible-related trophies in this list too, which was another thing I was conscious to within my first playthrough. You'll need to read 190 employee emails, find 268 crew members of Talos I (both dead and alive), consume 30 different types of food and drink and listen to 88 TranScribe recordings.
This seems daunting, but there is something that may work in your favour. All of these trophies unlocked prematurely for me, which does seem to be a common occurrence, based on reports from others, so you may not even need to reach 100% collection rate for most of these requirements. I didn't need to use guides to find most of these things, and staff terminals will track the status of the employees for you, as well as tell you where exactly within Talos I you can find them, which essentially acts as an in-game checklist.
Finally, for this playthrough, it was important to pledge a commitment to only using human abilities, as a part one requirement for the "Split Affinity" trophy, awarded for Completing the game once only acquiring Typhon Abilities and again acquiring Human Abilities. Naturally, this would require a second playthrough.
I'd already beaten the game acquiring Human abilities, so being able to switch to Typhon abilities was an easy transition, and in all honesty, aside from the access to different powers, there isn't really much difference in the way you play the game between both playthroughs.
The Typhon abilities are a bit more useful in direct combat. Many of the Human abilities revolve around hacking terminals/keypads, improving the effectiveness of healing items/food and strengthening your character to be able to pick up heavier objects. Typhon abilities allow you to lift and throw enemies, spawn Phantoms to assist you in battle and deal shock damage via mind control.
Aside from this, the "I and It" trophy, awarded for killing every human on or around Talos I, was the primary focus within the second playthrough, and this was a little bit of a nuisance for a couple of reasons.
Firstly, it's important to note, the majority of the crew aboard Talos I are already dead. However, this can cause confusion, because you'll need to carefully track everyone and make sure those who should be alive when you encounter them, are actually still alive when you do so. Any human character who dies to anything other than your hands will negate this trophy, and this can very easily happen in a number of scenarios.
Humans can easily succumb to environmental disasters, such as gas canister explosions or fire from a burst pipe. This happened to me a handful of times. I'd sometimes find the human in question already dead and something had occurred off-screen that I didn't even see happen. Sometimes it would happen amidst the chaos of battle and was purely accidental. Either way, the remedy is to reload and hope it didn't happen again.
You'll also encounter plenty of mind-controlled humans, who roam around as living people, but are possessed by a Typhon mind-trap. If they spot you, they'll chase you down, their heads explode and they'll die, and this won't be credited to you either. They are also identified by turrets and other security measures as a Typhon threat, so if they wander into the firing line, they'll be gunned down on the spot. Reload and start the section over in any of these instances too.
Finally, there are a few set pieces at certain points in the game involving humans where you need to make sure they're protected in battle, specifically so they can remain alive for the sole purpose of you making sure that you're the one that kills them. If anyone succumbs in battle? Yep, reload your last save and try again. It's an interesting concept for a trophy, but it bought on much frustration and added an unnecessary element of trial and error that disrupts the flow of the game.
On the theme of how these trophies work in synergy with one another, it is also worth noting that when going for this trophy, it will lock you out of various other trophies that naturally become unachievable as a by-product of the death of every human character in the game. These include side missions tied to making life and death decisions and the achievement of the empathetic ending, so it's really important to track your list meticulously as often as you can. You don't really want to be playing through this game any more than you have to.
After a brief pitstop to grab the "Abandon Ship" trophy, awarded for Fleeing Talos I aboard Alex's escape pod before completing your mission, which can be earned just a couple of hours into the game if you follow the correct steps, we restarted the game one final time;
The "No Needles" trophy, awarded for Completing the game without ever acquiring any Typhon power or Human ability, is the most challenging trophy in the list, as you may expect from a trophy that essentially asks you to beat the whole game without ever having access to any character upgrades.
Without the ability to upgrade your character, this means your closest ally is your arsenal. Firearms are the key to negotiating this task, and it's purely by default, but even this has complications that become very apparent fairly quickly.
You'll get the ability to upgrade various aspects of firearms, including damage, reload speed, range etc. The first upgrade level for each upgrade aspect is readily available, providing you have a weapon upgrade kit, which are easy enough to find. However, any upgrades beyond this point will require a human ability, such as Gunsmith or Engineer, upgraded to a certain level in order to access further weapon upgrades. Due to the fact these abilities are gained through the use of Neuromods, we don't have that option, which means your weapons will only ever be able to reach a certain level of power throughout the entire run.
This is fine to begin with, but once you start to run into Technopaths, Thermal and Voltaic Phantoms, this does become an issue. The game will introduce these enemies at stages where you will have normally had a chance to match the strength of your guns to them, or even possibly have accessed a couple of Neuromod-based abilities to handle them. As a consequence of not having any of this, I just found myself running for my life a lot more often than actually sticking around to fight. I felt like the requirements of this trophy had put me into a situation where the most viable option was to flee.
I was pumping all my ammunition into bullet sponge enemies because every weapon in my armoury now felt like a peashooter - So I just deployed a strategy to start running between my objectives. Even then, it was still easy to die from a ranged attack or an enemy that would teleport directly into my path, and whilst running was a sound enough strategy overall, I almost felt like I was speed-running the game. There's a fine line between running for your life because you genuinely feel like you're in a tense survival horror scenario, and running for your life out of frustration at the fact you know you're probably about to get cheaply killed and you don't want to stare at another 45 second loading screen. Prey falls into the latter.
By the end, it actually made me start to really dislike the game. The final run had just developed into a frantic mess. Seriously underpowered due to the fact I could neither install Neuromods nor upgrade my weapons to even a modest level. Running through entire areas of the game as a counter-solution to avoiding combat. The story began to actually feel like it was dragging - A final playtime total of just over 22 hours for a run that I felt like I was speed-running for the majority of confirms that.
It's a sour ending, and it felt like a good time to draw this game to a close. Prey isn't a bad game, but it's also not the sort of game that should be welcoming you to beat it 3/4 times to earn the Platinum trophy in the circumstances it does. Attempting to beat it for a final time without using any abilities, and watching myself running through entire areas of the game just because I didn't feel like I had a chance in combat, sucked the remaining enthusiasm I had for it right out of me.
The amount of missable trophies is a little bit too much, too. It didn't really impact my game personally, but I've never gone into any trophy list like this before having to meticulously plan which trophies I need to make sure I get on a certain run of the game, and then also having to cross-check every one of them to make sure they're not going to cancel each other out along the way. Trophy lists don't need to be this high maintenance.
Managing to beat the game without using any abilities is worth a couple of points on it's own, and when you account for at least 3 full playthroughs of the game, with a dedication to collectibles, juggling a missable-heavy list and a lot of side questing in-between, this Platinum easily pushes the 60-70 hour mark. It's not a journey I'd really like to go through again - "TranStar Employee of the Year" has a nice ring to it though.
Notable Trophies -
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I and It -You killed every Human or or around Talos I. No Needles - You completed the game without ever acquiring any Typhon power or Human ability. |