Prey: A First-Person Thriller Where Danger Shapeshifts Around You

Bethesda and Arkane Studios’ Prey delivers a gripping first-person action-adventure experience set aboard a doomed space station. Launching on May 5 for consoles and PC, the game redefines suspense with its shape-shifting alien adversaries, the Typhon.

The Unpredictable Threat: Meet the Mimics

At the heart of Prey’s tension are the Mimics—amorphous, inky-black creatures that can disguise themselves as any object in the environment. Unlike scripted enemies, these foes operate dynamically, forcing players to stay vigilant.

Key Gameplay Mechanics:

  • Gloo Gun: A versatile tool that immobilizes enemies in a sticky substance, allowing for creative combat solutions.
  • Environmental Strategy: Players must adapt, using fire, melee attacks, or improvised pathways (like building staircases with the Gloo Gun) to survive.
  • Non-Linear Exploration: The entire space station is open for traversal, including its exterior, encouraging experimentation.

Behind the Design: An Interview with Lead Designer Ricardo Bare

VentureBeat sat down with Ricardo Bare, lead designer at Arkane Studios (Dishonored), to discuss Prey’s development and unique vision.

From Concept to Reality

  • Development Timeline: Nearly 3 years, following Dishonored’s DLC.
  • Inspiration: A sci-fi reimagining of Arx Fatalis’ open-ended structure, with no direct ties to the original Prey franchise.
  • Core Theme: Isolation and perception—questioning what’s real in a hostile environment.

Designing the Typhon

Bare emphasized avoiding clichés: “We didn’t want ‘orcs with laser guns’ or generic bug aliens.” Instead, the Typhon embody mystery:

  • Behavior: Mimics autonomously imitate objects, creating unscripted surprises.
  • Art Style: Their inky, fluid forms draw from comic book influences like Venom.

The Protagonist: Morgan Yu

The half-Chinese, half-German lead character, Morgan Yu, reflects Arkane’s commitment to diversity. “We just thought it was cool,” Bare admitted, highlighting the team’s creative freedom.


Gameplay Philosophy: Player Agency and Improvisation

Prey rewards creativity:

  • Open Space Station: Unlike traditional open worlds, the station is a tightly designed sandbox.
  • Emergent Solutions: Weapons like the Gloo Gun serve multiple purposes (combat, traversal).
  • Moral Choices: Survivors aboard the station react to the player’s decisions.

Final Thoughts from the Team

As launch approaches, Bare reflects: “We’re proud but anxious. Seeing players’ unique strategies has been incredibly rewarding.”


Image Credits:

  • Prey gameplay and developer photos courtesy of Arkane Studios/Bethesda and Dean Takahashi.
  • Screenshots showcase the Gloo Gun’s versatility and the station’s sprawling design.

Prey releases May 5—prepare to question every object in your path.


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