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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