Vicarious on 11/12/2016 at 21:17
Been reading/watching some stuff from the (
http://www.gameinformer.com/p/prey.aspx)
Game Informer coverage and there are few bits of info that caught my attention.
First of all, they still say the game is one persistent world, one giant mission and that outside of the beginning you can go pretty much everywhere. Interestingly they say there is an area early on that you can go to but because the aliens there are very strong, you'll likely not survive... but you can still try. There is also an elevator that you have to fix and once you do, you can travel between the decks (yup). Surprisingly, there actually is weapon degradation in the game and your stuff will break if you can't maintain it. Finally, as if it didn't have Shock2 written all over it already, there are [spoiler]possessed humans that are aware that they're being controlled so they warn you when you approach them. By the way, you can take them out nonlethally.[/spoiler]
It sounds cool but only because it's familiar for obvious reasons. Gotta wait and see how it turns out.
EvaUnit02 on 15/12/2016 at 09:39
Quote Posted by Vicarious
Wow, it IS CryEngine! (confirmed by the official site) I'm really surprised. I thought it was their in-house Void Engine.
Seriously, why isn't it id Tech 6 then?
Better than shitty Void Engine, which is modded IdTech 5 aka a dumpster fire. I bet that trash still uses Radiant as the level editor. The CryEngine sandbox editing suite is from this century at least.
They released the mod tools for 2015's CoD: Black Ops 3 and even that's still using Radiant.
Vicarious on 1/1/2017 at 18:16
(
https://www.youtube.com/watch?v=GdsP_jyrjBI)
35min Q&A sessionThere are just a few survivors in the game and, interestingly, you can kill every single one of them (or they can be killed by aliens). Also, if they die before giving you a quest, you can still finish it because it exists in the gameworld anyway. Pretty cool.
Nameless Voice on 1/1/2017 at 18:23
The fact that "can you kill everyone?" is such a commonly-asked (and commonly answered) question makes me wonder about us as a society.
Sulphur on 1/1/2017 at 18:26
Surely, the fact that most video games have always been about death, destruction, and excessive displays of power should have made you wonder that earlier.
faetal on 1/1/2017 at 20:24
Quote Posted by Nameless Voice
The fact that "can you kill everyone?" is such a commonly-asked (and commonly
answered) question makes me wonder about us as a society.
I can't remember which game it was, but I do remember gamers being very pissed off that you couldn't kill kids in it. They claimed it ruined immersion.
Immersion of what?
Yakoob on 1/1/2017 at 20:57
Immersion of killing kids of course. I just popped 3 on my way back from new years.
As for prey i was curious to hear that actually. not because i want to kill them but it implies the game is more open ended and gives player choice/freedom instead of railroading down a certain path.
Nameless Voice on 1/1/2017 at 21:59
That was Fallout 3, because the previous two games did allow you to do it (and penalised you harshly if you killed more than two, including one character who was technically a child but was more than a little evil.)
To be fair, it is a little silly for people to be immortal. I was more commenting on the amount of effort developers go to in order to make everyone killable (which could theoretically have been spent on other things.)
That said, the actual scenario they are trying to account for is usually "if this NPC dies or is killed for some reason, can the game still cope?" - being able to kill absolutely everyone is just a side effect of handling it for any and all individual cases.
Personally, I think having important NPCs be immortal is an acceptable break from reality, because them dying is usually more annoying than anything else. Now, instead of just having to reload if I die, I have to reload if an important NPC dies, or miss out on a part of the game? I don't really see the benefits of it.
Pyrian on 1/1/2017 at 22:57
Half-Life 1(!) had a trigger where if a necessary NPC died, the game just ended with something along the lines of "Misuse of Human Resources". I liked that approach. Yeah, you can do it - you just won't win if you do, and we're not going to hang around waiting for you to figure that out (nor are we going to go to ridiculous lengths to make the game still beatable after you eff the eff up). Makes sense to me.
Yakoob on 2/1/2017 at 04:02
Indeed it works in HL1, because its a corridor shooter. In a more open game like immersive sims, it takes away from how really simulated the world is.
Honestly, I care for it more because it reflects the devs philosophy on the title: do we want a specific linear experience vs. do we want to give player complete freedom. Different games benefit from different approaches, of course.
That being said, immortal NPCs don't usually bother me as long as it's not them getting themselves killed repeatedly and necessitating babysitting (ah escort missions...)