#nintendo has always been very good with its stylization in general
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Just a dumb thought about zelda art style
I love the new links to the awakening art style and toy-like aesthetic. But a part of me wonders why have not returned to the windwaker artstyle again. It was used for other games not connected to windwaker like Four Swords and minish cap. I just miss the art style a lot and would like to see it again.
#the cel shading was so pretty#i wonder if theres a reason why that style cant be returned to#it seems more than ever you can mimic the style of concept art#nintendo has always been very good with its stylization in general#ramblings for the void
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Matt Giguere’s Top 10 Handheld Games of 2019
Handheld gaming is in a weird spot. Beyond the plethora of mobile devices running iOS or Android and the app store fronts they offer; the handheld market has now been distilled down to one major device in 2019. Lo and behold, Nintendo, once again sits alone on the hill. While the Switch has seen great gains in maintaining a constant flow of software on its platform, the vast majority of their releases are either mobile ports or older games from generations past. It is amazing on how much has been released so far, but what makes a handheld game a “handheld game” now anyway? When your choice can be a small bite sized game like BOXBOY! + BOXGIRL! or a massive single player game like Tales of Vesperia, there really isn’t much of a difference what a handheld platform can offer compared to the home consoles for the types of games that can be played. As the Nintendo 3DS and Sony PlayStation Vita sunset into their legacy years, there seems to be a wider line on what can be considered a handheld game.
Nintendo did release a portable only version of the Switch this year, dubbed the SwitchLite. Considering that most of my playtime has been in handheld mode, I picked one up shortly after release. After a few months of playtesting, I think this will be my go-to system for the foreseeable future. I adore the form factor size. The original Switch still works great for quick pick up and play in my home, but I find the new model easier to hold in my hands and store away when I’m travelling. The dedicated directional pad, as opposed to separate buttons because of the nature of the detachable joy-cons, is a big selling point for the myriad of 2D platformers now on the system. I sometimes miss the “HD Rumble” feedback that had to be cut, but that is a small gripe. If you don’t care for playing games on the big screen in a higher resolution and varying framerate, I highly recommend picking this dedicated handheld up.
Admittedly, a lot on my best of 2019 list are games that can be enjoyed on the big screen, especially with the convenience of the Switch’s hardware. Of the games I played this year, I think this smattering represents a healthy dose of what managed to present a case that gaming on the go is still well alive and ever changing.
Top 10 of 2019 or the Hollow Knight Memorial List*
*Sometimes when making a top list our favorite thing came out in a different year or is so clearly ahead it is a lock of number 1 across every critic. This year Hollow Knight from Team Cherry captivated me like nothing else that released this year. Alas, this game came out in 2017. So instead of placing it on my official list for 2019, it takes the honor of being my list’s name. This Metroidvania style exploration platformer is full of surprises, sometimes subverting my expectations when I thought there wasn’t anything left to uncover. If you have a Switch, I highly recommend checking out one of my favorite games in the genre since Metroid: Fusion.
10. My Friend Pedro (Switch, Xbox One, PC)
An action, score-based shooter that I’ve had my eye on for years since seeing the gif put out by publisher Devolver Digital and developer Dead Toast Entertainment. The nature of this very tricky to pull off and even harder to master game lies in its focus on style. Moving across short levels on a 2-D plane, you must, roll, spin, flip, kick, skate, and, of course, kill combo as many enemies to place a high score and a top rank. While there is a story to keep the drive of the game moving forward, I wouldn’t say that should be the guiding factor to check this out. Rather, I found the quick get up and quick play of a level or two perfect for on the go gaming. Once the controls click, this game really delivers on its promised “Bananas” style.
9. Untitled Goose Game (Switch, Xbox One, PS4, PC)
“What if Hitman, but a Goose?” is probably the most quoted pitch heard for this small, but very charming game by developer House House. In it you play as, well, a goose who terrorizes a small town from every front. From untying shoes so people trip to locking helpless victims in garages, no one is safe from this feathered menace! Okay, so the Hitman comparison is apt, minus the extreme brutality, for this sandbox-lite adventure. The best I can compare it to is an interactive toy; one that is unique in how the player can approach a situation and explore the possibilities of what can and will happen within the rules of the program. It might not have the deep experimentation of a larger game of its kind, but I found its calm and lighthearted nature makes this a very stress-free experience, especially when you are the one dealing out all the harassment.
8. SteamWorld Quest (Switch, PC)
I don’t normally go for card-based RPGs, but when Image & Form provide a new adventure in the SteamWorld universe, I had to check it out. This might be the one that changed my mind, because after several turns, I was hooked. The adventure itself keeps things relatively jovial with plenty of jokes and wit to keep the story moving forward. It can be easy to stick to one group of characters, a limit of three per battle, but I find more enjoyment in the battle system when different combinations are put into play. The battle system also provides linked combos that offer bonuses and stringing cards together in a row also adds more to the strategy. Building a potent strategy is where I found the most engagement in this RPG, and all the trappings around the edges made this one stand out in my mind. A good starting point in the genre for those curious.
7. Baba Is You (Switch, PC)
A tough logic puzzler I think goes the extra mile with its charm and style. You play as Baba. Or, rather, Baba is you, or a wall, or section of water, or a skull, or... well you get the point. The goal in each stage is to reach the “Win.” What is the “Win?” Most of the time it is a flag, but really it can be anything. Using a simple push function mechanic that many top-down puzzlers have used before, the twist comes in that you can have these sentence blocks to push around and affect the game’s logic. For example, if the winning object is out of reach by a wall that forces you stop (“Wall is Stop”) you can push one of the sentence blocks away so you can pass through the wall. Even making a sentence to “You is Win” will also result in a victory. The difficulty can be a bit stiff, but I would often find myself just thinking about a stuck puzzle while out and about and think of the solution as a sort of epiphany. Even when getting stuck on a tricky brain teaser, the game offers multiple paths so you can keep progressing through. Certainly, Baba Is You has been on my mind since first playing it.
6. What The Golf? (Apple Arcade, PC, Switch TBD)
If Desert Golf is the pinnacle zen of the golf sport genre, What The Golf? embodies its “party mindset.” Yes, it is golf, and yet, it becomes something more than just golf. Sometimes you will find yourself having to hop across a very familiar level. Other times you will have to coordinate trick shots while being an exploding barrel. And sometimes, there’s just good old-fashioned bowling. What The Golf? will keep you on your toes, especially if you are fond of video games released prior to this. I won’t spoil some of the surprises in store, but some of them had me in stitches from laughing so hard. It would be nice to fully outright buy this game on the iOS App Store, but for now, a subscription to Apple Arcade is the only way to play this on the go.
5. Sayonara Wild Hearts (Switch, Apple Arcade, PS4, PC)
Another Apple Arcade exclusive for mobile (you can also buy it on the Switch at this time), this one showcasing music and style. If there is one thing that counts in making an impression on me, it’s presentation. Sayonara Wild Hearts is described as a pop album video game; one you experience as much as you listen to. The format seems simple at first. Guide your character along the track and collect different items for points to rank a high score while also dodging obstacles. Soon though, things start to mix up as fast as the soundtrack’s BPMs start to pump up. While the touch controls are adequate, I think for certain spots, a physical controller would have been nice. However, there are movements that are far easier to pull off using a touch interface, such as time hits reminiscent of music games like Elite Beat Agents. This gem of a game needs to be experienced at least once, not only for the wonderful soundtrack, composed by Daniel Olsen and Jonathan Eng and featuring Linnea Olsson on vocals, but also to see the twists and turns the game takes. This little game surprised the hell out of me, and I think it will be one that I will revisit again based on its production.
4. Ape Out (Switch, PC)
Sometimes we all need to get out. Especially when you are an ape stuck in a cage. That’s the conceit of the top-down, twin stick, hyper violent, and super stylized game, Ape Out. There is one goal: Be the ape and get the hell out! The concept is very rudimentary which I feel allows the game to shine. You will have to run, dodge, grab and toss enemies to reach the exit while the only advantage is being able to take three hits before going down. Enemies have guns that the player can’t use in the typical way. Instead, grabbing a foe allows one immediate shot to be fired from the grappled target. Used strategically, it can get you out of a lot of close calls. Other enemies can have bombs or body armor to keep this from being too repetitive and thanks to the game’s art style, they all look distinct so there’s no confusion on who you are fighting. Levels are procedurally generated as well, so even thinking on memorizing enemy patterns doesn’t always work. The fluorescent color palette and very minimalist style, like that of a Saul Bass movie poster, highlights the chaos and violence without making it too gross or unappealing. Even the soundtrack is minimalistic, utilizing only jazz percussion that plays out dynamically as the action plays out in real time. A feast for the eyes and a challenge on the thumbs.
3. Katana Zero (Switch, PC)
Taking a page from one hit kill action games like Hotline Miami, Katana Zero plays out at first like a typical note from the genre, right down to its ‘80s aesthetic. You clear room after room of enemies, slashing with your katana, wall jumping to high points, and focusing time to slow down and either dodge or reflect projectiles. A lot of this game is a throwback thanks to its choice of graphics, 2D platforming and story points from movies like Drive and Leon: The Professional. It is thanks to the presentation that makes this game shine for me. The story, music, graphics and gameplay presentation are what makes Katana Zero so high on my list. Clearing rooms is fast paced and quick, with messing up only taking several seconds to get back into the fray. While the loop of the game can get a bit repetitive, there are plenty of surprises that change up the standard formula of the game as you progress. The story does a nice job of not only driving things forward, but also tying in gameplay concepts into the narrative. The music is a healthy blend of synthwave and some very heavy and experimental electronic tunes (one that I’ve had on repeat most of the year). The overall games is fairly short and ends on a bit of a cliffhanger, but there are speedrunning modes and secrets to uncover from replaying. Katana Zero stands as one of the best independent games this year.
2. Fire Emblem: Three Houses (Switch)
There was a time when Fire Emblem was on the ropes, becoming a lagging franchise that was not connecting with strategy enthusiasts on the home consoles. Then in 2013, things changed with the release of Fire Emblem: Awakening on the 3DS. Nintendo and Intelligent Systems had intended that game to be the last in the series. Instead, we got another 3 (and 1/2) games released on the 3DS this past decade. Now it’s time to pass the torch onto the Switch and boy did they deliver on a packed adventure! Instead of just following one or two paths like most FE campaigns, Three Houses offer up to four different story playthroughs that each roughly takes about 50 hours or more to complete. There is also a vast amount of customization thanks to the setting being centered around a military school and teaching classes. If you love watching meters and bars fill up, there are tons of those to be had in Three Houses. Even though not every aspect is well thought out (the amiibo gazebo comes to mind, even though it is the best named mechanic), the cast of characters and support conversations (all fully voice acted) provide some rich storytelling from a character development standpoint. Do check out this game as it is one of the best in the series.
1. Tetris 99 (Switch)
“Where are we dropping, Blocks?” In a personal first for me, a multiplayer game has taken my number one spot. Tetris 99 is just that. Tetris. However, it’s you versus 98 other players in a battle royal style completion. Released as a free download to Nintendo Switch Online subscribers, it now has multiple versions that can be bought as well. Thanks to constant updates and weekend tournaments, the online community is still strong, so finding matches is quick and painless. Playing against such a wide number of challengers turns the typical Tetris strategy on its head. Racking up combos instead of quickly clearing lines, for example, is one way to secure victory, but leaving too many gaps and holes can prove disastrous if you suddenly become the target of a handful of players. Even though I have yet to secure a 1st place finish, the nature of Tetris keeps me coming back for more. Whether it’s facing against bots, friends, marathoning solo or playing the featured battle royal, this is a fun version of Tetris to be had.
#matt giguere#goty#gotggoty2019#my friend pedro#untitled goose game#steamworld quest#baba is you#what the golf#sayonara wild hearts#ape out#katana zero#Fire Emblem Three Houses#tetris 99
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Game #1- “Undertale”
Little remains to be said about “Undertale” that hasn’t been said countless times since its release in 2015. It was so impactful upon release that anyone writing about games had to share their thoughts on it. “Undertale”’s effect on the medium of games and the social platforms they’re discussed on cannot be exaggerated. Few games have ever commanded such a cult following, and even less of them have come from a single indie developer. Produced almost entirely by one creator, Toby Fox, “Undertale” was designed from the ground up to tell a story that should be played numerous times, deconstructed, dissected, and contemplated. It features an attainable three endings, that uniquely, require three distinct play styles from the player, rather than asking the player to make choices at key points in the story. Heavily inspired by the RPG series known as “Earthbound” in the west or “Mother” in Japan, “Undertale” is infamous for its’ subversive storytelling, similar to indie compeer “Five Nights at Freddies”, which was released by Scott Cawthon a year prior.
From the outset it is made immediately apparent to the player that they are not playing a run-of-the-mill videogame. Sinister undertones are sown from the beginning, warning players to tread carefully and be more conscious of their surroundings. The game repeatedly makes statements about player expectations and the relationship between game designer, the wizard behind the curtain, and the player. The core loop present in Undertale revolves around simple exploration and making choices, choices that subvert established shorthand norms in videogame design that have not changed much in some thirty-odd years. Its’ self-reflexive humour, puns, and observations have resonated with a generation that were weaned on meme humour. The core narrative is not as compelling as its cult following suggests, and is disappointingly overly simplistic as it unfolds, the game’s mysteries buried far deeper than some will be willing to dig. The narrative is not substantial enough on the surface, and relies too heavily on YouTube theory videos to expand on the hidden lore. Both the worst culprits and the biggest victims of this are the two skeletal characters the protagonist shares the stage with, Sans and Papyrus. Their importance to the plot are for the player to discover, but this will more than likely occur outside of the confines of the game. Similarly, it’s a little frustrating to walk past story content that you know is there, but is locked behind an obscure puzzle with a solution that frequently won’t be available to the player until the final sections of the game. The humour is good for a chuckle early on, but it’s incessant, and starts to grate as early as three hours in. The humour is more Douglas Adams than Terry Pratchett, a trying amalgamation of dad jokes and Christmas cracker jokes.
Even with a run-time of somewhere between four and six hours, “Undertale” might outlive its’ welcome for some. It is best experienced in occasional half hour bursts, as mainlining it may turn into a bit of a slog. Save points are mercifully frequent and always available before boss battles, and it is advised to always replenish healing items when a store comes along.
The boss battles are challenging but perfectly tuned. Toby Fox has gone on record saying that he did not want the game to require grinding to complete, and he achieved this. Some bosses are challenging and will require a handful of attempts until their attack patterns and weaknesses can be figured out, particularly towards the end, when the game gradually becomes a boss rush. The game’s turn based battles are crossed with bullet hell mechanics to invigorate this traditionally monotonous gameplay loop, and are one of the game’s most inventive features.
Despite this the story remains well paced, and the player is swiftly led from area to area, through puzzles, plot points, and phantasmagorical environments. The game’s character and environment art are not consistent with either an 8-bit or 16-bit aesthetic, a deliberate creative decision by Toby Fox and the mark of a passion project executed with confidence and creativity. Character designs are simple and mostly static, but varied, appealing and expressive, and have been a key factor to the game’s success. The plodding protagonist’s design is simple and perhaps a caricature of the target audience, slightly bulbous, with unkempt hair hanging down over narrow, sleepy eyes; his yellow skin perhaps a nod to many of the most famous stylized characters in entertainment; Spongebob Squarepants, The Simpsons, Minions, and of course Game Freak’s cash cow, Pikachu.
Toby Fox’s greatest accomplishment by far is the game’s soundtrack. Orchestras as far as Japan have paid homage to the career-defining melodies Fox penned for “Undertale”. The warbling battle theme ‘Enemy Approaching’ is a fortifying rub on the players’ shoulders while the game over theme, ‘Determination’, is a encouraging pat on the shoulder. Players will forever recall a great betrayal listening to the sweeping and melodic ‘Heartache’. ‘Dating Start!’ is pure comfort food for fans of Phoenix Wright; it’s very reminiscent of Noriyuki Iwadare’s work on the Ace Attorney series. ‘Snowy’ will become a staple on many peoples’ winter playlists, and indeed the entire soundtrack will likely be enduringly and regularly enjoyed by many of its fans.
Perhaps the most surprising thing about “Undertale”’s success is how Nintendo have failed to capitalize on it with a revival of the “Earthbound” franchise. Perhaps we’ll see something from them this year, as 2019 marks their franchise’s 30th anniversary. While gamers wait, Toby Fox does what Nintendon’t, releasing ‘Delta Rune’, a several hour long ‘demo’ set in the same universe as Undertale, in late 2018.
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One of my other fave cuddles is my gengar named gaspar! I’m really filled with love for him too right now cos I’m learning ev training and apparantly he ended up being perfect for a speedy build, which just seems so cute and fitting for his personality! ^_^ I’m a bit tired so i dunno if I’ll ramble as much about him but here we go!
Gaspar is also a good friend: The Post
He also has a lil story behind how I got him, I think his is the more silly one. See, he’s actually a sinnoh reminder of mine! There’s one ~absolute asshole~ npc in sinnoh who offers you a trade of a haunter for a kadabra, but then when you get it you find out it had an everstone attatched. So she got a trade exclusive evo and left you without yours, and this is friggin AN INGAME NPC! It was so memorable to me because i got trolled by nintendo personally! XD So i wanted to spite that npc by adoring that haunter so much forever. And I kept him for the next decade and loved him a many! I actually kinda got attatched to him being stuck as a haunter forever, cos I didnt have any friends to trade with. Haunter has always been my fave of the evo line, even if i preferred its early design where it was shadowy and had a glowy outline similar to gastly. (I think that stopped in gsc? it was always pure purple in the official art but the spritework looked SO much better...) So I actually ended up irrationally upset when he finally evolved by accident during a trade like six years later. i totally forgot that he even COULD evolve! I feel bad that i was upset at my friend I did the trade with, I knew it was irrational but I still whined like a lil baby. I was all ‘ugh now he’s FAT’ like a stupid hypocrite XD But now that we have mega gengar and i have my own gengar plush at last, ive grown to like it a lot more. And honestly id still be just as attatched to my pokemon even if they completely change appearance, its not like I hated gaspar just because i didnt like the species as much. IM SORRY GASPAR FOR MY DUMB POUTING! You are so cool you changed my mind on gengars!!! Also its a nice excuse to redesign his really old gijinka form I drew once:
Anyway, his personality is a big ol childish goofy lug! He’s kinda similar to the personality i ended up headcanoning for my rotom gizmo all those years later. honestly i always have a sort of perspective on how all ghost pokemon fundementally are, even tho i still try and give them their own personality too. All ghosts are some form of cheerful tricksters, okay! Gaspar in particular is a big snickering lazy loaf of hugs who is absolutely addicted to sugary junk foods. ‘The wonders of the modern world!’ Even though he’s kinda procrastinatey about actually doing what he has to do, he’s very hyper about pulling pranks on everyone and generally being kinda like Loki from norse myth? He’s a bit more morally flexible than the others, or its more like he has trouble remembering what a lot of stuff was like from being human. (I’ll get to his backstory in a bit!) He’s definately a well-intentioned guy but he can be very scary to his enemies, and sometimes accidentally cause problems for the group cos his vices are easily manipulateed. He tends to get stringed along by his ‘ghost instincts’ to pull pranks even when its self destructive, and he always jumps in without thinking. A candy in the middle of a blatantly obvious trap = he registers the candy part and only gets the rest when he’s already captured XD But also he’s probably the member of the older pokemon that’s the most open about his affections. He’s one big ol jolly hug to everyone who asks, and everyone who doesnt! Even though him and Reaper can both be sly together, he doesnt understand this young man’s strange fascination with pretending he doesnt have emotions. Gaspar’s one big driving force behind all his various quirks is that he’s flawlessly honest. He finds it hard to keep quiet when he’s joyous, and everything is made of joy nowadays! He’s just really happy to be alive right now... or, well, “alive”. But also his easily exciteable nature means he blurts out all secrets with no restraint, and has trouble not throwing a childish tantrum whenever the tiniest thing goes wrong. Though, still, he’s very rarely ACTUALLY angry, and will forget about it in like ten seconds. he just kinda enjoys making a fuss XD Then again on the rare occasion he is mad it is because you HURT HIS CHILDREN, and you will really get to see why gengars are known as spirits of vengeance...
So yeah! Backstory! This was actually the first thing I thought up for him, and it shaped his whole character. Again, it all came from that one weird ingame trade! ‘Gaspar’ felt like an odd name to give a random trade, I mean its a cute pun but also its like an olden times name you dont hear often. So I imagined maybe this ghost is the spirit of a human from long ago, and obviously he’d be excited to try modern junk food, etc etc the beginnings of a character! But cos I am blessed with the ability to create sad headcanons out of everything, I... did that! Alas! I somehow got a really sad idea for who this mysterious old human nobleman could have been. I thought maybe he was a guy who was murdered and came back from the grave to take revenge on his killers, but then had to deal with still being stuck here even after his big quest was finished. Making a new life because he cant go back to his old one. Initially the idea was that he was a guy killed on his wedding day, hence the tuxedo in that old design. But he ended up feeling more like an asexual character as I developed him, so thats a bit outdated now. He’s just like the dad of a thousand kids and no wife. Its good that he’s finally happy nowadays with all these new friends! A shame it took that long though, he can barely even remember who he used to be. (A more cynical part of him thinks that maybe going senile is the only reason he’s able to finally let go, and he wonders if he missed many other chances to make a new family cos he was so hung up on mourning a life he couldnt go back to...)
Anyway, even though his powers were born from rage and hatred, he finds that becoming a ghost is the thing that helped him forget all of that. He just has kind of a childlike joy for this stuff. He claims its ‘pokemon instincts’ or whatever and he had no part whatsoever in his own development from a scary anger man into everyone’s dad, but honestly that just seems like he’s making excuses not to give himself credit. there’s nothing here but the fact that his fundemental nature is a kind man who can find wonder in the simplest of things. Yknow, when he isnt being distracted by great tragedy! It was just like ‘wow i’d never thought about it but gaining the ability to fly and walk through walls is pretty kickass’. Think of all the pranking potential! And he proceeded to distract himself from his loneliness by haunting the graveyard and running around wearing bedsheets. But at the same time sneaking around the town and doing good deeds for everyone, even if they were all terrified of him. And no matter how sad he got, he could be cheered up by the tiniest thing like just being able to see the sunset again. He always remembers how scared he was thinking that he was gonna die at such a young age and never get to do so many things... And then his loneliness started easing when he realized he could talk to other pokemon now, and he worked up the courage to leave his grave and travel the world in search of a new place to belong. Then... he ended up with a bunch of shitty trainers!! But at least thankfully he was finally traded to our protagonist and now things are looking up ^_^
Oh and yeah thats why his old design looked so young, even though he was always meant to be the oldest team member. (Not just chronologically I mean, he’s like 300 but he’s like middle age by ghost standards.) Tho really saying he died at a nebulous teen-young adult age was just my excuse because those were the only people I was able to draw at the time. And i was dumb and thought every other sort of more creative design was ‘ugly’ and everyone should be a generic anime bishie :P Honestly redesigning him to look like a cool cuddly butler or a circus ringleader or all the millions of gengar gijinka ideas would be a HUGE improvement for his character! Even if he’s childish he’s still the team dad, yo! Im just worried that I won’t be able to draw a spoopy action pose again, I always felt like that first pic was a huge fluke. It was my best piece of artwork for like four years straight, I barely ever improve :P Also I really liked his hair as a haunter, but funnily enough I designed him like a few months before Charon was revealed, lol. Now it just looks like i tried to copy him! Bishie teen gaspar loses a bit of the appeal when he’s stealing looks from old men XD I’m thinking maybe he could have a cute mustache of some sort now, in the shape of ghosty spikeys? or a top hat that’s spiky on top, or a bunch of other ways to make him resemble gengar’s mohawk without actually having one. Nothing against that hairstyle but it maybe wouldnt work for a middle aged stay at home dad whose greatest form of punk activity is eating frozen poptarts out of the box.
OH WAIT Maybe he could reuse this design I did of myself as a ghost for a meme??
“chubby characters are something I will never draw ever, they can never look cool” said the past bunni, continuing to be incredibly chubb srsly ditching the self hate and doing some stylization lessons is the only place where i can admit my art improved!
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'Prey' review: You'll never be more afraid of a coffee cup
‘Prey’ will have you terrified of everything you see.
During my first two hours of playing the video game “Prey,” I spent more time shooting at coffee cups and trash cans than I did the malevolent aliens that attacked the space station I was sneaking around. No, this wasn’t part of my ongoing grudge with office supplies.
I was blasting and bashing discarded notes, plates, burned-out hard drives and cans of green tea, because on “Prey’s” massive Talos 1, they could actually be the very aliens hunting me.
These Mimics are just one of the various forms taken by the Typhon, the beings that have taken over the station. And the continuous fear that the health pack I’m reaching for will turn out to be one, coupled with the desolate feeling of a space station all but devoid of human life, permeates “Prey.” It is one of the most disturbing games of the year.
Still, “Prey” has its issues, including a story that barely holds it together long enough to keep you going to the game’s conclusion.
Welcome to Talos 1
“Prey’s” path to release has been a complicated one. The game was originally set to be a sequel to another game named “Prey” released back in 2006. That sequel, though, was eventually cancelled entirely before it hit the market.
‘Prey’s’ enemies will terrify you in the game’s opening hours.
Bethesda’s Arkane Studios, the developer behind “Dishonored” and “Dishonored 2” eventually came in to create the game now know as “Prey.”
But nothing in “Prey” requires you to know its history. The game exists in a universe all its own. One in which John F. Kennedy dodged the fateful shot that was supposed to take his life, resulting in a completely different timeline in which the U.S. and Russia help develop a massive space station that eventually becomes Talos 1.
‘Good morning, Morgan‘
If you’ve followed the lead-up to “Prey’s” release, you likely know that its first 30 or so minutes are a smokescreen for the real narrative. I’m not going to give away any spoilers if you’re coming into this review fresh, but it’s certainly a surprising twist.
You play as Morgan Yu — you choose whether you want to be a male or female at the beginning of the game — one of the heads of Talos 1. He essentially wakes up one day to realize the station is being overrun by the Typhon. And fighting them off is surprisingly difficult.
‘Prey’s’ environments are a gorgeous blend of art deco and futuristic.
Arkane not only limits your firearms at the outset of the game, but the amount of ammo available to you throughout. I regularly found myself running low on rounds after nearly ever encounter with the Typhon. And with the aliens’ various abilities, including psychic, fire and electric-based attacks, you end up taking a ton of damage in short order.
Unfortunately, the Typhons’ character designs wore thin rather quickly. The spider-like Mimics and a handful of floating variations aside, the Typhon are largely humanoids made of black, wriggling goo.
Thankfully, the world of Talos 1 feels surprisingly alive despite its lack of human inhabitants. The station’s art deco meets distant future styling absolutely gorgeous. And while I inevitably backtracked through locations a few times, I always seemed to find a new nook I missed my first time through.
Piecing together the past
“Prey’s” backstory generally plays out through voice recorders and emails left behind by the station’s crew members. Piecing together their lives before the Typhon outbreak and their interpersonal relationships was one of the game’s biggest draws. I regularly found myself ignoring the main quest to complete a side mission and find out a particular character’s fate.
The environments also allowed for inventive, open-world-style exploration. I was able to access a previously locked area by bypassing a door and building a rudimentary ladder out of a kind of quick-drying cement called GOO.
‘Prey’s’ enemy design can become rote over time.
Outside of the guns and grenades you’ll find strewn about Talos 1, Morgan also gets access to a variety of special abilities. You access these via a fairly large RPG-style skill tree that includes basic upgrades to your health, stamina and hacking capabilities, as well as paranormal skills that let you create fire mines or manipulate objects with your mind.
Unlocking each ability, though, requires you to spend resources called neuromods that are relatively hard to come by in the early part of the game.
Thankfully, Arkane built a system that allows you to create these neuromods, as well as health packs and ammunition. But you’ll need to collect junk throughout the station in order to recycle it and turn them into these objects, which takes time.
There’s some bad with the good
I enjoyed my time with “Prey,” though it does have some shortcomings. Gunplay can become stale over time, which almost made stealthily navigating Talos 1 more fun than blasting aliens in the face.
The story also never quite lives up to the lofty expectations it sets for itself in its first hour. It works enough to get you through to the end of the game, but I never felt any urgency to keep moving the main plot forward.
Where “Prey” succeeds is with its backstory and the fear you feel trying to decide if that coffee cup in front of you is really a coffee cup. If you’re looking for a shooter with a beautiful environment, decent story and open-world-style gameplay, pick up “Prey.”
Reviewed for the PlayStation 4
What’s hot: Open-world gameplay allows for inventive navigation; gorgeously stylized environments; a coffee cup will scare you
What’s not: Enemies blend together; gunplay can feel stale over time
More games news:
‘Injustice 2’ review: Kneel before this sublime superhero fighter
How Microsoft is bringing VR to the masses
The New 2DS XL could be Nintendo’s best handheld yet
‘Middle-earth: Shadow of War’ lets you lead orcish armies — and destroy them
‘The Legend of Zelda: Breath of the Wild’ review: A new classic for a new generation
Email Daniel at [email protected]; follow him on Twitter at @DanielHowley.
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E3 thoughts. Looking at highlights because I'm not watching live yet.
I'm only talking about Forza here because I know the name lmao. The Forza stuff I'm not too interested in. I mean, how else can they make a hyper-realistic racing sim look interesting? They're like Madden and other sports games released yearly. IN MY OPINION, don't attack me but they're boring. I guess for people who like that stuff, that's for you?? I personally like shooting monsters, getting scared by mutant totally-not-zombies and tall, incredibly attractive vampire ladies, and solving puzzles. Pass.
I talked about my thoughts on Halo infinite on my Zelda blog a bit and you can check that out [ here ] if you haven't. To add to my previous thoughts though, I'm not too interested in the multiplayer team stuff, mainly because I'm not very good at it and don't like to drag my team down. I have fun but I don't like seeing my username in the bottom four lmao. Are there playable Elites though? Come ON 343! Everybody wants them back! RvB might get good again with more options! I like the customization so far, it seems a lot less messy and pointless than Halo 5, where they just wanted to pad out your options as much as possible to get you to buy more req packs BUT MOVING ONNNNN! I want to play this one.
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Ubisoft... They're making a fucking Avatar game. Let the next movie come out before you release a game lmao. Maybe they're making a game to hype up the next movie in................... 2045? idk. Is anyone interested in Avatar? I liked the first movie just fine but it's been... a while since I've watched it. The visuals are nice but it's another IP I'm not interested in. Pass!
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Redfall! Co-op shooter. Looks cool. Like stylized realism, I appreciate games that look like that but ultimately not too interested. Pass.
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Age of Empires is getting a new game after a long time. So that's cool for those who liked that. It's always a good thing when a seemingly abandoned IP makes a comeback. I hope it's good. Now, where's that F-Zero revival, Nintendo? Can't keep putting Captain Falcon in Smash and ignoring his actual game. Pass.
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Sea of Thieves is still a thing? And Disney let them put Jack Sparrow in it? And the expansion is FREE?? Neat, neat. But I wasn't interested then, I'm still not now. Pass.
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Phychoaughts 2 has been made known for a while. I really dig the style -I love stylized stuff- but never played the first game. May be a thing I pick up some time, I like platformers well enough (it IS a platformer right? lmao). It's another IP that's been dead for a while so I'm glad to see it returning. I want to try this.
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Bethesda still trying to desperately keep Fallout 76 relevant. I've heard nothing but negativity about that game but you gotta give them props for making the attempt. Has it gotten better since release? I was looking forward to the next Elder Scrolls game. Pass.
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I want that XBOX mini fridge. I want that.
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A new Mario+Rabbids game was seen the other day, not a huge reveal for me but I'm glad the first one was received well enough to warrant a sequel. Nice to see Nintendo being more and more open to crossovers! Glad to see it, but again I'm not interested in playing right now. Might want to try this for the lulz.
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It's cool to see remasters/remakes of pixel based games while KEEPING the pixel style. Something I think Link's Re:Awakening could have had, but I still liked it as we got it. Pass.
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Is this Guardians of the Galaxy interesting? It looks nice, the jokes made me giggle, Drax's deadpan delivery is always a treat. But uh... What's with the sentient Jell-O monsters? I wanna slurp it up. Seems that this isn't based on the Avengers continuity but more its own thing so the devs can have a little more fun with it. It's like an AU. Pass though.
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Oh my god Life is Strange is getting a... REMASTER of the first two games? It's not even that old! Bro. And another game is coming to the series. I don't like this series. I hated -HATED- the characters. I liked Kate. Kate who? Exactly. But the rest? Nah. Of the few SE published IP's I'm familiar with, LiS is one of the weakest. Hard pass.
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Stranger of Paradise, the new Final Fantasy? looks pretty, but yet another hyper realistic game to add to the pot. The character designs don't really do much for me. Feels too Western? Am I right in saying that? Idk. Creature design is better I guess but the humans? Nah. Not a series I was ever really interested in in general. Pass.
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All in all, I'm not super interested in what's on offer so far aside from Halo, MarioRabbids, and Psychonauts. That's it from me for now. This is getting lengthy.
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