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Arkane PREY - Arkane's immersive coffee cup transformation sim - now with Mooncrash roguelike mode DLC

tormund

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Aug 15, 2015
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Penetrating the underrail
The lighting looks terrible.

I hate the inbred faces too. Dishnored got away with it because the flat texturing gave it a cartoon style.


IMO it could use a more pronounced contrast, but other than that it looks solid.

Faces are inexcusably ugly though. I mentioned something similar in the Dishonored 2 thread at one point, that style was passable in Dishonored due to lite cartoony look entire game had, but with more detail and with detailed "realistic" texturing it looks butt ugly, basically almost like this:
http://imgur.com/gallery/DWaIl
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
6,549
Looks good enough (visually) to me. Not the best CryEngine is capable of but who really gives a shit? All I care about before anything else is whether or not the game is a hardcore Immersive Sim, which if Dishonored, Skyrim and Fallout 4 are any indication, it won't be. Arx Fatalis will probably always be Arkane's one and only prestigious game.
 

Siel

Arcane
Patron
Joined
Aug 25, 2013
Messages
885
Location
Some refined shithole
Again, I don't think they aimed for overly realistic rendering.

To me they went the Pixar/Valve route with everything looking "smooth" and "clean":

10.jpg


3397d1306006559-portal-2-screenshots-portal-2-screenshot-8.jpg
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
I think they would like to avoid the same timeframe with (supposed) Dishonored 2 DLCs.
 

Siel

Arcane
Patron
Joined
Aug 25, 2013
Messages
885
Location
Some refined shithole
I think they would like to avoid the same timeframe with (supposed) Dishonored 2 DLCs.

I don't know. I don't think it would be financially viable for Bethesda to not have any major release in a year (between Dishonored 2 and Prey supposing in comes out at the end of 2017).
 

DosBuster

Arcane
Patron
The Real Fanboy
Joined
Aug 28, 2013
Messages
1,861
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God's Dumpster
Codex USB, 2014
If they're showing gameplay now it's going to be an early "this game is good, but we're not sure how it will do in terms of sales" slot of May-June 2017.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,601
Finally, official version. Still not the full Quakecon gameplay:



What awaits you aboard Talos I? See the newest gameplay teaser for Prey, revealed at QuakeCon 2016.

You are Morgan Yu, the subject of morally dubious experiments designed to improve the human race. You awaken aboard Talos I in the year 2032 and must uncover the secrets hiding in the depths of the space station while being hunted by the mysterious alien force that has taken over. You’ll have to rely on the tools you find on the station – along with your wits, weapons and mind-bending abilities – to combat the growing threat and, hopefully, survive.


Heh, now i get the title of this thread.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,601
I'm guessing the game is just going to be another lightweight system shock/thief/whatever wannabe. Popamole compared to the real deal but possibly better than Derpshock.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,601
Retards still keep whining about the mediocre visuals in a simulation-type FPS/RPG.

We put up with shit graphics and bad gunplay with those games because they had a lot of other things to offer. In a popamole shooter with faux RPG elements, bad graphics and poor combat stand out a lot more.
 
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Martius

Liturgist
Joined
Nov 24, 2013
Messages
1,058
Its just me or whole premise reminds me of one of short stories by Philip K. Dick? I think it was called Colony.
 

Fairfax

Arcane
Joined
Jun 17, 2015
Messages
3,518

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Puff piece: https://bethesda.net/#en/events/game/dishonored-2-prey-and-the-arkane-way/2016/08/30/189

Dishonored 2, Prey and the Arkane Way

One game is set in a fantastical alt-Victorian world. The other takes place on a space station in a near-future that’s grounded in reality. Dishonored 2 and Prey are clearly very different games – yet they share one thing in common. They are both developed by Arkane Studios.

Make that more than one thing. Ever since Arkane was founded in 1999 in Lyon, France, the studio has specialized in making a certain type of game that is, well… uniquely Arkane. These games defy easy genre descriptors. They’re not shooters, but you can shoot stuff. They’re not pure action games, but you can certainly get your fill of bloody, brutal combat. They’re not RPGs, but you have the ability to make choices with real consequences. And they’re not purely stealth games, but there are times when you can finish a mission without ever being spotted.


Dishonored2_Karnaca_730x411.png



“At Arkane, we always apply the same values to the games we make,” says studio President and Co-Creative Director Rafael Colantonio. “Dishonored and Prey share a lot of those values.”

For Colantonio – who led the original Dishonored with Co-Creative Director Harvey Smith – that means a game “where simulation is very important, and where the choices of the player are very important.” Or, as Smith adds, “Arkane is dedicated to very immersive games that engage in first-person combat and first-person stealth. We allow the player to recombine powers and moves in different ways that we couldn’t even predict. We care about empowering the player. You can play our games very creatively.”

After the original Dishonored released in 2012, Colantonio moved his focus to directing Prey in Arkane’s newer studio located in Austin, Texas. Meanwhile, Smith – an industry veteran who joined Arkane in 2008 to work with Colantonio on Dishonored – moved to Lyon to direct Dishonored 2. While they now live in different countries, the two of them continue to collaborate on a daily basis, testing each other’s games, sharing expertise and more. “Harvey and I are constantly talking,” Colantonio smiles. “Either we’re chatting on Skype, or we’re texting each other.”


Arkane_HarveyRaf_730x411.png



A Sense of Place

For Smith, Arkane has become more than just a studio. “From the time 17 years ago when Arkane was just Rafael Colantonio and four guys in an office in France, with a network cable between their computers for transfers, a lot has happened – a long, rich history culminating most recently in the Dishonored series,” Smith says. “I’ve been with the company for eight years, which blows my mind. It’s longer than I’ve been with any other company. It’s amazing, it feels like home.”

When it comes to Arkane’s games, that feeling of “being at home” is no accident. “We are very much into creating a deep setting where there are layers of history,” Smith says. “We understand the architecture of the place, and the waves of settlers that came in, and how the foods have changed since then. It’s the kind of company where we just really care about creating worlds.”

While that makes sense for a lore-rich, fantastical setting like Dishonored’s Empire of the Isles, how does this world-building philosophy translate to a sci-fi game like Prey? Set on board the space station Talos I, Prey offers a vision of the near future that’s built upon a foundation of reality. “But it’s not the world exactly as we know it,” Colantonio says. “It’s another version of 2032. In our world Kennedy survived his assassination. We’re not very overt about it. We hint at it. This allowed us to take all the filters the new timeline would create, and build our world through those filters.”


Prey_Talos1_730x411.png



Which is why astute observers will see a mix of eras and styles reflected in the design of Talos I: Everything on board is rooted in a carefully thought-out alt-history timeline, with all details accounted for. The space station even includes some very lavish elements because, as Colantonio explains, “They built it in a way that would be attractive to the best scientists in the world. There’s even an artificial park with some engineered trees.”


Self Discovery

Within these Arkane worlds, the teams are also passionate about allowing players to build their own identity. It’s why Dishonored 2 offers a choice of two playable characters – Empress Emily Kaldwin or Royal Protector Corvo Attano, each of whom has unique powers and different perspectiveson the world around them. And in Prey, players can choose whether Morgan Yu is male or female – but that’s just for starters. One of the major themes of Prey is identity: Along with killing aliens, players embark on a journey of self-discovery. This is even reflected in the gameplay. “We track what players do all along so there can be consequences to their choices,” Colantonio says. “We give players a lot of tools. It’s all simulated. Players can explore those tools in the environment and against the different AIs, who are themselves simulated – they’re not on a set path but are organically moving around based on what they sense. There’s a full ecology with the aliens. All of this combined really provides for experiences that are unique to every player.”


Prey_Phantoms_730x411.png



Of course, Prey and Dishonored 2 are very different games as well. Dishonored is mission-based, with richly detailed, signature levels that you explore and complete in a myriad of ways. Prey, on the other hand, is built around a massive contiguous space, with areas you can revisit. Dishonored places a greater focus on stealth (with the option to play as chaotically as you choose); in Prey, stealth exists, but it’s not the central pillar of the gameplay. And while both games include a wealth of customization options, Prey places an even greater emphasis on RPG-like elements.

And yet they both share similarities that make them uniquely Arkane. “If you like Arkane games – those games that blend narrative and simulation, some choices and a lot of player exploration – Prey will be a game for you,” Colantonio says.

For Smith, Dishonored 2 represents eight years working at Arkane on Dishonored games. “I have a great passion for it,” he says. “The whole team does. Down to every object, the watermarks on the walls, the history of the place you go to, all the quirky characters. We just want our very vocal fans to know that we really are inspired by their passion and their enthusiasm. And for everybody who hasn’t played the first game, we think this is going to be a great entry into the Dishonored world, and Arkane games in general.”
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,841
Bethesda responds to Prey 2 cancellation

Bethesda marketing VP Pete Hines talked to GameSpot at QuakeCon about the game and explained why it was canned.

"I mean, honestly, it's really not that complicated," Hines said. "It hit a point where it wasn't shaping up to be what we wanted and there didn't seem to be a clear path to get to where we thought it needed to be. We decided the best thing to do was just to not proceed. That's just it."

Hines added that he doesn't think Bethesda will ever go into more details about the situation, as it's all in the past and developer Human Head is working on other projects now.

"I don't want to go through and talk about stuff like, well, he said this and we said that," Hines explained. "I want those guys to have every success and to not have to keep bringing up this thing. Games get canceled. It happens. Marriages go bad. It happens."

Despite not wanting to bring up the past, Hines did contact Human Head co-founder Chris Rhinehart before Bethesda revealed the new Prey at E3. He wanted to give Rhinehart a "heads up" on what was going to happen.

"Again, I want him to be able to do his job and not have to worry about explaining or defending anything," Hines added. "It didn't work out."

http://www.gamespot.com/articles/why-prey-2-was-canceled/1100-6442387/
 

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