Obscura wrote:Kitten, if you're calling Prey of all things "player empowerment", then you're casting the terms so widely that it loses all meanings. Yeah, the game that encourages you to just run away from more dangerous enemies unless you do a particular thing that locks you into a worse ending sure is empowerment!
lol i got the best ending and killed almost everything in the game that i saw moving
on hard mode. y'all fans of these games always talking about theory and consequence like this but the reality is a game you can
always bludgeon your way through like the biggest dingus in the universe. the game also actively rewards you for killing everything in almost every conceivable encounter and situation and i have no idea what on earth you're on about.
i also don't know how you can consider a game with a built-in savestating button and where "murder everything" is the most potent strategy anything more than facile player empowerment. nearly every ability in the game is either "kill thing" or "make it easier to kill thing" and almost all of the extremely binary decisions in the game are whether you do that and receive a reward or do not and get an ending admonishing you for being a sociopath and not helping enough people. dishonored at least has kind of fun abilities and realizes it's a playground, prey feels as stupid as bioshock about believing it has something to say about the ethical quandary of whether or not you shoot yourself full of Makes-Me-Good-At-Killing-Juice.
this is without going into the game's utterly dire manipulation of your cultivated, neurotic kleptomania that has been slowly instilled by every one of its ilk for the last twenty years. why am i spending any amount of this time in the game grabbing shit out of a trash can? why am i rewarded for spending hours doing so? god. fuck. like with deus ex: human revolution and bioshock before it, no matter your string of decisions, you end the game an unstoppable juggernaut whose decision between stealth, shooting, and ability-then-shooting is not a matter of which is more difficult, more risky, or provides a better reward but whatever your godlike whim deems more entertaining. even "pure" shooters like wolfenstein: tno have developed symptoms like skill trees, stealth-as-an-option, picking every goddamn thing in the environment up manually, ethical decisions with
real consequences, etc., etc.
please, please, please, for the love of everything in the world worth spending a second doing, would everyone collectively never make this statement again -
Obscura wrote:Also, if you have a ___ and haven't played ___, you're making poor life decisions.
this game was a couple of hours of curious interest if it would be what every outlet was saying it was and then many more spent in grueling self-flagellation as i forced myself to the end of yet another homogenized, modern trash heap. forget me
entirely for a second and listen to grook saying he does not like modern or western design and does this really still sound like something you'd recommend, much less something you're going to tell him he's making "poor life decisions" for not playing? forgetting the notion of good or bad taste and the quality of the game, why is this something you're assuming would be up any ps4 owner's alley?
Sir Ilpalazzo wrote:That's actually kind of disappointing to hear - I had heard a few good things about Prey (mostly avoided discussion on it though) and found myself excited for it thanks to comparisons to the first Deus Ex and System Shock 2, two of my favorite games. Do either of you have an opinion on how it compares to those games or are they not your thing either?
maybe! i think it's very heavily going to matter more if you liked recent stuff like human revolution and bioshock (both garbage, imho) than either of those two (which i consider really clunky but at least respect their ambition from a certain distance). the shooting and ability variety are both poor and you spend an obscene amount of time grinding down hundreds upon hundreds (not hyperbole) of collectible doo-dads into doo-dad points to turn them into ammo or whatever. i'd rather find a shotgun shell in the dumpster than make one by taking junk out of every drawer and garbage can in the room, waiting for it to dispense out of a machine, and then plugging it into another machine.
if you somehow consider steps like that "immersive" and not "psychotic torture engineered by the actual devil," i think you'll get past one of my greatest impediments to enjoyment but quite possibly get stuck up on how little decisions actually matter, how binary results are, and how little personalization your playthrough has (as you are fallout 3 levels of "i can do everything" after a certain point - wouldn't want to miss any
content on your one-and-only playthrough).