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RADAR PREY<br />
ELUSIVE PREY<br />
Infamous vaporware, Prey is back from the great beyond—and looking great<br />
><br />
In 1996, Prey was on every game editor’s lips. The cutting-edge graphics, the<br />
promise of a deep story-driven shooter rooted in Native American culture, and<br />
3D Realms’ revolutionary portal technology were going to usher in whole new<br />
ways to play. And then, just like that, it vanished.<br />
PUBLISHER: 2K Games DEVELOPER: Human Head Studios GENRE: Shooter RELEASE DATE: Mid-2006<br />
First Look<br />
“THE SHORT VERSION IS THAT WE BIT OFF<br />
more than we could chew,” says 3D Realms<br />
founder and CEO Scott Miller. “We had just started<br />
Duke Nukem Forever at the same time, and<br />
we even had a third never-announced project,<br />
Bombshell. After nearly two years of trying to<br />
make Prey with an undermanned team, we saw<br />
that it wasn’t going to happen and made the<br />
tough decision to cancel the project.”<br />
During the long silence, though, 3D Realms has<br />
been busy. Busy working for what seems like forever<br />
on Duke Nukem Forever…and secretly<br />
retooling Prey for an unsuspecting public for<br />
release in 2006. Well, in truth, 3D Realms executive<br />
producer George Broussard passed the Prey<br />
torch to Wisconsin-based Human Head Studios.<br />
So here we are, a mere six to 12 months away<br />
>><br />
from seeing the game done (or as Broussard<br />
puts it, “It’ll be ready when it’s ready”…yadda,<br />
yadda, yadda), and Prey still holds the same<br />
promise from nine years ago: that it will be a<br />
deep story-driven shooter rooted in Native<br />
American culture and include great graphics and<br />
some cool new gameplay mechanics working<br />
behind the scenes. We had to see this for ourselves<br />
to believe it.<br />
THE STORY SO FAR<br />
I’m reading the press release right now, and it<br />
says: “Prey makes use of Joseph Campbell’s<br />
renowned story structure, ‘The Hero’s<br />
Journey,’…made famous when George Lucas<br />
used it for the original Star Wars.” It even has bullet-pointed<br />
“a deep, emotional story of ‘love and<br />
sacrifice’” as one of the key features of the game.<br />
This is the first thing to call them on. Don’t a lot of<br />
games claim to go this route? Half-Life and<br />
KOTOR sure did. Broussard, though, thinks that<br />
not one game has yet come along and sold that<br />
drama exceedingly well. Miller adds, “I think<br />
we’ve mostly achieved our goal of making a tragic<br />
love story within the FPS genre, one that players<br />
will care about. This was not a part of the<br />
original design for Prey.” Cue the demo.<br />
The game unfolds in an interactive cut-scene.<br />
Your weapon of choice, the assault<br />
rifle, is ripped off an alien’s arm!<br />
You’re strapped to a table and all you can hear<br />
are the screams of other people in the distance<br />
and the voice of your girlfriend, Jenny. As a conveyor<br />
belt moves you both, a voiceover, your<br />
voice, narrates as your life is flashing before your<br />
eyes. You’re Tommy. A Cherokee, you joined the<br />
U.S. Rangers at an early age to escape the reservation.<br />
Denying your heritage, you’ve been trying<br />
to convince your girlfriend to leave with you.<br />
The tag line for the game, “Earth’s savior doesn’t<br />
want the job,” pretty much sums up Tommy.<br />
Even though he’s apparently chosen by the spirits<br />
of his people to save the world, he just wants to<br />
get off this alien ship and save his gal. You eventually<br />
embrace your heritage and gain mystical<br />
powers in the process. This entire story unfolds<br />
from a first-person perspective. No cut-scenes,<br />
just a living world that you’re interacting with.<br />
(Well, it is a linear script and you can’t choose the<br />
conversation paths, but you get the idea.)<br />
To illustrate the point, cut to the first in-game<br />
sequence you have control of, which takes place<br />
back at the bar on the reservation. True to 3D<br />
Realms’ form, the environment is highly interactive,<br />
just as Duke Nukem 3D’s was way back<br />
when. Here, it’s kicked up to the nth degree.<br />
Beyond flushing toilets and playing interactive<br />
arcade games, you can walk over to the jukebox,<br />
where Blue Oyster Cult’s “Don’t Fear the Reaper”<br />
is playing, and change the tune if you like. People<br />
are talking, you chat with Jenny for a couple seconds,<br />
and then it starts. The lights flicker and the<br />
ground shakes a little. Suddenly, a bright green<br />
light appears outside. A pickup truck launches<br />
straight up like a rocket, pulled by something.<br />
The roof of the bar is being torn off as patrons<br />
scream and cling to whatever they can. Debris,<br />
bar stools, and eventually everyone follows.<br />
The script and this scene certainly show lots of<br />
promise for what lies ahead, but there are a number<br />
of innovations that are equally, if not more,<br />
important to Prey.<br />
>> The good, the bad, and the thrasher. Tony Hawk developer Neversoft is hard at work on Gun, a GTA-ish Western gun-fighting game due out this fall. >><br />
30 > COMPUTER GAMING WORLD<br />
Did you<br />
know...?<br />
Prey was thought to<br />
have been cancelled<br />
in 1999 because 3D<br />
Realms was working<br />
on three games at<br />
the same time.