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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.

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