I've know nothing of Prey 1, cared very little when Prey 2 was announced. From what they just showed, it's the most interesting game shown at E3 so far.
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
How about for the next generation of games, we don't actually fail a bounty mission until the target leaves town, as long as he's in town, we can track him or her or it down again?
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
The problem with letting people fail, is that so many players will just reload their last quicksave.
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Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
During the demo, the guy said bounties could get away
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
During the demo, the guy said bounties could get away
Sooooooooo
I didn't watch the video with sound on :whistle:
If someone gets away what happens?
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
edited June 2011
They go somewhere they can get a nice slice of pie and a piping hot cup of black coffee.
I had a feeling there was a newer thread here, but I can't find it at the moment. After the "it's dead!" rumours of last month, Bethesda have said that it's not, it's just delayed to bring it up to standard: http://www.eurogamer.net/articles/2012-04-19-prey-2-still-alive
Prey 2 is still alive, Bethesda has confirmed.
However, the FPS sequel will not launch this year, as planned.
"Development of Prey 2 has not been cancelled but the game will not be released in 2012 as planned," Bethesda said in a statement.
"The delay is due to the fact that game development has not progressed satisfactorily this past year, and the game does not currently meet our quality standards. Prey 2 has shown great promise and we regret disappointing our fans.
"We have made a substantial investment in game development to deliver the experience fans want. We are determined only to release the AAA game that fans rightfully expect, and are unwilling to compromise our quality standards to meet a release schedule."
Last month Prey 2 was reportedly cancelled, with development at Human Head halted by publisher Bethesda.
Rumors are also swirling that Human Head is no longer attached to the project, especially with all the talk of Rune on their facebook page. It's great to hear this alien Blade Runner bounty hunting life simulator is still breathing but all these current events make me =/
Man, I'd completely missed out on this game's development. Sad to hear about the problems, especially after last year's hype campaign successfully revitalised my interest in the game.
Man, I'd completely missed out on this game's development. Sad to hear about the problems, especially after last year's hype campaign successfully revitalised my interest in the game.
There was also the part where all of Human Head's GDC talks were cancelled. So basically they've been running on silent with a tinge of ominous silence since their excellent E3 showing last year.
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
The problem with letting people fail, is that so many players will just reload their last quicksave.
this is why quicksaves, and save states in general (though non-quicksaves can be controlled more easily), are essentially built-in game breaking mechanics
i think they ruin many games.
in many shooters the character's most powerful ability BY FAR is the ability to essentially try going down various timelines, keeping information from all of them, and sticking with the one with the outcome he prefers, i.e. pressing F5
News that Prey 2 had not been cancelled, but rather delayed, was relieving to fans of the original. However, why has there been such secrecy surrounding the project over the last several months?
According to a Shacknews source who asked not to be identified, Human Head was not happy with the terms of its contract with ZeniMax, and deliberately stopped work on the game in November so it could try to negotiate a more favorable deal. While doing that, many on the development team were laid off, with the hope they would be rehired if the contract issue was resolved favorably. The process seemed to be gathering some positive momentum until January when ZeniMax's responses all but stopped, causing some of the laid-off Prey 2 team to wonder if the game would ever see the light of day.
By March 1, the source said, things had progressed a bit, leaving the Prey 2 team hopeful that they would return to work soon. But that quickly soured the following day. The source could provide no further first-hand details after March 2.
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
The problem with letting people fail, is that so many players will just reload their last quicksave.
this is why quicksaves, and save states in general (though non-quicksaves can be controlled more easily), are essentially built-in game breaking mechanics
i think they ruin many games.
in many shooters the character's most powerful ability BY FAR is the ability to essentially try going down various timelines, keeping information from all of them, and sticking with the one with the outcome he prefers, i.e. pressing F5
Not really relevant, but after thinking about it I don't think I've ever done this (for failing things that don't result in a game-over I mean, obviously I don't quit playing a game after I die)
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
The problem with letting people fail, is that so many players will just reload their last quicksave.
this is why quicksaves, and save states in general (though non-quicksaves can be controlled more easily), are essentially built-in game breaking mechanics
i think they ruin many games.
in many shooters the character's most powerful ability BY FAR is the ability to essentially try going down various timelines, keeping information from all of them, and sticking with the one with the outcome he prefers, i.e. pressing F5
I would love for someone to actually turn save states into a game mechanic, like some kind of quantum device that lets you explore different realities until you get it right.
That gameplay vid is pretty stupendous, especially if after each mission ends you just get to free roam around the city doing whatever the fuck (which would suggest that before each mission begins you're similarly free roaming around, aka it's a mostly open game like Assassin's Creed). That would be SO. GOOD.
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
The problem with letting people fail, is that so many players will just reload their last quicksave.
this is why quicksaves, and save states in general (though non-quicksaves can be controlled more easily), are essentially built-in game breaking mechanics
i think they ruin many games.
in many shooters the character's most powerful ability BY FAR is the ability to essentially try going down various timelines, keeping information from all of them, and sticking with the one with the outcome he prefers, i.e. pressing F5
Eh, not sure if I agree. It can be a bad thing, when it's used to avoid having to do proper level balancing (but then, I feel regenerating health is even more guilty of this), but at the end of the day it's a choice. It's my game, I choose how I want to play it; some people skip cinematics, others cheese save states because they like hoarding ammo and kits, others use cheats. Who cares, it's a game.
Plus, it's functionally no different to Sands of Time or Braid's time rewind, or Super Mario Galaxy's "here, take this if you want to bypass this section". Less elegant, but it achieves the same result, and people've almost universally praised those features.
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All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Gameplay footage is up on GT now. Check it out.
This could be the sleeper hit of E3.
Can't wait to see it with more polish
In any case I'm a little worried that the guy you're chasing will stop every time he gets too far from you so that you can catch up, but hopefully that's just one of those "the demo is E3 easy" things. I want there to be a real risk that the guy will get away and that I'll have to track him down again if I don't parkour hard enough.
I seriously doubt the game will let bounties get away, the game will be more scripted than that
It's a hub-based game with closed side-missions though, right? So for the bounties that aren't story critical, aka the ones you take on just for the extra $$$, couldn't they make it so that you could actually fail?
That looks like something I'd spend money on. Color me excited.
Can't wait to actually give this a try.
How about for the next generation of games, we don't actually fail a bounty mission until the target leaves town, as long as he's in town, we can track him or her or it down again?
http://www.fallout3nexus.com/downloads/file.php?id=16534
The problem with letting people fail, is that so many players will just reload their last quicksave.
During the demo, the guy said bounties could get away
Sooooooooo
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I didn't watch the video with sound on :whistle:
If someone gets away what happens?
http://www.eurogamer.net/articles/2012-04-19-prey-2-still-alive
There was also the part where all of Human Head's GDC talks were cancelled. So basically they've been running on silent with a tinge of ominous silence since their excellent E3 showing last year.
this is why quicksaves, and save states in general (though non-quicksaves can be controlled more easily), are essentially built-in game breaking mechanics
i think they ruin many games.
in many shooters the character's most powerful ability BY FAR is the ability to essentially try going down various timelines, keeping information from all of them, and sticking with the one with the outcome he prefers, i.e. pressing F5
http://www.shacknews.com/article/73417/source-human-head-hasnt-worked-on-prey-2-since-november
Not really relevant, but after thinking about it I don't think I've ever done this (for failing things that don't result in a game-over I mean, obviously I don't quit playing a game after I die)
I would love for someone to actually turn save states into a game mechanic, like some kind of quantum device that lets you explore different realities until you get it right.
Plus, it's functionally no different to Sands of Time or Braid's time rewind, or Super Mario Galaxy's "here, take this if you want to bypass this section". Less elegant, but it achieves the same result, and people've almost universally praised those features.
From the page source:
Header
Countdown until scripted date
Some weird comment at the bottom
This shit is alive, baby!
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Edit: its fry hyperventilating. Sucks only having a phone to browse
Cool.
if this actually comes out and is anything like what they were talking about then that will be awesome.
http://www.youtube.com/watch?v=5h2TkpFEsn8