― steal compass, drive north, disappear (tissp), Monday, 25 September 2006 11:19 (nineteen years ago)
― Young Fresh Danny D (Dan Perry), Monday, 25 September 2006 13:42 (nineteen years ago)
― David R. (popshots75`), Monday, 25 September 2006 18:01 (nineteen years ago)
The multiplayer was kind of enjoyable, but I only got to play the demo levels 1-on-1, which took some of the fun out of it as both demo maps were pretty large.
I'll probably give it a shot when it comes under £20. I think the gameplay itself was a bit too generic/derivitive (the choice of engine obviously doing nothing to distract from the whole Doom-clone feel) to merit the full £30.
― steal compass, drive north, disappear (tissp), Monday, 25 September 2006 18:09 (nineteen years ago)
awww dan you should really try the No One Lives Forever games. they're great.
― kingfish prætor (kingfish 2.0), Wednesday, 27 September 2006 01:55 (nineteen years ago)
― nate p. (natepatrin), Wednesday, 27 September 2006 03:04 (nineteen years ago)
― David R. (popshots75`), Wednesday, 8 November 2006 16:47 (nineteen years ago)
Am playing this now. Not bad, and i really like the Art Bell bits.
― kingfish, Sunday, 3 June 2007 04:52 (nineteen years ago)
Downloaded this off steam the other night and I'm enjoying it so far. It has changed my mind maybea little about Portal - seeing that in some ways they were doing the same stuff here (but not as pared down, not as refined). Weirdly enough, there's also a lot of Super Mario Galaxy type stuff too - with the way the game plays with gravity, those exact same rail things you traverse and even at least one round world you walk on.
So far at least, the game seems to be doing a good job of keeping me off balance, not letting me just run and gun through enemies, but also not bogging me down too much with excessively confusing puzzles.
― Jeff LeVine, Tuesday, 1 January 2008 23:13 (eighteen years ago)
Finished this yesterday, after playing it consistently this last week, and enjoyed it quite a bit.
The spirit world death interludes (you die, shoot blue & red wraiths, return to same location with bolstered health) were suprisingly appreciated, and much more preferable than a "GAME OVER" screen and reload time. Wasn't awkward like I'd thought. Much like the Bioshock vita-chambers, this made the game more continuous and immersive.
Thought the storyline was involving and grim, starting out gritty and staying that way through the final battles. Hope they keep their promise (stay through the credits) to continue the series.
The spirit children bit seemed odd, though. Maybe there was a plan to have them be more of a threat or more tied into the story, but not followed through?
― scampering alpaca, Monday, 7 April 2008 17:21 (eighteen years ago)
http://news.teamxbox.com/xbox/15996/Prey-2-Officially-Announced/
― Jeff LeVine, Tuesday, 8 April 2008 04:26 (eighteen years ago)
That's good news. I'll spring for that.
― scampering alpaca, Tuesday, 8 April 2008 15:44 (eighteen years ago)
I've been playing through this over the weekend and I've just run into a game-stopping bug- in the chapter "Guiding Fires," in an area where every video walkthrough I can find depicts a little platform that's supposed to spawn a shuttlecraft I have to use to complete the level, I have...nothing. The entire platform is completely missing. Has anyone else had this problem with the Steam version of the game?
― Telephone thing, Sunday, 12 April 2009 18:58 (seventeen years ago)