Platform:
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- Published by: Bethesda
- Developed by: Human Head
- Release Date: 2012
- Genre: First Person Open World Shooter w/ RPG Elements
- Official site:
Prey 2 is an upcoming first-person shooter video game developed by Human Head Studios and published by Bethesda Softworks, due for release on Microsoft Windows, PlayStation 3, and Xbox 360 in 2012. It is the sequel to the 2006 video game Prey. The game is presented in open world format.
The story of Prey 2 focuses on U.S. Marshall Killian Samuels, who starts the game on a passenger flight which suddenly crashes onto the Sphere (the crash is shown in the original Prey). After a short battle with some aliens, he is knocked uncounscious after which the plot jumps forward several years. Samuels is now a bounty hunter on the alien world Exodus. Though he is aware of his profession and has retained his skills, he has no memory of what happened in the time that passed since his abduction. He initially believes himself to be the only human on Exodus until he runs into Domasi "Tommy" Tawodi, whom he has apparently met in the period he no longer remembers. Killian then resumes his bounty hunter activities while recovering his memory.
Because Prey 2 is such a clear departure from the first game, I wondered if the developers at Human Head were trying to fix some perceived problems. "We didn't look at Prey 1 and pick out mistakes as much as look at it and pick out the core themes of Prey," Bisenius clarified. "So we kept the alien abduction, 'Keepers' as the main race, one man versus many aliens, and then the predator/prey relationship."
He made it clear that Prey 2's new direction is not an effort to address any flaws in Prey 1, but instead reflects the natural progression of the overarching Prey story. Whereas the first game was contained within The Sphere, an organic ship that sustained itself on species from across the galaxy, Prey 2 will open players up to the franchise's universe at-large, which, in a way, revolves around the still-mysterious Sphere.
"A lot of this blossomed from the tiny little seed that was using a bounty hunter," Bisenius explained of the core concept behind the gameplay. "From day one, we wanted to make a game about a bounty hunter." Killian, the main (human) character in Prey 2, wakes up with retrograde amnesia in an alien city and soon finds out he is a skilled bounty hunter. From this idea stemmed many of the changes in the sequel.
Neither the player nor Killian has any idea how he got there, but bashing in skulls seems to be the standard protocol in this situation. From the parkour-inspired movement mechanics to the verticality of the noir-toned gameworld, "every direction and every question we asked came back to that: 'Does that make sense for a bounty hunter?' Or, 'What would a bounty hunter do or be able to do?'" Bisenius said. "So he has to be able to run and jump and pursue, so a lot of that is climbing."
It seemed a bit curious, then, that Human Head co-founder Chris Rhinehart had specifically mentioned Red Dead Redemption (pictured right) as an inspiration for Prey 2 more than once during his presentation -- I'd have gone with Mirror's Edge or even Mass Effect first. I asked Bisenius to elaborate, since the connection was not so obvious.
"One of the key things, whether it's Red Dead or any open-world game, is to provide the player with lots of stuff to do in the world," Bisenius said. "If you give them this whole big world and they can only do a few things, you've basically built a linear game with an open world, so what's the point?" Indeed, there are countless distractions to entertain the player in Red Dead Redemption, and Human Head aims to likewise fill out the gameworld of Prey 2 with non-essential, but no less compelling content. By activating Killian's objective visor, the player is alerted to opportunities to hunt, capture or help out various aliens.
Of course, I had to ask just how long has Human Head been creating this seemingly immense game. Reports that a Prey sequel was in development surfaced in early 2008, then, a year and half later, Bethesda parent Zenimax acquired the rights to the franchise -- and we still hadn't heard any firm details about the project itself. "3D Realms decided to announce we were working on Prey 2 when we were only bouncing ideas around for it," Bisenius recounted. "We didn't start exploring the Prey 2 universe you see here until we were with Bethesda in 2009."
This lengthy development process also explains Human Head's decision to use the id Tech 4 engine, instead of the updated id Tech 5 version that powers Rage. Bisenius explained that the team had built so much of Prey 2 using id Tech 4 that a switch to the latest technology would be impractical. "We put a lot of time and energy in that, and we really love what it's capable of at this point," Bisenius said, defending his team's use of "heavily modified" id Tech 4. Prey 2 is looking good, whatever engine is under the hood, and Human Head's commitment to building out a dynamic open gameworld is just as promising.
*compliment to Ghost
Random Facts
- Main character is Killian Samuels, sheriff and prison guard.
- Been in development for 3 years
- X360 main platform, PC and PS3 versions in development
- Pretty nice graphics overall (not jaw-dropping but good), graphics style a mix of Bioshock and Mass Effect
- "Heavily inspired by Mirror's Edge, but also Mass Effect, Riddick and Blade Runner" - Producer
- Use the surroundings, big areas where you can sneak up on enemies using the shadows
- No multiplayer, 3D, Kinect or Move
- First level is basically the beginning of Prey, but instead of controlling Tommy you control Killian.
- Human head: "If the first Prey was the Luke Sywalker version of the story, Prey 2 is Bobba Fett's story".
- The project has been restarted several times
- Open game structure. "Go wherever you want, talk to whoever you want, do the missions you want".
- Killian as flexible and limber as Faith of ME, leaping over hights, hanging by arms from pipes, balancing on thin boards and jumping like a cat upwards structures
- An enhanced Killzone-esque cover system, battles looks so flexible, brings your thoughts back to Vanquish
- Parkour moments when being chased by enemies
- Money can be used to upgrade your armor, weapons, but also abilities, example to make enemies hover in the air
- Human Head: "Every area is comparable to Assassin's Creed 2", whatever that means. Planet is Exodus. Desert levels, big cities, "in the wilds", cave areas
- It has the moving scheme from Mirror's Edge, the freedom of Mass Effect and the fire fights of Killzone 2
- Different kinds of ammo, weapons can be customized/rebuilt
- So Far 20 kinds of gadgets with 40 diff mods for each [extreme customization, more to be added].
- Producer: "Who would pick the MP mode of Prey 2 ahead of the one in for example Halo Reach? We'd rather to a really good SP adventure"
- There will be DLC
- There will beportals, but fewer of them and "with different looks"
- GR: Loot system "similar to the one of Boarderlands"
- All the aliens look very human like, except for some of their limbs and obviously faces. Very similar to the Mass Effect aliens in both looks and armor/clothes, nothing like the Prey aliens.
Just had to share all this with any of the blog viewers, the more fans the better.
agreed
Human Head made one of the most memorable scenes in gaming with Prey, the abduction scene where "Dont Fear the Reaper" plays on the jukebox. I believe in them.
agreed
Sums up what I was thinking, its too early to crown a game of the year 2012 since 2011 isn't over yet.
This game looks sweet ^^
I love these type of games where you can make some sweet parkour (or freerun) moves and you can kill your enemies while doing those moves ^_^
That's why I like Mirror's Edge so much and I can't wait to play this game :D
agreed
Sums up what I was thinking, its too early to crown a game of the year 2012 since 2011 isn't over yet.
I agree it looks great but not sure its GOTY.