![]() ![]() Now, in a new interview with The AIAS Game Maker's Notebook Podcast released earlier this week, Colantonio shared more about his own thoughts and the sentiments within the development team as they had to transform their original sci-fi space pitch into a part of the Prey IP. In an interview released a couple of weeks before Noclip's documentary went live, Colantonio said that he was "a little bit resentful" and bummed that Bethesda had mandated the project be called Prey, but stated that he maintained a friendly relationship with Bethesda. Colantonio described the decision as a "non-negotiable compromise". It was documented by NoClip last year, in which Colantonio and other leads on the game explained that Bethesda was insistent that Arkane's next project had to be called Prey. The fact that the game was never envisioned to be a part of the Prey IP isn't new for fans of the game or Arkane. He announced his departure from the studio shortly after the game's release, citing burnout and a desire to spend time with his son. Raphaël Colantonio has revealed that nobody at Arkane Austin wanted Prey (2017) to be titled Prey, and how it felt "gross" to have release something under someone else's IP.Ĭolantonio, known as the founder of Arkane Studios, served as the game's director and writer. Mooncrash gave me an idea of what a super varied and overwhelming deathloop could be, which ultimately weren't realized.Arkane really didn't want to call Prey (2017) 'Prey' "It was never our intention to steal their IP and make it ours." On top of that as you play through the game, it layers on other elements of complexity, which you need to work around in terms of choosing which characters to play in which order and using which escape routes and taking or leaving what items to provide an advantage for subsequent escapes within a given run. More powers with each character you play as having a different skill tree, and more reason to experiment with those powers. It also, imo, does a better job of immersive sim level design with more interconnected environments, more lore and side objectives to discover etc. While in Deathloop within 6 or so hours you've likely seen everything there is to offer and then continue to go through the motions for another 6 to 12, Mooncrash will add more RNG and permutations of the environments in such a way that every run will feel unique, and force very substantial risk reward tradeoffs. The main thing Mooncrash does which Deathloop doesn't is add some sorely needed variation and thinking on the fly to the time loop concept. ![]() I don't remember if it is big spoilers or not. The story has connections to the main game but is understandable in a vacuum. ![]() The core moment to moment gameplay will feel similar but with much more in the way of time pressure and tradeoffs. I would kill for them to create another Mooncrash in the preyverse.ĭepends on what exactly you didn't like about prey. LGV2.3 activated.Īnyone who has prey and likes Roguelikes, I would recommend this so hard. Brb, diving in for another run in the simulation. This is the absolute best dlc I've ever played. Having to think on your feet constantly and very quickly really brings out a lot of systems and abilities I didn't really use at all in the main game. Brilliant design that feels natural in slowing you down to force corruption to go up. Having to think about what my current character is going to do to escape as well as having that character help future characters escape, all the while having to go quick because of corruption is such a rush! My latest run had my second escapee dropping a bunch of food and water in a "safe house" so that my last person could escape a certain way was great, until I realized I didn't have a stun gun as I dropped it for the next person and Typhon were camping all the gates so I had to go back and get it, then I didnt have a navigation chip for the escape pod. Having a Roguelike where you're needing to clear it with more than 1 character per run is such a fun twist. I'm not too far in, I've only unlocked the 3rd character (or rather, a 3rd character), but the experience is fucking awesome. I love immersive sims, I love Roguelikes, and I had no clue how well these two would mesh until playing! So, hot off my LttP of Prey, in which I thought it was utterly fantastic, I dove into Mooncrash since it came with it during the recent sale on Epic. ![]()
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