As we already revealed, we spoke with Raphael Colantonio earlier this week about Arkane's newest game Prey. As well as talking about the absent PC demo, we also spoke to the co-creative director at Arkane about the challenges of creating systems heavy games, how plot can better fit into games and more.
One thing which was particularly interesting - the GLOO cannon, which allows players to do everything from freeze alien baddies to climb walls they shouldn't be traversing, was almost cut from the game.
The GLOO cannon had a programmer pretty much full-time on it. It used to be even more versatile, you could literally build bridges. But it was not good for performance, not necessarily good for gameplay.
It's a tool that I personally tried to kill many times and Ricardo Bare, the lead designer, was really insisting on keeping it. So he was right.
Read the full interview for more details and stayed tuned to AusGamers for our review, which will be up as soon as possible.
Posted 10:13am 04/5/17
I'm such a tool
33088
https://twitter.com/Joabyjojo/status/8599236500062
Posted 09:25am 05/5/17
Posted 10:39am 05/5/17
Performance wise it runs perfectly for me. I have it installed on an SSD, i have a i5 4670K, 16GB of ram, GTX 1070 and it has never dipped below 60fps. Alt tabs nicely, loads quickly, plays well.
Posted 12:30pm 05/5/17
bethesda doesn't send out early review copies anymore.
Posted 12:41pm 05/5/17
good game so far. it's got some good colour design that isn't an intensely bright range and the levels feel very crafted in the way similar to a Valve game
the gadgets seem pretty good and the models are interestingly detailed
the memory playback scenes have just started, the computer/world interactions are really clean and well thought out
it's a nicely crafted game, i'll probably keep playing it for the story even though it hasn't really grabbed me as great story/character development just yet
last edited by trillion at 12:41:20 05/May/17
Posted 12:52pm 05/5/17
Posted 02:07pm 05/5/17
Posted 02:26pm 05/5/17
Posted 03:24pm 05/5/17
The nature of the mimics means that there are a few jump scares at first, but you pretty quickly stop giving a f*** about mimics. And the real nasty s*** doesn't seem to operate via jump scares. Proper real tension and s***.
I'm in love with this game. 12 hours in now.
Posted 03:39pm 05/5/17
Posted 03:48pm 05/5/17
Posted 06:19pm 05/5/17
anyway maybe just check all your sound device properties... if you're plugged in through an external mic or just straight from the soundcard there might be some mixing issues with the game not binding the output to the right device
or if you have any software running bg that hook's the audio device and isn't releasing it the way that Prey need's to layer that channel in there?
dunno, weird
Posted 07:09pm 05/5/17
Posted 09:22pm 05/5/17
Posted 07:32am 06/5/17
Posted 06:45pm 06/5/17