How do you add intricacy to a genre as fearsomely intricate, as batty with systems, variables and knock-on effects as the so-called “immersive simulation”? One of Prey‘s answers to that question – and I promise this isn’t me feeling around for a headline – is to add a bit of Minecraft. Folded in amongst the game’s roster of Jedi uppercuts, fire pillars, remote hack attacks and prototype beam weapons is the ghostly suggestion of an in-game map editor. Consider the Recycler Charge – it looks like just another grenade, and can indeed be treated as such, but rather than blowing
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