Back to PreviewsPrey
(ACTION) With the upcoming Prey, 3D Realms' goal is nothing less than a first-person shooter that is at least "two evolutionary steps" above the corridor-crawler as we presently know it. A long standing idea with many action game developers has been to copy the most famous games and make their own version of it. Prey seem to be ready to change it all. Prey pits the player, in the role of an American Indian character named Talon, against a trinity of alien races (and also a fourth race whose relation to all others forms part of the mystery behind the game). While hesitant to release too many specific details of the storyline, 3D Realms is quick to point out that the approach here is not humorous at all, and that plot, while fine and dandy, should not and will not get in the way of what is first and foremost a bloody, high-energy action game. So what's the big leap? Simply put, it's the environmental mechanics. The physical reality of previous 3-D worlds, such as the environments found in Quake, means that the computer has to cope with the totality of chamber linked to chamber as a whole. Prey will utilize a portal technology that means the processor only deals with what it needs to at the moment; if the player can't see the next chamber, neither can the computer, so it ain't there. Such selective perception on the processor's part can result in some fascinating and bizarre constructions, such as rooms which are larger than the structures that contain them, or free-floating, zero-thickness teleporters that only provide line-of-sight and transport in one direction. Add to this the 'Radiosity' technology that provides realistic moving lighting effects so accurate that the yellow blaze of a rocket as it hurtles down a corridor will create other, true colors as it mixes with the ambient glow of various light sources along its path, all without making the computer twitch. And while all of that is certain to at least quicken the pulse of avid corridor-crawler gamers, it's nothing compared to the next consideration, which is this: Gamers in 3-D modeled worlds want to blow stuff up, including the worlds themselves. What, the Apogee designers asked themselves, is the point behind giving a gamer some hellish man-portable missile launcher if he can't then use it to make some major-league alterations to the local scenery? If an opponent is busting caps at him from beneath a fragile archway, why shouldn't he be able to just bring the thing down around the enemy's ears? Since when does crumbling stone and worm-eaten wood stand up to a quarter-kiloton tactical nuke? Since never. And in Prey, it won't. It's a gamer's dream come true: After twenty years of frustrating computer games in which, too often, players could not do the obvious thing and simply lay waste to the simple, stupid barriers keeping them from what they wanted to see or where they wanted to go, this will be more than a refreshing change. Don't get all pumped up already ! Prey is to be officially released somewhere in late '98. I seriously doubt it though. I wouldn't be suprised if a project of this magnitude comes out next year. So keep your fingers crossed .