While many gamers around the world are currently enjoying the reimagining/reboot of Prey, there is a relatively large sect of gamers that are still longing for the canceled sequel that was a clear evolution of the 2006 original. Not to take anything away from Arkane's vision of Prey, 3D Realms' follow-up was playing with a lot of different game mechanics, and apparently had quite a story that was able to tie gaming's oldest mechanic into its narrative in a gruesomely brilliant way.
In the latest episode of Eurogamer's Here's a Thing YouTube series, Chris Bratt shared some insights from conversations he had with the studio's former developers.
Here's the video:
The headliner of Bratt's story is how Prey 2 was going to handle the act of dying and respawning. At a certain point, the player would meet Tommy, the protagonist from the original game, and while the meeting would go over as if the two were complete strangers, it would end up turning out that your character has met him before…many times. As it turns out, the player character, Killian would have his consciousness transferred to a clone upon death and would wake up back in his apartment every time.
On top of that, once the player reached the final area of the game, they would be greeted by stacks of Killian clone corpses, representing all of the lives they had spent to get to this point, plus the ones from before the beginning of the story. The finale saw Killian get shot out into space, only to teleport himself back to Earth at the last possible moment.
We would then see a montage of Killian settle down, get married, raise a family, and eventually die of old age in a hospital bed. When your flat line, the screen fades to white, and you wake up back in the apartment you spent the entire game respawning in, in the body of yet another clone.
Crazy stuff.
On top of that, Gameplay Programmer, Norm Nazaroff lamented the missed opportunity that the Prey 2 team had to impact the industry in terms of gameplay. He said:
"You look at the most recent Call of Duty game, you look at Titanfall, and it feels like we were a little bit ahead of our time there. We were doing a lot of this stuff six or seven years ago and ultimately the industry has gone in that direction. It's just too bad that we didn't get to have it out there first."
It's hard not to agree with Nazaroff. Oh, the things that could have been.
Source: [Eurogamer]
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