Prey He who fights with monsters might take care…
Morgan Yu is about to have a very bad day. Waking up aboard Talos One, a space station orbiting the moon in 2035, Yu has been part of an experiment that now sees the station’s halls and corridors torn asunder by whirling, wraithlike alien beasts. People are dying. People are losing their minds. The retro-industrial splendour of this grand, technological achievement has transformed into a morgue-cum-tomb-cum-asylum-cum-abattoir.
If this nightmare sounds familiar, you might well be thinking about Bioshock. Many elements of the scenario resonate with Irrational’s 2007 medium-changer. But this is no retread. No lazy, me-too horror adventure coming nine years after the fact. Prey, if it is to be directly compared to Bioshock at all, is the new-gen evolution that game never got, the one that takes the original’s conceits, values, ideas and philosophies, and blows them wide open in the way that Bioshock Infinite’s more straightforward, shooter-led continuation never did. Because this is a game by Arkane Studios – a developer born of the same DNA as Irrational. Arkane has the same storied experience in games such as System Shock and Deus Ex. Arkane Studios made Dishonored. You’re already imagining where this is going. You’re not even close.
Diese Geschichte stammt aus der December 2016-Ausgabe von Official PlayStation Magazine - UK Edition.
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Diese Geschichte stammt aus der December 2016-Ausgabe von Official PlayStation Magazine - UK Edition.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
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