[NM] Demo Impressions: Prey


(Editor’s Note: All screenshots from Playstation 4)

The date, March 15 2032. The place, my apartment. I am Morgan, waking up to start my first day at a new job at the TranStar Testing Facility. After fiddling around with a few things in the apartment, I grab my suit and head to the roof where a helicopter awaits. As the pilot takes off, the game transitions into a vehicle for smooth synth music. Just for giggles, I decide to see if I can jump into the helicopter’s blades. I can, they kill me instantly.

You start off Prey as Morgan Yu, gender-neutrally named protagonist going through a series of confusing and likely annoying personality questions at the TranStar Testing Facility. As you might expect being that this is a science fiction game, you’re walled off from the other characters initially, something goes wrong and all hell breaks loose in the facility. You’ll see this “twist” coming the moment you step into the first room, so I don’t feel like I’m spoiling anything of importance. To go further with the story after this point would be a major spoiler, so play the demo at your own risk.

First impressions with Prey make me feel like I’m playing a game developed by the Deus Ex folks at Eidos Montreal for the Mirror’s Edge universe with some System Shock thrown in for good measure. Rather than throw you into a sandbox and have you play with the encounters placed around the map, Prey follows the vein of Deus Ex, throwing around enough toys to play to most preferences. Want to be an awesome hacker? There are turrets, locked doors, etc aplenty. Want to go in guns blazing? You have that option. Sneak around using stealth? Absolutely. You very quickly come upon items like the wrench, GLOO gun (freezes enemies in place) and oddities like a foam crossbow that fires bolts that don’t do damage but are probably helpful for distractions.

Mimics are the primary antagonist of the game so far. The more populous group you’ll come across are capable of scurrying off and changing into objects in the scenery. Larger enemies roam around the map, and at this early stage it is clearly best to leave them alone. Your GLOO Gun doesn’t do a whole lot to help and they are capable of taking your out from afar.

Skill upgrades are handled by neuro mods both in plain sight and hidden around the map, giving the game more of an emphasis on exploration and less so on killing everything in sight to maximize your experience gain. Neuro mods can be used to customize Morgan to your play style, emphasizing stealth, weapon proficiency, or healing, among other things. Players of Deus Ex will be familiar with using the system for minor upgrades like lifting heavy objects or allowing Morgan to extract more resources from downed foes. Weapons are similarly upgraded through weapon upgrade mods (go figure) that are found separate from the neuro mods and again encourages deep exploration.

Prey is best played at a slow, methodical pace. Explore the map too fast and you’ll likely miss the crafting materials and notes scattered around, sticky notes with pass codes and important information. I also enjoy that mimics will show up in rooms that you’ve already cleared, rather than guiding the player through an all-too-predictable shuffle of entering a room, triggering the traps, and then having it be safe forever.

I walked out of the Prey demo with a few issues, most pressing being that controlling Morgan feels like pushing a wheelchair up a hill made of pudding. Slow and sluggish, both in movement and in turning, with some serious input delays on the Playstation 4. It’s like someone put Morgan into one of those padded training suits that you see the police use with training dogs, and you’re expected to keep up with said dogs who are now on rocket powered skates. None of these problems appear to be present on the Xbox One version, so if you have both systems, you’re probably better off on Xbox. There is no knowing how the PC version will run, Bethesda hasn’t released a demo.

E3 2016: Elder Scrolls Online Announces Japan, Level-Scaling


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The Elder Scrolls Online is heading to Japan this month, as Bethesda announced during yesterday’s streaming conference. Gamers in Japan will be able to get their hands on the title on June 23rd, presumably on an equal release schedule to other regions.

Additionally, Zenimax announced big changes coming to how players consume content in The Elder Scrolls Online. Dubbed One Tamriel, content will be scaled to a player’s level in the same way that levels are scaled during DLC levels right now. Higher level players will effectively be the same “level” as lower level players, but will have more advantages in terms of better gear, skills, and abilities.

Matt Firor announced that Elder Scrolls Online has seven million players, which was later clarified to mean seven million copies purchased total.

Please note that this number does NOT include beta players (who played the game before we launched) and it also does not include players from our free trial (Xbox-only, in December of 2015). It all boils down to one thing: a LOT of people have purchased and played the game during the last two years, and we are grateful for each and every one.

(Source: Elder Scrolls Online)

 

Valve Shuts Down Paid Skyrim Workshop, Refunds Everyone


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Valve’s controversial decision to introduce a system where mod makers could put their creations up for sale is dead in the water just a couple of days after it was introduced. Last week Valve announced that creations in the Skyrim workshop would be able to charge a fee for use, with the creator taking a 25% cut of earnings.

The resulting backlash inspired groups of customers boycotting Valve, protest creations popping up in the Steam workshop, and a Reddit AMA by Valve’s own Gabe Newell.

In an announcement posted to the Steam Community, Valve admitted to underestimating the differences between the revenue sharing models in their previous ventures (TF2/DOTA cosmetics) and the mod community.

We’re going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we’ll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

Going by the announcement, it seems that this isn’t the last we will hear from paid mods. Perhaps Valve will introduce some donation method to help mod creators.

(Source: Steam)

 

Not Massive: Prey 2 Cancelled


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Bethesda has announced that the on-again off-again first person shooter Prey 2 has been officially cancelled. The original Prey, released in 2006, put players in the role of Tommy, a Cherokee who finds himself in the middle of an alien invasion. The game ended with the phrase “Prey will continue…” Since its release, the status of Prey 2 has been in constant limbo, with confirmations every year or so that the game was in development, on hold, back in development, back on hold, etc.

At PAX Australia, Bethesda confirmed that the game has been cancelled with Pete Hines stating:

It wasn’t up to our quality standard and we decided to cancel it. It’s no longer in development. That wasn’t an easy decision, but it’s one that won’t surprise many folks given that we hadn’t been talking about it. Human Head Studios is no longer working on it. It’s a franchise we still believe we can do something with — we just need to see what that something is.

The sequel was to be set years after the original Prey, and follow a human bounty hunter on an alien world.

(Source: PCGamesN)

Elder Scrolls Online Confirmed PC, PS4, XB1


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Have you been paying attention to E3? If not, why not? Bethesda has confirmed that The Elder Scrolls Online will be coming to Playstation 4 and Xbox One, and will be enjoying a PS4 exclusive beta first before its other platforms. All three versions will launch in Spring 2014.

Just announced: Elder Scrolls Online is coming to PS4 and Xbox One when it’s released Spring 2014,

Elder Scrolls Online Trailer Brings Unlikely Allies


Unlikely allies are always my least favorite. The trailer for Elder Scrolls Online lays the foundation for Elder Scrolls Online: The dragonfires are unlit (similar to Oblivion) and enemies are once again poised to strike on Tamriel. It will take more than one warrior to fight off this threat.

Elder Scrolls Online is set for release in 2013, it is being developed by Zenimax Studios.

Bethesda Confirms Elder Scrolls MMO


Well, it is here. I’ve been talking about an Elder Scrolls MMO for at least a year here at MMO Fallout, from why I don’t think such a game would be a great idea rolling back to when we first got wind Zenimax was working on a secret project. Next month’s Game Informer has been revealed, and the cover story is Elder Scrolls Online.

Players will discover an entirely new chapter of Elder Scrolls history in this ambitious world, set a millennium before the events of Skyrim as the daedric prince Molag Bal tries to pull all of Tamriel into his demonic realm.

Players are no doubt enticed by the promise of three-faction player vs player combat, and is set for release in 2013.

(Source: Game Informer)

Would You Sacrifice Immersion For An Elder Scrolls MMO?


Here at MMO Fallout, I like to take rumors and expand on them in theory rather than posting a simple “this might come out,” so at least if the game does turn out to be fake, we had a decent discussion. With the rumored upcoming announcement of the Elder Scrolls MMO, an announcement that will be about as surprising as Earthrise shutting down, I got to thinking: What would I be willing to sacrifice for an Elder Scrolls MMO? The answer? I’ll have to get back to you.

I have a certain disconnect with MMOs. Games like World of Warcraft and Everquest are enjoyable, and I take particular joy in building a character and giving him far more of a back story than is really necessary, but I have no emotional investment in anything that goes on in my quest grind to end-game or boredom, whichever comes first. Unlike most single player games, I am constantly reminded that I am indeed knee deep in slow moving pepper grinder, making my way up to the fate of endless raiding. The quest logs lining the side of my screen, hotbars down below, enemies that are impossible to defeat until I turn in a quest, level up, and can suddenly knock them upside the head without missing a beat.

But more so, it is the community that ruins my sense of immersion. I may not be a real general in the fight against hell, nor have I traversed the real land of the elves, and you won’t find my blaster in a sand dune on Tatooine, but any immersion I would have had in the game goes right out the door when I enter the first area and see names that amount to the creativity that might bleed out of a preteen AOL Instant Messenger chat room. And I’m not even going to include the thousands of Legolas and Gordon Freeman I’ve seen. As a writer, I understand that sometimes people just want to play as their favorite characters.

I’m talking about seeing xXxPwnNoObzxXx, or FkdUrMum95, or screen names that look like the person rolled their hands on the keyboard. The names serve an important purpose, no doubt: They are a free beacon to let me know who to avoid, because odds are engaging in discussion with players like FkdUrMum95 is just going to lead to the filling of my ignore list.

Is my stand elitist? Probably, I’d like to say that it isn’t. I log into World of Warcraft knowing that I will likely have my sexuality, weight, and social life questioned, someone will attempt to scam me, Chuck Norris jokes, Chuck Testa jokes, the cake is a lie, my mother is a ho, and at least one high level player will be complaining that his meme-based name was in style back when he created the character, and now he is stuck with it. But after ten straight years of Morrowind, Oblivion, and Skyrim, I’ve come to expect something of a serious atmosphere. One without people bunny-hopping all over the map and playing dance emotes while saying “stripping 4 gold, plz tip,” one without the ridiculous holiday events that break immersion, where I am the sole hope for the survival of the world, and more importantly: One where the game isn’t compromised for the sake of building a world where thousands of people can interact online.

So I will play Elder Scrolls Online, but for me it will be a cheap imitation. Sure it may look like Elder Scrolls, taste like Elder Scrolls, and may fill me up, but it won’t grant the satisfaction of a true offline Elder Scrolls title.

Bethesda Wins Lawsuit, Interplay Fallout MMO Terminated


War. War never changes. And neither does litigation. Bethesda’s parent company Zenimax Studios announced today the results of the recent settlement between Bethesda and Interplay, over the rights of the Fallout MMO. In the settlement, Zenimax has come out on top, retaining all rights to the Fallout name and ensuring anything Interplay was working on is now worth zilch.

Under the terms of the settlement, the license granted to Interplay to develop the Fallout MMO is null and void, and all rights granted to Interplay to develop a Fallout MMO revert back to Bethesda, effective immediately. Interplay has no ongoing right to use the Fallout brand or any Fallout intellectual property for any game development. ZeniMax will pay Interplay $2 million as consideration in the settlement, each party will bear its own costs of the litigation, and Bethesda will continue to own all Fallout intellectual property rights.

In addition, Interplay will also lose the rights to publish Fallout 1 and 2 in 2013. You may remember that Interplay had sublicensed the Fallout brand to Masthead Studios (the Earthrise developers). In a separate filing, Bethesda sued Masthead (and settled on December 29th) for copyright infringement and assorted intellectual property violations, as it turns out Interplay was not allowed to sublicense without the approval of Bethesda, which they never received. In that case, no money has changed hands.

Is it early enough to declare Project V13 dead?

Bethesda/Interplay Lawsuit Settled, Nothing Specific Released


It’s funny how some banners look better in your mind before you put them on paper. Good news everyone! According to Duck and Cover, a premiere Fallout fan site, a settlement has been reached between Bethesda and Interplay over the ongoing lawsuit pertaining to Fallout Online (or Project V13).  For those in need of a jump to the brain, back in 2007 Interplay sold the Fallout franchise to Bethesda under the agreement that Interplay would develop the Fallout MMO, with the understanding that such a title would be in full development by April 2009. When that date came and went, allegedly with no real progress, Bethesda launched a lawsuit against Interplay for failing to meet their side of the bargain.

This recess was extended, and then they recessed for lunch. After the lunch recess, the court room was locked to everyone except attorneys and clients. When our source asked why this was the case, our source was told it was because they were working out a settlement. The following day, another source called the court reporter to ask what the next hearing schedule for the case was — this source was told there was no schedule as a settlement had been reached.

More information, according to Duck and Cover, is set to be released this month. Until then, let the speculation continue on the future of the vaporware MMO known as Project V13.

(Source: Duck and Cover)