With Dishonored about done and dusted, Arkane Studios has flicked the Prey switch, meaning just about everything we hear of the studio from here on out will likely have something to do with the rebooted space shooter.
In a month-long media blowout with GameInformer, the group is releasing a steady stream of information to help cement a position in its target market. In the first of these interviews, lead designer Ricardo Bare talks about the news systems in place that help make Prey feel like a fresh take on the gated exploration genre.
Prey is a game about powers. Similar to that of Dishonored, it's about using a long list of powers to solve puzzles and brawls and push on ahead to your goal. Calling similarities to the Metroidvania sub-genre, Ricardo states how its similar to an older Arcane Studios title - Arx Fatalis - where the player is thrown into a dungeon that encourages re-traversal and forward thinking.
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Being a 'Dungeon in Space', players will be constantly tasked with finding different ways around the obstacles they'll face. Continuously coming across areas they're not equipped to take on or missing a key element, they'll have to find new ways to deal with otherwise simple problems depending on their character build, problem-solving skills and the route they've taken so far. There's little room for hand-holding, but plenty of room for experimentation.
You can watch the full 13-minute interview over on the GameInformer website in the run-up to a bigger 'cover story' on Arkane's latest offering. Prey releases in the first half of 2017.