The heart of Prey isn't in an obvious place. It isn't in its scientific moral quandary or its inky aliens or its ever-escalating plot. It isn't in its retconned 1960s history that serves to justify this research center or in its numerous combat abilities or even in its constant sense of tension and dread. No, the heart of Prey lies in its stories.
There are two meaningful types of stories in Prey and developer Arkane never really pushes the player toward either one of them. The first is the day-to-day of a space station, the mundane details that make this place feel lived-in before everything went catastrophically wrong. It's a masterpiece of environmental storytelling, a million little things to find that all subtly paint a picture as to who these people were, and what preoccupied them in both their professional and personal lives.
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