This repeated nature, and the economy of the restricted space within the moon base really allows the more creative elements of Prey’s toolbox to shine. You will be running characters throughout the simulation quite a few times, the space within which you have to work is reasonably sizeable with each run providing you with more information, key cards and opportunities to come back to on another run. Having to clear out the same room of Mimics over and over again could become tiresome. Certain actions don’t reset on death though, so if you managed to tick off a number of objectives before dying they remain ticked off and you won’t have to do them again, which is a relief. In order to achieve your goal of escaping with all five characters in one run you will need to perform a variety of tasks to first unlock a new character and then to subsequently escape with that one. You will die an awful lot, but dying isn’t a negative experience as any XP gathered during the previous run is stored up to be used on upgrade points and purchasing items that will make a second run slightly more easier. There are some in game quests with each character having a specific way they must escape which allows the player an opportunity to experiment with the vast array of tools and weapons at your disposal. Your task in the simulation is simple: escape from the moonbase in any way possible with each character, with the over-arching goal to escape with all five in one run. Not all are unlocked at first, your action throughout one of the runs will dictate whether on your next attempt you will have a different character to play with. You play as one of five characters, each with their own set of skills and attributes that will dictate how you run the simulation with them. In Mooncrash you are playing a simulation, the circumstances of why you are there are pretty vague, but after a small amount of exposition as well as a quick fetch quest the game begins proper. Mooncrash, the much teased first DLC throws the constraints of a tightly threaded single player narrative out the window and instead allows all the creativity of the tools to be unleashed in a roguelike simulation on a TranStar moon base. At times, though, it seemed to tread a fine line between allowing the player the freedom to approach each situation as they wished while simultaneously restricting them into a certain way of playing, particularly in the opening few hours of the game. I very much enjoyed last year’s Prey, I felt that it was a game brimming with great ideas that rewarded experimentation and exploration.
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