Tag: prey

PREY – This Article Is A Mimic:

In the eternal time-vortex that is the COVID-19 lockdown and pandemic, I realised that I had never finished my playthrough of the game PREY. Considering I’d had a tonne of ideas for articles about the spooky space adventure, I decided it was time to remedy that. However, when loading up my save, I realised that I had left my Morgan Yu in a corridor with a Nightmare and no real way out. So, like any normal person, I decided to watch an in-depth lets-play and scream quietly into my pillow at every jumpscare. I’ll go back and officially finish the game myself one day, maybe as a Halloween stream if that is something that you’d be interested in.

One of the main features of PREY is the enemy type called the Mimic. As its name suggests, it mimics objects in its surroundings and blends in, until you get too close, at which point it tries to eat your face. Personally, my coffee cup becoming sentient and trying to consume the flesh from my bones is on my list of “Things I Never Want to Happen to Me Ever on The Face of The Planet”. Then again, that list isn’t particularly long (yet). Mimic’s can take on the form of nearly any object, forcing you to constantly scan your surroundings for anything that is out of place. That additional coffee cup? Mimic. That oddly angled chair? Mimic. That person trying to kill you? Not a mimic, just a jerk.

…I love my coffee but am not a fan of getting my face consumed.

You are Morgan Yu, a tester of devices known as “Neuromods”, which allow the user to gain new abilities and skills instantly, though it does involve inserting a needle into your eye which is scarier than most of the game’s monsters.  These abilities fall under two categories – Human, such as improved medicine, attack power and hacking ability, or Alien – which gives you access to the Typhon’s abilities like telekinesis, morphing and telepathy. This wide skillset allows the player to choose how they wish to approach each scenario they face, be it with stealth or an overpowered shotgun. My default approach is to try and be as stealthy as possible, then get discovered and panic until the enemies are all dead or I am dead.

Despite the outer-space surroundings and endless swarm of jerks, mimics, and phantoms, it is the atmosphere that makes PREY such a fascinating game. From the moment you start it up, you are consistently shown not to believe your eyes. Your apartment is a simulated environment, that you have been living in for three years, following the same daily routine (a la Groundhog Day). Three years of your memories have been wiped out from the use of Neuromods, and the entirety of Talos One has been overrun with the Typhoon menace. Every shadow seems to contain another monstrosity and you can’t trust what you see or hear.

You’ve heard of tall, dark and handsome. Welcome to massive, horrifying and demonic.

This look into what it’s like to not trust your own senses, gives us all a slightly glimpse into what people with Psychosis deal with every single day. Every individual’s experience with the mental illness is different but there are three main symptoms associated with a psychotic episode:

  1. Hallucinations
  2. Delusions
  3. Confused and Disturbed Thoughts

The mimic’s ability to imitate the world around you, forces you to distrust everyone and everything in sight. Your senses are heightened, every shadow is an enemy lying in wait and every unexplored corridor seems too dangerous to risk exploring. You are surrounded by death and chaos, followed by long stretches of eerie silence where every clang of metal or hiss of air causes you to jump ten feet in the air out of panic. It’s a remarkable combination of panic, distrust, and paranoia, lumped in with a healthy dose of genuine fear.

Nope, nope, nope, nope nope, nope nope NOPE

When the Nightmare shows up for the first time after entering the Arboretum, you catch a glimpse of your greatest threat yet. Sure, the mimics and phantoms all want to kill you, but their existence doesn’t revolve around it. The Nightmare, however, only has one sole purpose in life – to hunt you down and tear you limb from limb. It really should get a better hobby, I’m just saying. Try fishing or something.

These things are fast, strong, and capable of swiping your head off with one hit. No matter how powered up you are, these things are more than able to take you out. Those Neuromods I mentioned earlier? Yeah, the more of the “Alien” ones that you use, the more the Nightmare will show up. It’s not worth fighting these guys. It’s a waste of ammo for a one-time reward, with a high mortality rate.

GET BACK SATAN

Encountering your first nightmare, you’d probably assume that it’s just a set-piece and that the abomination will probably turn up as a boss fight near the end of the game. A logical assumption but an incorrect one. These things will stalk you across Talos One, destroying everything and everyone that is in their way. To quote the in-game description – “If all else fails, run.”

Another aspect of PREY that I absolutely MUST mention, is it’s ending. The grand finale of the game has you facing down an enormous Typhon called an Apex, which is threatening to consume the entirety of Talos One. You have the choice of trying to escape, neutralising the Typhon, or setting off the station’s self-destruct sequence and sacrificing yourself. Your actions earlier on in the game, will dictate whether you survive your stay on Talos One.

…Please don’t eat me

Throughout the game, when you encounter other humans, you don’t have to kill them. You are provided with plenty of non-lethal options to deal with your non-supernatural foes. After all, everyone on Talos One is also fighting back against the Typhons. They just don’t want their coffee cup to eat them, is that too much to ask? Each person you spare or kill, whether you choose to free or rescue those in danger, as well as the ending you choose – will be laid out in front of you in a post-credit scene.

The whole game was an experiment. Morgan Yu, your player character, is a captured Typhon entity with Morgan’s memories implanted into it. Every part of the storyline that you played through, was a memory and a test to see whether Typhon’s were capable of developing empathy and human emotions. Dependent on your choices throughout the game, the experiment is either deemed a success or a failure. If you fail, then you die.

Is anyone else getting a James Bond villain from Alex?

However, if you succeed, then Alex (Morgan’s brother) reveals something to you. The Typhons have already invaded Earth. The efforts you went through to contain the Typhon threat, were for nothing. However, by showing that you as a Typhon can develop empathy and emotions, proves that peace could be brokered between the remaining members of humanity and the invading Typhons. It is up to you to choose whether you want to be that bridge between the groups as a hybrid of the two.

We all know that I love games that have consequences for your actions. It forces you to care a bit more about the world you are exploring and the character’s you interact with. That fear and paranoia that you experience throughout the game becomes tenfold when you realise that your anxious trigger finger could be the end of a genuinely good person’s life.

Anyways, apologies that this article took so bloody long! I made it a bit longer to make up for the delay, so hopefully it was all that you were hoping for. If you have other games that you’d like to see my take on (eventually), leave them in the comments or message me on Twitter (@OurMindGames).

CaitlinRC.

Horror Games – Eternal Screaming

I’ve never been good with horror. My brain has a habit of taking a titbit of information about blowing it way out of proportion in a cinematic-style nightmare that Alfred Hitchcock would be proud of. So, I haven’t played many horror games. Often, I start a game and painstakingly make my way through the first few levels or areas, with my heart being in my mouth and my hands clenching so much that I’m surprised that there are dents in my controllers from where my fingers were. Then, I experience a horrifying jumpscare or an unavoidable fight with a monstrosity that urges me to turn off my console faster than a power cut.

For example, I’m trying to finish PREY, as I have a good idea for an article on it and I am enjoying the storyline immensely. I’m just having to recover between sessions, as my body needs time to rest after crawling along the corridors, praying that the Phantom’s don’t see me because my lungs can’t last much longer without oxygen. I’ll get there eventually. In like a decade. Or six.

GET THEE BACK PHANTOM DEMON

Curiously, I enjoy watching playthroughs of horror games. My housemates have grown used to me being sat in the living room, occasionally jumping at a jumpscare that they can’t see. Then again, I’ve walked into a housemate lying face down on the sofa, making an odd high-pitched noise, so I guess we’re all a bit weird here. Quite a few of my friends are naturally anxious, paranoid and easily scared, yet are obsessed with the genre that should be their worst nightmare.

In human psychology, our fight-or-flight response is triggered during dangerous events or moments of extreme fear. Yet, we keep playing the games. We keep going back to the jumpscares and the dark corridors with unfathomable horrors hiding in every corner of it. So, why does the horror genre have such success when it seemingly goes against human nature?

Still remarkably terrifying to this day.

This idea of actively seeking danger can be seen in many aspects of our lives – such as the existence of rollercoasters, bungee jumping and extreme sports. As a species, we seem to seek out dangerous situations rather than avoiding them as our instincts and ancestors scream for us to do. It’s an interesting conundrum to be sure, as well as a popular research topic in psychological studies. Fear is one of the most fundamental parts of what makes us human, so we strive to understand and harness it in any way possible. The gaming industry agrees with this practise and actively builds upon it.

We’ve talked before about horror games and the sense of isolation, anxiety and fear they can put upon their players – in our Alien Isolation piece. However, I wanted to talk a bit more generally about the genre as sometimes being able to step back allows us to gain a greater understanding of a situation. The big picture, so to speak. The big, horrible, terrifying, grotesque picture. Seriously, are the art departments at gaming companies ok? Some of the monsters in games nowadays are regular stars in my nightmares, so naturally I’m worried about the designers who thought up the unimaginable horrors.

Although I love watching others play Outlast, I will NEVER play it myself.

When it comes down to it, I think the horror genre has such success because it provides us with a sense of control that we often lose in the real world. In a scary situation you can’t just hit the pause button until you regain your composure. You must grit your teeth and fight on through, even though every part of you just wants to curl up somewhere quiet and escape it for a while. With horror games you can try to overcome those fears with no real fear of failure. Sure, sometimes you’ll struggle to complete a game but there’s no shame in giving up on it, after all – it’s only a video game.

This idea of control can also be tied to our sense of achievement. When it comes to things like mental health conditions, phobias and other disabilities, there never really is an end point to the battle. No credits roll, no emotional cutscene plays and no satisfying conclusion tries to tie all the loose ends together for you. You’ve merely managed to leap over one hurdle on a racetrack filled with more and more challenges for you to face. Sometimes you fall but instead of respawning at a save point, that pain stays with you – you learn to live with it, to take what lessons you can from it and to avoid it in future.

I don’t think I’ll ever recover from finding the baby in the bathroom. THIS IS NOT A HYGEINIC SLEEPING PLACE BABY.

Yet in video games, when those credits roll or that achievement pops – you feel you’ve accomplished something. The relief and sense of pride that floods your emotions after finishing a terrifying horror game is such a unique experience that it’s hard to really put into words. Whether you made it one level or collected every collectible in the game, you completed something that every rational part of human psychology would want you to run away from. That’s something to be proud of.

To all you horror gamers out there, I salute your bravery. However, I’m going to go back to hiding under my fluffy blanket and hurling my controller across the room at the slightest spook.

Till next time,

CaitlinRC.