Tag: xbox game pass

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.

Afterparty – They Always Said You’d Drink Yourself To Death:

Hell has always been an odd topic for video game designers. 99% of the time, the underworld tends to be represented by demonic monstrosities, human suffering and a lot of torture. Doom tends to be most gamer’s first thought, then maybe the strange musical number from Saints Row. I can genuinely think of one game that gives the Devil’s domain more depth than just a place for human’s to be punished for their sins. That game is a not so well-known indie game called Afterparty. It’s coming to Switch soon and is on Xbox Game Pass if you’d like to give it a go! It’s a short game so I can wait whilst you go enjoy the experience 😉

Made by the same folks behind the brilliantly spooky Oxenfree, (which I’ll write about some today if you’re interested!), Afterparty places you in the shoes of Milo and Lola, two best friends who find themselves in the afterlife a lot sooner than they expected. Unable to remember how they died or what they did to end up in hell, they set out to find some answers and maybe a way back to the mortal realm. As it turns out, there is a way home. All you must do is outdrink Satan in a series of drinking games, like beer pong. It’s not like he’s the Lord of Hell and has been drinking since before any of the molecules in your body even existed.

My friends and I at every big event – constantly losing track of one another.

Throughout the game, you will control Lola and Milo, in order to solve problems, have … interesting conversations with demons and to down cocktails to gain powers (like courage, flirtation or complete arrogance). You know, normal drunk student behaviour. I’m surprised there isn’t an option to steal a traffic cone as kleptomania seems to be a big thing for student’s on nights out. That and having serious conversations with statues, to the point of expecting them to reply. Drunk people are weird, what can I say. Since I don’t drink much, I can’t relate that much to the drunken escapades of Lola and Milo, but my housemates can.

As much as the best friends are the stars of the show, the supporting cast of demons, fellow dammed souls and monarchs of hell are what really bring the story to life. Sam and Sister Mary Wormhorn steal the show. They are a testament that even in hell itself, well written NPC’s can raise the story to a level of quality that game mechanics alone could not achieve.

True friendship is sitting on a bench in hell, like nothing at all is wrong.

Sam, voiced by the wonderful Ashly Burch, is a taxi driver that offers to give Lola and Milo a lift to the different islands that form hells inner circles, cause you know, swimming through the river Styx doesn’t tend to end well for anyone. There’s a lot more to Sam than meets the eye, as her relationship with Satan himself is a bit more… complicated than you’d think for a demonic Uber driver. From providing exposition about the monarchs, to encouraging the friends to not give up, Sam is a character that is worth listening to, especially if you’re as invested in the fates of Milo and Lola as I was.

As you play through the game, you discover that Sam is one of the original monarchs of hell. Cast out of heaven with her siblings by God, she decided to build a small church so that souls who still wished to commune with God, could do so, whether he would listen or not. Satan didn’t take it well and conscripted Sam to her taxi driver position, endlessly driving back and forth, never settling in one place. Bit of a dick move if you ask me but then again, he is Satan. Now, as the player, it’s up to you whether you choose to befriend Sam but if you don’t be kind to Sam, I’ll hunt you down and send you to hell myself.

Tag yourself, I’m Lola.

Sister Mary Wormhorn is an entirely unique character, even in hell. She is what is known as a “Personal Demon” – assigned to ensure that Milo and Lola are continuously tormented throughout their time in hell. She is a manifestation of their inner torments, thoughts and negative experiences, able to create unique scenarios and dredge up horrific memories that the duo would much rather forget. In general, Wormhorn acts as a “summary” to each act of Afterparty’s story. She judges you for your choices, your conversations and the consequences that you will face later.

However, she also gives you more detail on the friendship between Lola and Milo as she puts it to the test. Her goal is to split the two of them up, to break their spirits and generally just torment them. Every tiny disagreement between the friends is noted by her and used later to widen the gap between them. If you side with Lola early on, Wormhorn will remember. At one point she even tries to get it on with Milo’s conscience (yes, his conscience gets ejected from his body by a cocktail) just to piss off our dynamic duo.

Some of my housemates probably could outdrink the devil. Just saying.

Ironically, Wormhorn is the closest this game comes to a moral compass. Although Lola and Milo aren’t bad people, they’re still in hell. Some of the choices you can make are morally grey and that’s the point that Afterparty tries to get across a lot. There is no “correct” choice. No matter what you do, someone will get hurt or miss out. Wormhorn doesn’t let you forget that.

Human emotions are complicated. Our choices are never cut and dry. Afterparty really dives into this, with your decisions and conversations never having a perfect solution. When it comes to the afterlife, none of us are sure what lies in store for us, nor whether our decisions on earth will save us from that eternal hellfire. Though if hell is in any way like Afterparty’s interpretation, maybe I’ll be ok. At least until my own personal demon clocks in to work and goes to town on my …less than perfect mental state.

When in doubt, arm wrestle a demon.

Give Afterparty a chance. After all, wouldn’t you want the devil to take pity on you?

Until next week,

CaitlinRC.