"Prey" cover
“Prey” cover. Image via Wikipedia.

I think it was somewhere in the arboretum of the TranStar corporation’s Talos I space station, about six hours into Prey, that I started to realize what was wrong.

Something had been gnawing at me; a vague sense of discomfort in the back of my mind.  It wasn’t the apprehension that every object in every room might turn out to be an alien mimic waiting to ambush me, nor was it the thought that at any minute the possessed remains of crew members might teleport in to attack me with psychic energy blasts.

No, these things I had expected, and indeed become accustomed to.

In fact, that was the problem.  What was really bothering me was that none of it was all that scary.

Prey sounds like a game almost engineered to my personal taste.  It’s a horror RPG in which you play as Morgan Yu, a scientist on a space station overtaken by mysterious aliens called “the Typhon”.  As you explore the station and fight the Typhon, you gradually uncover the backstory by reading logs of deceased crew members, and talking with the few survivors. All the while, you must overcome obstacles placed by Morgan’s brother, Alex–the scientist who seems to be responsible for the disaster.

Some of the Typhon, called “mimics”, have the ability to take any form, including such innocuous items as coffee mugs and even health kits and other useful items. So, you never know what might turn into a monster and attack as you creep through the dark, eerie corridors.

In addition to the usual video game weapons–pistols, shotguns, etc.–Morgan can use an experimental technology called “neuromods”, which grant the user all sorts of abilities, but can erase the user’s memory–a significant point, as it accounts for why Morgan has no memory of events that occurred before the beginning of the game. (This is explained by a character named January–a robot assistant who holds Morgan’s memories and acts as a guide in the early stages of the game.)

Prey has multiple paths and endings, and many different ways of accomplishing your objectives–a style of gameplay I strongly prefer.  And to top it all off, Chris Avellone, perhaps the greatest game designer ever, helped write it.

It’s like a hybrid of Doom 3 and Deus Ex (two games that I love), along with many other influences.  It also evokes the mining station episode that starts off my all-time favorite game, Avellone’s Knights of the Old Republic II.

With all this going for it, I was a bit dismayed by how weak the first act was.

Not that it’s bad.  It’s good enough.  Especially the opening 20 minutes or so; which are very disconcerting and disturbing. Not since Spec Ops: The Line has a game so successfully pulled the rug out from under me. But I’ll talk more about that later. (This is probably a good time to mention I’m going to spoil the game’s plot here, so don’t proceed any further if you want to play it without knowing what happens.)

I reference Spec Ops because it’s another favorite game of mine–again, Prey mimics elements from many of the classics. There are elements of Bioshock (takes place in a remote futuristic art-deco station) Half-Life, (the mimics look like headcrabs) Alan Wake (the shadowy phantoms murmur phrases spoken by the victims they now possess) and Dishonored. (This is only to be expected, since both are made by Arkane studios.) Indeed, there’s so much mimicry here, it makes the clever “not a mimic” marketing slogan seem rather ironic.

And yet… it doesn’t quite work as well as it should in the the beginning. And by “the beginning”, I mean approximately the first five hours after the opening sequence.

It’s like how all-star teams in sports don’t necessarily play up to the potential of all the great players on the roster.  This is usually because all-star teams don’t have time to develop chemistry–the sense of timing that makes a team function well as a unit.

Something similar is going on with Prey: it is built up of some very excellent parts, but they don’t always work together to create a coherent whole.

It’s not always clear what Prey is supposed to be. A lot of it looks like survival horror, but it’s not particularly scary. (One exception is an enemy called the Poltergeist. It’s invisible and causes all sorts of disruptions. Very effective, especially the first time it happens.)

Portrait of JFK from alternate future game "Prey"
Portrait from “Prey”

Prey‘s setting is also somewhat puzzling. It’s set in an alternate future in which John F. Kennedy was not assassinated, and the U.S. and Soviets worked together on space exploration.  But it’s not clear to me why this background was needed for the story. It felt like a gimmick.

Then there are the graphics.  They are good, but strangely cartoonish, which makes it hard to take anything seriously. I had this same problem with Bioshock and Dishonored as well. The people in these games all have soft, caricatured features, which creates a feeling of unreality.

I’m not sure why this particular style bothers me more than the outdated graphics of older games like Deus Ex or even Doom 3, but somehow it does

It is probably true that if I weren’t so well-versed in the simulated experience of exploring a creepy station overrun by monsters, the beginning of Prey might have been a lot more intriguing. If you haven’t played Doom 3 or Bioshock or System Shock 2 or Half-Life or Dead Space or the Fallout: New Vegas add-on Dead Money or… well, if you haven’t played many survival/horror games, everything in Prey will be new and interesting.

To get back to the Arboretum, where I first began to have thoughts of just giving up on Prey–well, I didn’t. I pressed on, and was soon rewarded for my efforts.  Because not too long after this, I started to run into some survivors with whom I could actually interact, as opposed to just constantly sneaking around in the dark, trying to alternately fight and run away from the Typhon.

The game really picks up once you start to meet some of the other characters. One suspects there must be a behind-the-scenes reason for this…

Helping officer Sarah Elazar and her men prepare for and then win a battle against Typhon forces massed in a cargo bay was the first really satisfying part of the game, and meeting some characters I cared about (who weren’t already dead) made me feel much more invested in the plot.

Even better were the quests involving Mikhaila Ilyushin. She guides you through a section of the station, and eventually you have the opportunity to get her some life-saving medicine.  It’s an optional quest, but really satisfying to complete.

See what I mean about the graphics?
Best character in the game.

Mikhaila was my favorite character in the game, because the quests relating to her are both rewarding and emotionally “true”. After returning to Morgan’s office, she asks you to find data about her father that is stored in the station’s archives. On finding it, it reveals that Morgan ordered her father’s death. You have the choice of whether to tell her about this, or destroy the evidence. In the end, telling her is ultimately the right choice. “Honesty is the best policy…”

Between her and the security personnel in the cargo bay,  I started to care about the story in a way I hadn’t for the first six hours or so. And so I found myself once again heading to the arboretum to meet with Alex, and hear his explanation for the whole thing.

On reaching his office, you learn that in fact everything he’s been doing has been to fulfill orders previously given to him by… you.  Alex isn’t evil; he’s just doing what he believed the “real” Morgan would have wanted him to do, before neuromods and other experiments changed his sibling into someone he no longer recognizes.

This was a very powerful plot twist, because the game does a good job of making you hate Alex in the beginning, and then does an equally good job of making you want to work with him. The switch is accomplished very economically, and does not feel at all forced or contrived.

Alex explains that the key to understanding the Typhon has to do with the “coral”–a mysterious luminescent substance they have woven throughout the station as they have taken it over. After you study it further, it confirms what Alex claims Morgan initially suspected: the coral is a neural network.

For me, this development happened at about the 15 hour mark, and I was really getting into the game at this point. I returned to the arboretum (Alex’s office is there) to bring back the data I had collected and upload it for analysis. This, I figured, would trigger the endgame sequence.

But no–the upload gets interrupted by a surprise attack from a mercenary named Walther Dahl. He’s been sent by the TranStar corporation to steal back all the data and kill everyone on the station.

He’s also the most annoying character in the entire game. He blows in at the eleventh hour with his army of military robots, totally disrupting the pace of the narrative. He may have been referenced earlier in the story–although I sure don’t remember it–but certainly not in any way that counts as meaningful foreshadowing. My reaction to his arrival wasn’t “oh, wow; it’s that Walther Dahl guy I heard about earlier”, but instead “who the hell are you?”

It reminded me of Stephen Leacock’s mockery of a common trope in detective novels that explains the crime by concluding: “It was the work of one of the most audacious criminals ever heard of (except that the reader never heard of him till this second)”.

Even worse, Dahl undercuts the main enemy of the game, the Typhon. It’s like in Mass Effect 2 and especially 3, when Cerberus and the Illusive Man kept getting in the way of fighting the Reapers.

I actually found myself rooting for and counting on the Typhon to get rid of Dahl’s inexplicable army of robots for me.  This is detrimental to the plot in two different ways: first, it makes you feel sympathy for what had previously been an unambiguous enemy; and second, it undercuts the Typhon’s effectiveness–they can’t be that powerful, if Dahl was able to show up and take over the station in the space of about five minutes.

This whole sequence was undoubtedly the weakest point of the game, and it took about two hours to resolve. (In fairness, defeating Dahl was extremely satisfying, but not so much as to justify his existence in the first place.)

So now, I found myself going back to the arboretum yet again, to do the same thing I had been about to do two hours before, prior to the pointless Dahl episode. And that wasn’t even the worst thing about it–but I’ll get to that later.

There had been several points throughout the game where it seemed like they were just throwing obstacles at me to  make everything as hard as possible. There were quests that went something like this:

  1. “Go get some files from a computer on the other side of the station.”
  2. <Goes there, fighting and hiding from Typhon all the way>
  3. “Oh, the door is broken. You have to get parts to fix it.”
  4. <Gets parts>
  5. “Shoot, the power’s out. Backtrack and turn it on.”
  6. <Goes back; fights more Typhon>
  7. “Hey, the power is out because the reactor is broken. Fix it.”
  8. <Rebuilds nuclear reactor>
  9. “What were we doing again?”

This had been frustrating enough, but the Dahl interruption was just too much.  I prefer games in which each objective involves uncovering new information that advances the plot, rather than have most of the objectives be about doing busywork that eventually uncovers information that advances the plot. It felt at times like they were just dragging it out. And this turned out to be a big problem, but again, more about that later.

Once the coral data is analyzed, Alex explains that the coral is used by the Typhon to transmit a signal.  Morgan, he continues, had suspected this from the beginning and had designed a device that could destroy the Typhon by taking over the neural network.  He suggests using this, instead of following January’s suggestion of activating the station’s self-destruct mechanism.

At this point, a massive Typhon creature appears from deep space and begins to consume the entire station. Morgan then has to choose between whether to destroy the station and the Typhon along with it, or activate the device and destroy the Typhon but keep all the research and technology the team on Talos I has developed.

I chose the latter. I’m always a big one for keeping knowledge–same reason I always leave the Collector base intact at the end of Mass Effect 2. It never hurts to have more technology at your disposal; you can always choose not to use it if you don’t want to.

In either ending, the Typhon are destroyed, and the credits roll. But Prey still has one final twist in store. And it’s significant enough that even though I warned you about spoilers earlier, I’m putting it after the page break…

(more…)

250px-planescape-torment-box[Last week Beamdog released an enhanced edition of Planescape: Torment for modern desktops and tablets. In honor of this occasion (and hopefully to drive more people to play it) I decided to post a full-length review of the game, which I’ve somehow never done despite going on about my love for it all these years. Be warned: some spoilers ahead!]

What always strikes me first about Planescape: Torment every time I start a new game is how weird it is.  Your character –called “the Nameless One”–wakes up in a mortuary, apparently as an amnesiac zombie, and is greeted by a floating skull who proceeds to read a message written on the Nameless One’s back.

And that’s just the opening few minutes of what’s at least a 20- to 30-hour game.  It doesn’t get less weird after that.  You meet a whole host of bizarre characters: a chaste succubus, a living suit of armor, a man who is eternally on fire, a living cube with crossbows… the list goes on.  And that doesn’t even address the weird setting–an indescribable world of twisting labyrinths and cities that shift both in physical space and across different planes of reality.

All in all, it’s a strange and disturbing universe that the Nameless One must traverse in order to complete his quest.

And yet, for all the outré creatures and situations you encounter, it always remains possible to relate, even if it’s only in some twisted way, to the humanity of the characters. That is the first piece of genius that points to the heart of Torment’s brilliance: though it is surreal, it is also real on an emotional level–more real, in fact, than many other games that strive for super-realistic graphics and gameplay.

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Gameplay screenshot via Planescape.com

There is a heart to Torment‘s characters, and a logic to its locales and events, because they are all connected by a unifying theme: their relationship to the Nameless One, and how his actions impact all of this is the thread that weaves all these fantastical elements together into a coherent whole.

The fundamental feature of all video games is interactivity.  What differentiates games from other art forms is that the intended audience is meant to actively engage with the game.  It is not merely a passive experience, but one in which the audience is meant to take some action which in turn advances them towards a goal.

In games with narrative–what we might call “dramatic games”–the player’s actions are supposed to advance the story.  By performing an action, the player sees what happens next.  In more sophisticated games, the player has some choice of what actions to perform, and these affect the course of the larger story.

The full potential of this storytelling style is seldom realized in most dramatic games. Generally, most stick with the tried-and-true formula of the player advancing a straightforward narrative by performing a set of actions. But in Torment, the concept of interactivity is wedded to the story of the game itself.

One of the central themes in Torment is the idea of “consensus reality”–the idea that by agreeing to believe in something, it becomes effectively “real”. This is also tied to the game’s famous recurring line: “What can change the Nature of a Man?” (In some endings, the Nameless One can argue that “whatever you believe can change the nature of a man, can.”)

With its relativistic approach to “reality” (that is, the reality of the game world) Torment acknowledges a little-noted but integral truth of gaming: that the game-reality is subject to the manipulations of the player.  In other words, since the player is interacting with the rest of a pre-programmed world, it is ultimately their “reality”, to shape as they see fit.

This is technically true of any game. When you play anything, from Pong to Minecraft to Fallout 4, you are interacting with a virtual world and manipulating it according to your desires.  The difference is that Torment is implicitly aware of this, and it makes the player character’s relationship to the world mimic that of the player themselves.

It is this subtle, critical point that makes Torment an all-time classic that’s still being played nearly 20 years since its release.

Nearly everything that happens in the story, and every character who appears in the game, either has previously been or currently is affected by the Nameless One’s actions. The entire game-world is (or can become) a reflection of the Nameless One’s character, either in his current life or in previous ones.

The architect Louis Sullivan famously wrote that “form ever follows function.” He meant this not merely as an architectural philosophy, but as a wide-ranging principle of design.

I’d argue that good design in narrative isn’t so much a matter of form “following” function, but simply form and function being in harmony.  In drama, you might decide the “form” (the medium/genre in which you will tell your story) before the “function” (the content/theme of your story), but they had better work well together.  That’s why it’s tough to write an action movie that glorifies pacifism, for example.

In Torment, form and function complement one another perfectly: the gameplay involves the player making decisions that alter the world, and the story is about how the Nameless One’s decisions alter the world.

Of course, Torment’s story and dialogue are brilliant on their own merits, and even in another form (it was adapted into a book, after all), the writing hits all the right notes: witty, moving, disturbing, clever and deeply philosophical.

But what makes the lines so powerful, and the intensely introspective storyline so memorable, is the fact that the player is able to make the game their own through their choices.  The player and the player character effectively merge, in a way that transcends (I used that word deliberately) the usual emotional distance between player and avatar.

It’s a difficult in any game to get players to really connect with the characters or the setting.  They intellectually know it’s all just pixels drawn by a bunch of zeroes and ones. And besides, how much can in-game choices “matter”, if you can just reload and try again if it doesn’t work out?

What’s truly amazing is that Torment should theoretically be less accessible than the average game. The strange setting and characters, forbiddingly odd even by fantasy standards, adds another barrier to the player’s ability to relate to it.

And then there’s the fact that the player character’s “death” means even less than in typical games.  He’s immortal; so it doesn’t matter if he gets killed in a fight; he just wakes up again afterwards.  In theory, this should make every conflict less emotionally-charged than it otherwise would be.

The designers stacked the deck against themselves, and then overcame the odds to deliver one of the most emotionally compelling games of all time. And so Torment‘s weirdness is not a flaw, but a strength–it adds to its unique flavor.

Throughout this review, I’ve said relatively little about the specifics of the game itself. That’s because the game defies description–and I think that’s because it’s like a mosaic: I can’t explain why it’s beautiful by showing just one tile–you have to see the interconnected nature of the whole thing to understand it. The best I can do is describe the sense I got from looking at it.

If you like dramatic, narrative-driven video games and you like to think, give Planescape: Torment a try.  You’ll never forget it.