Don’t Call It Horror: Prey Revives the Thriller
Prey has gotten a lot of hype over the past few weeks. It’s a new game from Arkane Studios, the developers of the Dishonored franchise, and it is also somehow related to the 2006 game of the same name. Last week, in a move that puts them in a very different place from most other game developers right now, the teams behind Prey released a demo in order to get people excited about the full game next week.
I am not a person who knows anything about Prey. I haven’t read any promotional material, I haven’t watched any prerelease video, and I haven’t checked out any interviews with the development team. I have been wholly in the dark about the game, and with that profound ignorance I walked head-on into the Prey demo.
There are lots of games out right now that have figured out how to do tension in a game. From Alien Isolation to Resident Evil 7, contemporary videogames have maneuvered their way into understanding how to make a player feel a certain kind of anxiety about the world that they are navigating. We often call those games “horror” games, but sometimes I wonder if that’s the best way to describe it. These games are about holding out on the player until the last moment, and in that last moment, scaring the hell out of them.
The Prey demo has its share of those moments, but like the first and second Bioshock games, those moments that we describe as horror are sublimated beneath layers of dialogue, environmental design and puzzles. Prey is in the lineage of Looking Glass Studios, one of the progenitors of the so-called immersive sim, and therefore plays with the push and pull of player expectation and possibility. Put another way, Prey seems invested in giving the player options in its game world while also playing with their expectations about what those options should produce.
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