Ash
Arcane
- Joined
- Oct 16, 2015
- Messages
- 7,055
Cool gameplay changes, those new weapon models look like piss though.I am now happy with Prey, for the most part. Thanks to the mod "Prey for Death 2".
https://www.nexusmods.com/prey2017/mods/63
They do, approximately three of them, but shitty weapons better than no weapons. It's not a huge deal if you aren't a flamboyant beta boy that values graphics over gameplay.
That mod looks like a total mixed bag. Saving changes are BASED, as are the solar storms, but then there's dumb bullshit like repeatable bounty quests and a bunch of new useless weapons.
If this mod was JUST the alternate dimension stuff, the save system, and the solar storms, plus some of the changes from the PREY Corebalance mod, it would be kino. Right now it's just kinda meh.
Also, it's "HARDCORE" but doesn't fix some of the more glaring exploits in the game (like infinite health/psi from water fountains).
Repeatable bounty quests are kind of a non-factor. It's a tiny thing. It is 0.5% of the mod. I did two of them in my pt, and only out of necessity (difficulty is high, need power).
New weapons aren't useless, but very much needed. Especially against the absolute onslaught of mean enemies you must face. Some aren't executed great for sure, but none are notably overpowered (that I found...explosive shotgun sounds concerning but i never found that one), and only a couple useless. Useless weapons being a staple in classic gaming anyway. Now there's like 20 weapons as a result of the modders efforts. Originally, THREE guns and three supporting tools (stun/gloo/wrench). The end result could be executed better but it's not terrible, and almost anything is better than the pathetic vanilla offering.
There are many things new weapons result in, now pay attention: replayability is increased significantly, the weapon modding system is as a result more interesting and the inherent value of weapon mods increased, ammo and inventory management is more involved, combat variety significantly increased, involvement of the game's damage types and enemy weaknesses is highlighted further instead of just spamming shotgun and kinectic blast like vanilla...I can't stress how much better this mod makes the admirable but ultimately MEDIOCRE Prey.
Alt dimension stuff doesn't exist. Thankfully.
The water fountain issue is addressed. As both my review and the changelog states, all water is irradiated. This has far-reaching effect. Radiation poisoning status slows movement speed among other afflictions you absolutely dont want. Anti-radiation pills can only be fabricated so many times thanks to the GLORY of fab licences. Even with licenses available, recycling resources are more precious (you'll want to use them for ammo, health, armor, grenades etc instead). So yeah, the water fountain issue is, for the most part, fixed. It's still spammable (take the loss of a rad pill and spam it to 100 health) but to a much lesser, finite degree.
One of the most significant things about the mod you failed to comment on is the new enemy design: new enemy types, higher enemy count + respawn rates, and higher tier of enemy threat (a tier 3 introduced, essentially). This turns it into a legitimate game of old school proportions instead of the casual shitfest for retards that the original game is, where most of the time is spent swatting flies, recycling junk you don't need, and nothing is really a challenge.
Anyway, try to not have a knee-jerk reaction without actually playing it. It's a good mod, far more than I ever expected for Prey, and saved the game for me. I would have probably never touched the game again if it weren't for its existence. It's likely too hardcore for most of you lot though. In an ideal world you would all be jumping at this mod like ravenous savages ready to consume, but people are simply happy with mediocrity these days. It is what it is.
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