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    Saturday, June 03, 2006

    Prey demo.. Is it out yet??




    Hello fellow gamers,
    I just wanted you to read this weekly update from the boys at 3dRealms..

    Well, it's June 2nd, and we're twenty days away from the demo launch on the PC & Xbox 360. The game is closer to release, and as such, Chris Rhinehart has had to ask for backup for this week's weekly Prey update. This is again not Chris, this is Joe Siegler of 3D Realms. Chris asked me this in an email.. "Would YOU like to do the weekly update this week? Give 3DR's perspective on what you've been working on over the past couple of weeks or so?"

    While my personal involvement outside the forums is mostly deathmatch testing, I said I'd take a stab at it. So without further ado, here goes the Prey Update for this week.

    "The "Prey stuff" that is in deathmatch definitely brings a whole new world to the concept. I started playing Deathmatch in videogames with most other people, back in 1993 with Doom. To most of us that were around back then, it's still held up as a great game with great deathmatch. Sure, there's been plenty others over the years (Dukematch and WangBang come to mind). Online play has expanded over the years into all kinds of various modes, but Prey Deathmatch is a really cool mix of old school deathmatch feel, as well as being more up to date with the gravity flipping and portals in the current technology.

    It's all pretty darn cool. The first few times you play, if you play against someone else who knows the concepts introduced with Prey Deathmatch, they'll school your ass, as you're not used to looking in every direction for incoming fire generally. Back in the old days with Doom, ROTT, and the like you had just left and right to contend with. Quake introduced up and down to the mix, and it's pretty much stayed that way until now. While Quake allows for incoming fire to come from almost every direction, the base play remained the same, as you had to be "on" something - up and down were constants for the most part, despite the Z axis now being brought into play. Prey changes that with gravity flipping and wall walking. Quite frequently I play one of the levels with a bunch of wallwalks, and as I'm being shot, it's sometimes hard to tell where the shooting is coming from when the guy is above your head shooting straight up at you. It's quite interesting to be in a map looking straight up, and seeing another character doing the same thing to you - up and down are quite different concepts here, and seriously impact how you play deathmatch.

    Portals also bring an interesting twist to the party. I was playing MultiPrey in one level, and kept shooting myself, but I didn't realize it at the time. You see, there was one bit where the level designer constructed the layout of the portals such that when you came out of one portal, you saw what you think is someone else going into another one. This being deathmatch, you shoot at everyting, so you fire at it - and it ends up being yourself! What's brilliant about this particular bit of level design is that you get to see just enough to let you know someone is there, but not enough to know who it is. So if you're heavy into deathmatch and aren't paying attention to what you're shooting at, you're likely to be shooting yourself. It's quite funny.

    The maps that come in the Prey demo for deathmatch most definitely show off the cool wallwalking and gravity flipping aspects of Prey. There's a couple of screenshots below showing a few of these things from MultiPrey. Prepare for something new to the genre of good old fashioned deathmatch."

    I really like the fact that 3dRealms have weekly updates on Prey! This game is gonna kick some major ass and what else can you say about a game that will let you shoot yourself thru a portal??

    until next time..

    LORD "SPIRIT WALK" NATAS

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