Prey: Mooncrash DLC Exam – Exam 2018



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One of the main reasons why I stopped playing Prey before the end is also ironically one of the biggest strengths of the game. Every area in Prey presents a ton of great things. 39; opportunities. There are paths that come together, higher level zones with dangerous enemies that are not blocked and, in general, Prey just gives you a lot of options to attack a given area.

The completed level design also means that you are moving through new areas more slowly, exploring to find hidden objects and paths. It's awesome at first but slowly starts to annoy you, especially during the second part of the game, where it just seems to slide over and over again. Prey was one of the most memorable experiences in 2017, but it also made me want to play games from which it was inspired. Mooncrash solves this problem.

Mooncrash feels like a small portion of a larger experience. It reduces all the mechanisms of the basic game in a controlled area, allowing them to really shine. It does this by skilfully removing one of Prey's largest crutches, saving and charging. You see, you will often find yourself backing up and loading in Prey to replay meetings or to experience the myriad of different options of a region.

It also means that you are not playing as planned. Prey works best when you stick to the choices you make, by modeling what the player chooses to do. By continuously saving and loading during the meetings, the consequences of your actions are not reinforced, you are in a way completely free to rewind a meeting and start playing again until you find the best method. Mooncrash solves this problem by modeling around roguelikes, which means that you no longer have this backup / loading crutch on which to rely. You play as five different characters, four of which are unlocked by finding them in the game and your only goal is to escape. You find yourself at the Pytheas Moon Base, stuck in a simulation, crossing it again and again until you escape with the five characters in one pbad

The simulation itself also changes with each playthrough Randomizing items like health mugs and enemy placements, even a few layout changes, will always keep you on your toes and keep the experience fresh.

Each of the five characters is also unique and has its own skill tree to level up, some skills are borrowed from the main game, while others are completely new. There are also new enemies to fight but most of all you fight what you fought in the game.

Once you die, you keep most of your progress and start again. The game also remembers your actions between playthroughs and some parts of the zone change depending on your actions in the previous runs.

The longer you stay alive, the more difficult the race will be until you succumb and start again. As you play, you earn Simpoints to kill items, find bodies, and so on. These can be used between races to buy better equipment and skills.

One thing I am not so sold is the degradation of the weapon that is using your weapons at an accelerated pace. These are a little absurd because it only takes a few encounters to reduce the integrity of your gun to 22%. Much more interesting are the unique body traumas that need to be cured.

Mooncrash is Prey in an easily digestible, easy-to-digest nugget that offers a lot of replay value. It makes the mechanics of the base game fresh and exciting again, while adding its own unique twists. He cleverly both hinders and empowers the player and manages to keep each run through the brand new Moonbase feeling.

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