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Prey (2017)

Prey (2017)

Prey (2017)

Prey is a 2017 shooter video game made by Arkane Studios and Bethesda Softworks.

Morgan Yu wakes to a normal morning in a comfortable apartment, then the illusion peels away. This is Talos I, a corporate research station orbiting the Moon in 2032, and its halls are now stalked by the Typhon, shapeshifting aliens that can hide as any object in a room. Arkane builds a station you can solve rather than simply shoot through, threading air vents, GLOO foam, and alien-derived powers into one connected space. Every locked door has three answers. The tone is cold, curious, and quietly paranoid, a survival puzzle wrapped around questions of memory and self.

Quick answers

What is Prey about?

Morgan Yu wakes to a normal morning in a comfortable apartment, then the illusion peels away. This is Talos I, a corporate research station orbiting the Moon in 2032, and its halls are now stalked by the Typhon, shapeshifting aliens that can hide as any object in a room. Arkane builds a station you can solve rather than simply shoot through, threading air vents, GLOO foam, and alien-derived powers into one connected space. Every locked door has three answers. The tone is cold, curious, and quietly paranoid, a survival puzzle wrapped around questions of memory and self.

When was Prey released?

Prey was released on 4 May 2017.

Who made Prey?

Prey was made by Arkane Studios and Bethesda Softworks.

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A few thoughts on Prey

Fans chasing the same unease should read Ghost in the Shell, where augmented minds blur the line between person and machine. The Blade Runner score sets the exact cold-chrome mood for exploring Talos I alone. Muse's Simulation Theory channels the same paranoia about manufactured reality into arena-sized rock.

Corporate facilities hiding a threat that isn't human

Prey traps Morgan Yu inside Talos I, a Transtar research station where the Typhon can be lurking inside any coffee mug or chair. Portal, Portal 2, Half-Life 2 and Alien share that same cold, corporate menace setting, places built by a company more interested in results than the people, or things, now stalking its halls.