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Pretty great game overall and its a shame that Arkane got axed and that it didnt do well financially
The first half of the game is fantastic, lots of sneaking around, paranoia of mimics and smacking half the items in the game with your wrench, and feeling like youre outgunned and having to improvise a lot to get by
But I feel like the latter half of the game reeeeeally collapses in terms of quality and maintaining the games vibes. The upgrade to your scope to spot mimics basically kills all tension in the game because now their entire gimmick is nullified. Then when you get the shotgun suddenly the special Typhons arent even special, to the point the first time I ran into the Nightmare I died a single time and killed him, and killed him on every subsequent attempt.
And sooooo many loading screens, being told to go from one end of the station to the other for a single item, usually when I've killed everything in-between these two areas, is just the most awful kinds of fetch quests where I'm just holding W+shift over and over. The last maybe 5 hours of my run were me just sprinting back and forth between locations, even past enemies because I was far faster than they could react and I could kill them with a single click of a power. Really felt like they couldn't figure out how to restrain the players power level or how to scale threats against you because it was such a 180 from the earlier parts of the game.
Great ending as well, not sure where they could've gone from here with a sequel but I would've liked them to have had a chance.
Just A new Pic of the sides
We have the answer everyone has been waiting for. The truth must be revealed!
A Reployer is a device found all around TranStar facillities, such as Talos 1 and Pytheas. The exact purpose of the device is unknown as even TranStar's Board of Directors and TranStar Engineering cannot tell what it is.
The confusion all started when our Neuroscientist employee, Dayo Igwe, the bald man, sent an email to Jorgen Thorstein, one of our Site Directors, however Igwe requested an engineer to detail its purpose. In a similar event, Gus Magill and Lane Carpenter argued about it's true purpose within cargo bay, when one got shipped and scanned through there, however even Carpenter did not know it's purpose.
Morgan Yu bravely tested the Reployer by throwing a Recycler Charge (A device that summons a miniature black hole, and science inevitably turns it into Fabricator material within 5 seconds.) at it, and the materials were processed into Synthetic Materials, and Mineral Materials, both of which can be used within a Fabricator Device on board both TranStar facilities Talos 1 and Pytheas.
After using TranStar's digital processing and sorting software on the TranStar Blueprint models, Reployers are actually modeled on the 1965 IBM 2540 card read/punch, which was a device for System and 360 mainframes. It read standard 80-column punched cards at 1,000 cards per minute and punched new cards at 300 cards per minute, however TranStar has likely modified and improved the blueprint for their standards.
Speculation has risen upon Talos 1 that Reployers are spy machines used by the TranStar board of directors, however we have confirmed that it is entirely false. Or is it...
After all of our research, from interviewing the TranStar Board of Directors, to using sorting programs to sort through Reployer blueprints, it is confirmed that a Reployer is...a Reployer. It will always be a Reployer and stay forever a Reployer.
To summarize: a Reployer is a Reployer, and absolutely, certainly, positvely not a spy machine or a mimic, and will forever and always be a Reployer, and will be nothing but a Reployer, but will never be a Deployer. Thank you for joining TranStar today, assuming that we survive tomorrow.
u/Reployer, what do Yu have to say about yourself?
5hrs in, and I cannot believe how cool this game is!
Just bought this game for dirt cheap on Xbox series x (current sale if anyone is interested). First time ever playing. What should I expect? Gameplay/graphics look great for almost being 10 years old. I love most Bethesda games.
I’ve been playing the game and thoroughly enjoying it but while reading some Reddit posts and the wiki to get a hold of whats best to invest the Neuromods into, i have noticed that some skills in my game seem to cost more than what the wiki says, for example, the wiki says that firearms costs 2 neuromods while in my game it requires 4!, so my question is, do skills increase in price the more you get or was there an update that rebalanced skill prices?
Years ago I watched markiplier play this game and I finally have the means to play it.
A Lot of my memories of that playthrough is kinda foggy, but I do remember one world-shattering information...
"Something something true quality" about the Main character...
Anyways, I played just until the first neuromod and this game is scaring the living jesus outta me. "Fucking mimics" everytime I kill one. Loving it!!!
So I've been playing for a few hours and I just got the psychoscope. I was already a bit overwhelmed with the neuromods skill tree before I got it but now there are 3 more categories and I have no idea what to get 😅
Should I just get what I think looks fun or is neuromods a very limited resource and I should be careful?
Obviously this post will contain spoilers.
Do you think this is a Bioshock 2 situation, where you start as a Typhon and upgrade your human skills and the twist is you're actually a human?
I love this game, because even after 300+ hours, and countless playthroughs, it still makes me think. This brings me to my newest point of thought: We're lead to believe (at least I think) that Danielle Sho dies of oxygen deprivation shortly after you see her outside the fitness center window, and then speak to her while working through deep storage. The more I think about it, the more I wish the game would've given us a couple options: 1. allow us to space walk out to her with an oxygen bottle. Or 2. If you make it from the segment where you bang on the fitness center window, to the part where you eject yourself into space fast enough, why doesn't she just use the same breach in the cargo bay that you use to get back inside? I know it's dumb to spend so much time picking apart a relatively small detail in an almost 10 year old game, but I can't help myself. And I also know that the entire game is a simulation, so really, who lives and who dies doesn't technically matter all the much....but I'm still curious what people think.
We have come a long way guys... and I'm finally there. I'm releasing it, as promised completely opensource! Worked through multiple nights on it, burned through two hardware setups- was a huge fight with this engine, but there are still a few bugs left.
Other then that, you can go ahead and start playing that game with your friends form now on.
*c++ darkmage leaves the scene*
Links:
Nexus Mods
Github Repo
This project is open-source, and community contributions are very much appreciated! If you want to help fix bugs, or add new features, come join in on GitHub, Whether you are writing code, testing edge cases, or helping document features, all contributions are welcome and always appreciated!
Hellou everyone, I'm just bought Prey deluxe edition (steam). If I'm installing Prey main game should install the 2 dlc manually or it gonna download if I just install main game? Steam library treats Prey: Typhon Hunter as a whole game instead Dlc content.
I imported the Talos 1 3D model into Blender and decided to strip away the outer shell/hull panels.
What surprised me is how clearly you can see its modular scaffolding underneath. Arkane’s 3D/level design team didn't just model a hollow shell. The internal framework reflects the station's actual history. The early central core (Kletka) branching out into distinct modular blocks for Research, Executive, Arboretum, and Engineering.
It's such a pain, because its so hard to see what section you're going to. The map only shows lines to where sections connect, but no directions.
Is there any way to make a marker?
Not even worth the neuromod license
Took me forever to finally play it. I knew it existed and heard good things but thought it looked a little jank and kept back burning it.
And damn, I was missing out.
What an absolute gem. I never once got bored or felt the game lost momentum. It kept me hooked the whole time. The difficulty curve is spot on. Keeps you feeling challenged and godlike at the same time. Every scenario is something entirely new and creative so there's very little repetition even when revisiting the same areas. Something a lot of AAA games these days lack.
I played in a way where I held on to neuromods until I had an absolute need for them. I ended up finishing the game with like 30 mods to spare. It made it feel like I was refining the difficulty to my play style.
I don't think there was a single weapon I didn't use. They all have a purpose if you are willing to play around with them all.
Talos was so well thought out as far as the story and the crew and all the lore you can find.
I can say so much but you guys all know it already. I just wanted to vent my appreciation for a bit. What a fun playground Arkane put together.