Prey 360 Version Progress Update


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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.

We're also testing the Xbox 360 version, too. In previous updates, others have mentioned testing going on. At 3D Realms we get the builds from Venom in the UK - they get copied to the dev kit 360's, and away we go. While I personally haven't played it, I've watched others, and I have to say it looks as smooth as the PC games do - Venom has done a great job here. You can't really tell the difference, and the hitching that seems to plague Quake IV on the 360 is not in evidence here. It's a smooth title. Looks good and feels good on the 360.

Venom has been crunching hardcore over the past few weeks to get the 360 version of Prey together. Some of the highlights they've done recently:

* Tons and tons of bug fixes

* Overall gameplay tweaks based upon feedback from HH and 3DR. Some creatures were designed for the fast movement of the mouse, so we had to rework some of the gameplay values for those creatures

* Greatly improved texture resolution (there were some memory issues for a while, and as a test, Venom reduced the overall texture resolution on the game.) But, they found the memory issues, fixed them, and now have bumped the resolution back up higher.

* Tweaks to the feel of the controls

* A few tweaks to the default gamma/brightness

* Tweaks to the autoaim system to make it fair and useful

* Overall, they are kicking ass on the 360 version of Prey. Visually, it looks identical to the PC version.

Source: http://www.3drealms.com/news/2006/06/prey_..._update_21.html

The demo release date for both the 360/PC version is June 22nd! I can't wait ^_^.

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