Hat sich jemand den DLC geholt?
Übrigens: Spiel ist nun optimiert für die Xbox One X. Wurde auch mal Zeit.
Übrigens: Spiel ist nun optimiert für die Xbox One X. Wurde auch mal Zeit.
Folge dem Video um zu sehen, wie unsere Website als Web-App auf dem Startbildschirm installiert werden kann.
Anmerkung: Diese Funktion ist in einigen Browsern möglicherweise nicht verfügbar.
doch leider ist kaum zeit zum erkunden, da uns ein ständiges zeitlimit im nacken hängt (das spiel wird alle zehn minuten schwieriger - neue gegner spawnen usw.) was eher zum speedrunning führt.![]()
Jason: I absolutely loved Prey. Well, I should correct that—I absolutely loved Prey for three-quarters of the game, then the final act came and the security bots started attacking me and I was like, ‘this isn’t the game I signed up for.’ I’m curious to hear your perspective... What made you guys decide to approach it that way?
Colantonio: It comes back to the thing we were talking about a little bit earlier: crunch versus triple-A or reacting to changes toward the end of the production. Budget, shipping on time, etc. I think we did our best as far as planning — we thought on paper it’d be a nice change of pace toward the end, so it feels more intense and more like an acceleration as opposed to ‘Here is more story.’ So on paper it seemed right. The problem is when you implement those things, even the designers can only see so much of it, because they don’t see the rest of the game, they only see their part. And it’s only, believe it or not, it’s only around alpha, like three months before the game ships basically that you can see the entirety of the game in a state where you can fully comprehend it. It doesn’t crash too often, there’s not too many showstoppers.
Jason: All the assets are in instead of grey boxes.
Colantonio: Exactly, everything is in, and it’s in a good state enough that you can truly appreciate the level of what you’re trying to achieve. In this case, yeah there was definitely too much at the end, it was too intense, not only the security bots but there was some other stuff. In general, I think it was too intense, we were trying to ask the players to backtrack, and do some stuff. It was just too much. We should have cut it short. But we could not know. Sometimes you hope, you shoot in a direction and hope you hit the target, then in the last months you try to adjust, correct, etc. We probably were running out of time, and people did work, they did their jobs, and... We could have done with another few months of polishing for sure.
Jason: I think every developer says that.
Colantonio: There are some economic realities behind it. We had been developing the game for a while. There’s a moment where you book the shelves, because that’s also part of the ecosystem of our activity is that you have to book shelves at the retail stores. So once it’s there, you cannot tell them at the last minute, ‘Oh by the way we’re going to delay the game.’ There’s an entire chain, an entire organization. So it’s not just money, it’s a full thing, at some point when you’re committed, you’re committed... We have so much momentum, so much inertia when we do things, that there’s a moment at the end when you just have to wrap it up.
Jason: Did you try to delay Prey?
Colantonio: We did delay Prey a little bit compared to the very initial date we agreed on. There’s a moment when you can, because there are staged gates when you develop a game... There’s the prototype, vertical slice, alpha, beta, etc. Mid-game, there’s still time to delay the game if you have to, and Zenimax was really good with that. They were good with evaluating the game together with the developer and making the decision that makes sense for the game.
Jason: So when you guys got to those last three months, was that something you specifically brought up, that final act being too much action, too intense? Was it something you discussed but realized you couldn’t change?
Colantonio: Yeah absolutely, it was a recurring theme, the feedback was very clear. We have to accelerate the end just because it’s too intense, not that fun. If you had played the version we had a month before that, you would have thought it was even worse.
Jason: Maybe you should’ve put that out, then released the new one, so people could be like, ‘Wow by comparison this is amazing.’
Colantonio: Yeah, again, I think creators are never fully happy with what we do, and there’s tons of things that we wish we had done a little differently, but it worked out. Given how hard it is to make games. Prey was a very rich game, there was tons of things in there, tons of things that layer on top of each other, so I think it worked out in the end.
Typhon Hunter, the free multiplayer update to Prey: Mooncrash, will be available on December 11!
In Typhon Hunter, you’ll be able to experience the game in a completely new way – with other people! Take the tense, treacherous world of Prey, throw in some asymmetrical multiplayer, and you’ve got a recipe for some serious jump scares.




Musste den Schwierigkeitsgrad von leicht auf Kampagne stellen...

Ist doch nichts dabei, SG hochstellen geht doch immer, nur runter ist halt scheiße.![]()

Ich finde den Unterschied von leicht zu Kampagne schon extrem, aber vielleicht würde ich mir auf leicht jetzt "leichter tun", weil ich inzwischen besser geskillt und gerüstet bin
Grundsätzlich spiele ich ehrlich gesagt aber fast alles auf leicht. Ich bin den ganzen Tag schon immer ziemlich geladen und unter Storm, da will ich es beim Zocken einfach entspannter haben![]()
Warte mal, leicht ist aber leichter als Kampagne, oder verstehe ich Dich falsch?
Ich bin da genau andersrum als Du gepolt, habe ich das Gefühl von einem Spiel nicht gefordert zu werden, langweile ich mich sehr schnell und meine Konzentration schwindet, aber dafür gibt es ja Schwierigkeitsgrade.

So genau steht das nicht dabei, aber für mein Empfinden spielt es sich leichter als leicht. Aber vielleicht bin ich ja mittlerweile wirklich voll die Killer-Braut (nein).
Bin ich froh, dass ich mich fast nie langweile![]()
Kampagne ist leichter als leicht,
Kampagne, leicht, normal und schwer.



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