Hello again. Welcome back to the Prey Weekly Development Update.
Last week, we talked about the voice recording in the game. This week, it's back
to the usual status update - with something at the end of this update talking
about the plans for next week. In the immortal words of Mills Lane: Let's get it
on...
First big thing to update on is the huge number of Prey previews hitting the
net. These are all the results of the press tour from a few weeks ago, both when
I was in Los Angeles/San Francisco and when Tim Gerritsen was touring through
Europe. Joe from 3DR has set up a great page linking all the previews (as well
as other Prey news).
Check them out - the response has been very positive, and each preview has
different skews on the game. Some talk more on the single-player experience,
while others focus on multiplayer or 360. And, if you haven’t seen the newly
released single player and multiplayer videos -- well, dammit, go check them
out. Here’s a link. They're also in the videos section of the Official Prey
Site.
Speaking of Europe: Prey’s lead programmer, Paul MacArthur, spent some time last
week in England visiting Venom. Venom, you may recall, is working on the Xbox
360 version of Prey. Paul was out there to meet with them face-to-face to
discuss a host of issues, ranging from recent bugs to optimizations.
Meanwhile, back in Madison, Wisconsin. We’ve been receiving a large amount of
feedback from 3DR on the game - listing bugs, tweaks, and game balance issues.
In addition, 2K Games' QA department has been steadily adding bugs to the
database.
Overall, it’s been business as usual around here. Everyone is cranking on the
game, fixing bugs, optimizing code and levels, and tweaking things based upon
3DR’s feedback.
A number of new portal puzzles have been added to Prey, especially at the
beginning. We felt that the portal usage could get even more intense earlier in
the game, so we’ve been adding in even more puzzles and mind-warping portal
coolness. I’d go more into the puzzles themselves, but I honestly don’t want to
spoil these.
We’ve also been focusing on the combat in the game. The combat is definitely fun
as it currently is, but we’re working with 3DR to tweak it to be super-fun. We
aren’t doing anything radical to the monsters - the main things that we’re doing
to beef them up is based around feedback and around sustained intensity.
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