Prey Q&A

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GameSpot has gone live with a Prey Q&A, talking to Scott Miller of 3D Realms and Timothy Gerritsen and Chris Rhinehart of Human Head Studios about this sci-fi shooter. Questions are about the decision to revive the project, using Human Head as the developer, the storyline, the game world, gameplay elements, the singleplayer & multiplayer as well as engine technology.

Portals were the first thing we focused on. The original Prey made this a prominent feature, and we believed no reintroduction of Prey would be possible without portals featuring prominently in our game. At their simplest level, they are openings from one area of space to another. They are fully dynamic, meaning they can be placed at any orientation and on moving objects. They can even have conflicting physical characteristics (meaning on your side of the portal, gravity is up, while on the other side, it is down). There's so much more to the portals than that, though. We can use them in an obvious fashion--a tear in space appears from which monsters come jumping out of--or we can use them in a way that the player doesn't notice them at all until he or she realizes that something isn't quite the same. Then there's the mind-blowing, messing-with-the-laws-of physics way of using them to create environments that just can't exist in our world.

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