Image Credit: Bethesda
Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.

Games of 2018: Experienced Points’ Shamus Young

This article is over 5 years old and may contain outdated information

Prey: Mooncrash is one of those strange cases where the DLC winds up being better than the base game. Don’t get me wrong, I loved Prey. It was my game of the year for 2017. It’s just that this DLC is so much better. This isn’t just an improvement on the gameplay of Prey, it’s also an improvement on the roguelike genreā€™s formula of exploration and permadeath.

Recommended Videos

As you play, you’ll gradually unlock the five fixed playable characters. Unlike in the core game where you’re free to build any sort of character you like, Mooncrash gives each character a fixed class. One at a time, you take them into the moon base. Each run ends when the current character either escapes or dies, then you pilot the next lucky contestant through the fray. The base is persistent from one character to the next, which means you can have your soldier stash things for your engineer to find later. Do you lead off with the soldier to clean out the monsters for your other characters? Do you start with your engineer to get the power on and the lifts working? Or maybe you’ll start with the hacker to get the doors open. Once all five characters have escaped or died, the moon base is reset and you can play through it again with different gear, different monsters, and different hazards.

I’ve been waiting for this game for twenty years. Ever since I realized I couldn’t play System Shock 2 anymore because I’d memorized the hiding place of every mutant and the contents of every wastebasket, I’ve wanted a game similar in setting and theme where the system could randomize things to keep it perpetually fresh.

The multi-character concept means it’s not quite as cruel as a typical roguelike where death is a literal dead Ā end. At the same time, the stakes are higher because you’re no longer one quickload away from erasing a blunder. Save states make a game convenient but also lower the risk of failure. Permadeath creates tension but makes failure a killjoy. The Mooncrash system has the advantages of both systems while also mitigating their shortcomings.

Immersive sim games cost a lot to make. While the fanbase is loyal, it’s not large. As much as I loved the sci-fi story of Prey, I understand why all of those mo-capped cutscenes are a big ask for such a niche genre. This DLC suggests a new direction for the series, or even the genre. If the moon base was a little larger and if the hazards had a little more variety, I think something like Mooncrash could work just as well as a standalone title.

Dear Arkane Studios: More please.


The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission.Ā Learn more about our Affiliate Policy
Author
Image of Shamus Young
Shamus Young
Shamus Young is a <a href="https://store.steampowered.com/app/358830/Good_Robot/">game developer</a>, <a href="https://www.shamusyoung.com/twentysidedtale/?p=27792">critic</a>, and <a href="https://www.shamusyoung.com/twentysidedtale/?page_id=45100">novelist</a>. He's just published a new cyberpunk novel. <a href="https://www.shamusyoung.com/twentysidedtale/?page_id=45100">Check it out</a>!