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Undertale
This about section will tell you stuff about my website and the video games I have picked out.
ABOUT
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n:
Undertale
English
For the track named "Undertale", see Undertale (Soundtrack).
Current UNDERTALE logo
Previous UNDERTALE logo
Contents
[show]
"The friendly RPG where nobody has to die!"
— Undertale's Release Trailer
Undertale (stylized as UNDERTALE and formerly UnderTale)[1]is a role-playing game developed independently by Toby Fox with additional art by Temmie Chang in the Game Maker: Studioengine. It was released for Microsoft Windows and Mac OS X on September 15, 2015, and for Linux on July 17, 2016. The game has been met with overwhelmingly positive reviews.
Undertale was released for PlayStation 4 and PlayStation Vita on August 15, 2017. A special collector's edition will be sold on Fangamer.[2]
Gameplay
Undertale is a role-playing game that utilizes many of the traditional mechanics normally seen in role-playing games but with a number of differences.
The battle system in Undertale is turn-based and seems to be heavily inspired by bullet-hell games – in particular, the Touhou series – where the protagonist's SOUL, represented by a red heart, must avoid attacks unleashed by the opponent. As the game progresses, new elements are introduced, such as colored obstacles which require the soul to stay still or move through them, and some battles (including some of the Boss battles) which change the way the heart is controlled. During the player's turn, they have the opportunity to fight the opponent (involving quick-time input), perform actions that can change the opponent's mood, use items, and show mercy by sparing the enemy, which ends the combat if the correct actions have been used. Killing an enemy will reward EXP and LV, but neither are given if they are successfully spared; GOLD is earned in both cases. The game has a large emphasis on the morality of killing and sparing the Monsters encountered, as the player's actions determine what ending they will receive. Unlike traditional RPGs, it is possible to complete the game without ever killing a single monster.
The player, represented by the red heart icon, evading enemy attacks
The overworld mostly consists of puzzles that the player must solve to progress. Monster battles can also be seen as puzzles, requiring the right set of actions to resolve the fight peacefully. However, should the player decide to commit to murdering every monster they encounter, almost all the puzzles are disabled, and the player is required to grind to progress the game. Unlike traditional RPGs, grinding (under a neutral setting) and backtracking are not mandatory, and no side quests exist within the game.
The game is also known for its dialogue that is witty and humorous as well as having drastic alterations based on the player's actions, and occasional breaking of the fourth wall. While killing/sparing results in notable dialogue changes, the most prominent alteration involves the manipulation of the game's SAVE feature, particularly quitting or resetting the game: almost every major character possesses meta-knowledge, remembering actions the player had performed in previous playthroughs.
Main Story
Long ago, two races ruled over the Earth: Humans and Monsters. One day, a war broke out between the two races and after a long series of battle, the humans were victorious. The greatest of their magicians confined the monsters to the Underground with a magic barrier. However, this barrier is not a perfect barrier.
Many years after the war, in 201X, a human child climbs Mount Ebott for their own mysterious reason. It is said that those who climb the mountain never return. The child discovers an enormous hole in the mountain and falls in. After that, the story begins.
The protagonist starts off their adventure in the Ruins and soon meets Flowey, a sentient flower who attempts to kill the protagonist for his own amusement. He is thwarted by a motherly monster named Toriel, who teaches the child how to solve puzzles and resolve conflicts in the Underground. After a boss fight with her, she allows the child to exit the Ruins, ending the demo.
Development
The earliest known screenshots of Undertale were posted in a joke thread in the PK Hack section of Starmen.Net, where Toby "Radiation" Fox claimed that the game would be an EarthBound ROM hack called UnderBound 2.[3]
The first known demo of Undertale was sent to the video game merchandising website, Fangamer, to play back on May 2, 2013.[4] The game was met with positive reviews, so a public demo was later released on May 23, 2013.[5]
Undertale was later funded through a kickstarter campaign with a goal of $5,000. It ended up receiving $51,124 from 2,398 people. Due to the short length of the demo, Fox expected the game to be completed as early as August 2014.
Version History
Main article: Version Differences
There have been five patches for Undertale so far; the current version is UNDERTALE v1.06. Undertale is currently available on PC, Mac, Linux, PS4, and PSVita.
Video Gallery
Undertale Greenlight Trailer
Undertale Release Trailer
Undertale PS4 Trailer
Trivia
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On two preview images of the official website's "about" section, the character's name is Taco.
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The page title of the website's "demo" section is "UNDERTALE Delicious Free Sample."
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If one tries to check the official website's HTML, they will find this message by Toby Fox, which says: "What are you doing? Looking for secrets? Don't put your nose where it doesn't belong. Or you might learn something you DON'T like... Hee hee hee."
References
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↑ "Every capitalization is canon. Undertale. UnderTale. UNDERTALE" - Toby Fox. January 14, 2015. Twitter.
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↑ UNDERTALE PlayStation 4, PS Vita E3 2017 Announce Trailer - YouTube
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↑ "Office Cam tomorrow at 8:30pm EST! We'll be playing @FwugRadiation's game: Undertale" Fangamer. May 2nd, 2013. Twitter
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↑ "undertale.com The demo is out." UnderTale. May 23rd, 2013. Twitter
External Links
This article is about the 2017 video game. For the 2006 video game, see Prey (2006 video game).
Prey
Developer(s)
Arkane Studios
Publisher(s)
Bethesda Softworks
Director(s)
Raphaël Colantonio
Producer(s)
Susan Kath
Designer(s)
Ricardo Bare
Programmer(s)
Stevan Hird
Artist(s)
Emmanuel Petit
Writer(s)
Raphaël Colantonio
Ricardo Bare
Chris Avellone
Composer(s)
Mick Gordon
Engine
CryEngine
Platform(s)
Microsoft Windows, PlayStation 4, Xbox One
Release
WW: 5 May 2017
Genre(s)
Action role playing, first-person shooter
Mode(s)
Single-player
Prey is a action role-playing first-person shooter video game developed by Arkane Studios and published by Bethesda Softworks. The game was released worldwide on 5 May 2017, for Microsoft Windows, PlayStation 4 and Xbox One.
In Prey, the player controls Morgan Yu while exploring the space station Talos I, in orbit around Earth–Moon L2, where research into a hostile alien collective called the Typhon is performed. As the Typhon escape confinement, the player uses a variety of weapons and abilities derived from the Typhon to avoid being killed by the aliens while looking to escape the station. The player gains access to areas of the station through a Metroidvania style of progression by acquiring key items and abilities, eventually allowing the player to fully explore the station in an open world setting.
Arkane's Prey is largely unrelated to the 2006 game Prey developed by Human Head Studios, and is considered a reimagining of the intellectual property set in a wholly new narrative. While Prey 2, a sequel to the 2006 game, had been planned by Human Head, it fell into development hell following transfer of the intellectual property from 3D Realms to Bethesda Softworks, and was eventually cancelled in 2014. Arkane's game does not use any of the planned sequel's assets, and only incorporates the previous game's name and the broad theme of the protagonist being hunted by aliens. Arkane built Prey as a spiritual sequel to System Shock, providing the player with several potential means of progressing within the game.
Contents
[hide]
1Gameplay
2Plot 2.1Setting
2.2Synopsis
3Development 3.1Intellectual property transition
3.2Gameplay design
3.3Story and art
3.4Technical development
4Release and marketing 4.1Technical issues
4.2Trademark dispute
5Reception 5.1Critical reception
5.2Sales
6References
7External links
Gameplay[edit]
This section needs expansion. You can help by adding to it. (August 2017)
This section may need to be rewritten entirely to comply with Wikipedia's quality standards. You can help. The discussion page may contain suggestions. (August 2017)
Prey is a action role-playing first-person shooter with stealth elements with strong narrative set in an open world environment. The player takes the role of Morgan Yu, a human aboard a space station with numerous species of hostile aliens known collectively as the Typhon. The player is able to select certain attributes of Morgan, including gender, and decisions made by the player that affects elements of the game's story. To survive, the player must collect and use weapons and resources aboard the station to fend off and defeat the aliens.[1] According to creative director Raphaël Colantonio, the station is completely continuous rather than having separate levels or missions, at times requiring the player to return to areas they previously explored. The player is also able to venture outside of the station in zero gravity and find shortcuts connecting parts of the station.[2] Colantonio also stated that the aliens have an array of different powers that the player character can gain over time; one such alien has the ability to mimic everyday items such as a chair.[2]
The game has multiple endings, according to lead designer Ricardo Bare; the endings fall into three major narrative structures depending on how the player broadly interacted with the station and surviving humans, but Bare said there are "tons of little permutations" based on specific events.[3]
Plot[edit]
Setting[edit]
Prey takes place in an alternate timeline where United States President John F. Kennedy survives his attempted assassination in 1963. The failed assassination catalyzes Kennedy to direct more funding into the space program, allowing it to flourish and accelerating the Space Race.[4] An alien, eusocial, species called the Typhon, is encountered on the Sputnik 1.[5] The United States and the U.S.S.R. band together to fight off and capture the Typhon, unbeknownst to the general population. Together, they build the space station Kletka (Russian for "cage") to be used as a prison for the Typhon situated in orbit around Earth's moon. The United States eventually takes full ownership after the fall of the Soviet Union in 1991 and reuses Kletka as part of "Project Axiom", research labs atop the prison spaces to study the Typhon and bring advances learned from that to Earth. After the "Pobeg Incident" in 2000 where some scientists aboard the station lost their lives to the Typhon, along with geopolitical instability at the time, the United States shuttered Project Axiom, leaving the captive Typhon alive.[6][7]
By 2025, the newly founded TranStar Corporation acquires Kletka and by 2030, has refitted it as Talos I, a fully operational research laboratory to study the Typhon and develop advances in neuroscience; this leads to the creation of Neuromods that harness the Typhon's physiology to restructure the human brain to grant the user new abilities (including superhuman ones).[7] TranStar grows financially successful from sales of Neuromods on Earth. At the time of the game's setting, about 2035, TranStar has further expanded the station to make for suitable living quarters for its staff that spend up to two years on the station between regular shuttles to Earth.[8]
Because of the numerous agencies that operated and expanded Talos I over the decades, the station includes a large mix of architectural designs, ranging from retrofuturism that was popular in 1960s America, to brutalist styles that were common in the Soviet Bloc in the mid-20th century, to opulent Art Deco put in place by the wealthy TranStar executives.[4][6]
Synopsis[edit]
In March 2032, Morgan Yu is recruited by their brother Alex to join TranStar's research team on Talos I. However, while taking a series of tests prior to leaving for the station, one of the supervising doctors is attacked by a Typhon and Morgan is knocked out. Morgan wakes up again in their apartment, but quickly finds out that it is merely a simulated environment. It is 2035 and Morgan has already been living on Talos I for three years. Morgan is then contacted by January, an Operator artificial intelligence that claims to have been built by Morgan. January warns Morgan that the Typhon have broken containment and taken over the station, killing the majority of the crew. It also reveals to Morgan that they had been testing neuromods for the past three years, with Morgan continually adding and removing them. While these neuromods allow for instantaneous learning of complex skills and abilities, a side effect of removing a neuromod is that the user loses all memories gained after installation of that neuromod, explaining Morgan's memory loss. January then claims that Morgan built it to help Morgan destroy Talos I, taking the Typhon and all of its research with it. Meanwhile, Alex contacts Morgan and suggests instead building a special Nullwave device that will destroy the Typhon but leave the station intact, citing how their research is too valuable to lose.
Morgan travels through the station and encounters other survivors, with a choice of whether to help them. Alex then tasks Morgan with scanning the Typhon "Coral" growing around the station, and discovers that the Typhon are building some sort of neural network. However, their attempts to study the neural network are interrupted when the TranStar Board of Directors learns of the containment breach and sends a cleanup crew to eliminate both the Typhon and any surviving station crew. After the cleanup crew is eliminated, Alex further analyzes the data and concludes that the Typhon are sending a signal into deep space to summon something. Suddenly, a gargantuan Typhon (called Apex) appears and begins to devour Talos I. Morgan is then given the choice of activating the station's self-destruct sequence or building the Nullwave device to defeat the Typhon.
If Morgan chooses to activate the Nullwave device, all of the Typhon on Talos I are destroyed and the station is left intact to allow further neuromod research. If Morgan chooses to activate the self-destruct, then the entire station explodes, destroying all of the Typhon with it. Morgan either finds a way to escape the station or is stranded and dies in the explosion, based on earlier choices in the game.
In a post-credits scene, Morgan wakes up in a lab and learns that it is not the real Morgan, but instead a captured Typhon implanted with Morgan's memories in an effort to teach it human emotions and empathy. The Typhon have overrun Earth; Alex and his Operator assistants then judge "Morgan" based on the choices it made throughout the game. If "Morgan" failed to show human empathy, then Alex destroys it and starts the experiment over. If "Morgan" did show human empathy, Alex lets it go, whereupon it can choose to accept his offer to become an ambassador between the
Development[edit]
Intellectual property transition[edit]
See also: Prey 2
The success of the original Prey lead to the announcement of a sequel Prey 2 in August 2006, with continued development by 3D Realms.[9] However, the project faced a number of issues, including the transfer of the intellectual property (IP) rights to Bethesda Softworks (under ZeniMax Media) sometime by 2011. In March 2011, Bethesda announced that Prey 2 would instead be developed by Human Head Studios using a modified id Tech 4 engine.[10][11]
On 31 May 2013, Kotaku reported rumors that development had moved to Arkane Studios and that the development had been rebooted, scrapping all of Human Head Studios' work on Prey 2 with a targeted release of 2016.[12] After about a year of further rumors, Bethesda officially cancelled Prey 2, though as described below, Arkane had started working on a Prey game that would be considered a reboot rather than a sequel, using none of the Prey concepts and none of Human Head's previous development.[13]
On 12 June 2016, Bethesda officially announced the Prey reboot at its E3 press conference. The game's development was led by Arkane Studios CEO and director Raphaël Colantonio and his team in Austin, Texas.[14] The new Prey is not a true sequel but instead "a reimagining of the IP", according to Colantonio.[15] The teaser trailer shown during E3 2016 showed the game's protagonist in something like "a space horror version of Groundhog Day", according to CNet's Seamus Byrne.[16]Bethesda's vice president of marketing Pete Hines explained that the new game has no elements from the cancelled Prey 2 outside of the player facing against aliens.[17]
species, or kill him.
Gameplay design[edit]
This version of Prey came out of Arkane Studios' own ideas; as explained by Colantonio, after they finished Dishonored, roughly around 2014, they split their team to work on two projects, one being Dishonored 2 and the other a new IP based on similar gameplay ideas which would be "in first-person, with depth and simulation and narration".[13] According to lead designer Ricardo Bare, Colantonio had suggested they look back towards what they had done with Arx Fatalis, a fantasy title produced by Arkane in 2002 which featured "this big, inter-connected dungeon that the player could roam so long as they could unlock everything".[18] They took this "mega-dungeon" concept, but now set it as a space station filled with hostile aliens, and would require the player to consider the "full ecology" of the game's world to overcome obstacles.[13][4] They did not want the player to solve singular-solution puzzles, such as simply finding a key for a locked door, but instead "think of this as a living, dynamic world, where there are tons of solutions possible", according to Bare.[4]
As Arkane started developing this concept, they recognized the similarities to the original Prey. Realizing that coming up with a name for a new property can be difficult, and that through Bethesda that they would have the ability to use that name, they opted to go with calling the game Prey.[13] Hines explained that Arkane evaluated the Prey property to its core and built up a new game around it, calling it more a psychological game rather than a horror one.[17]
According to design documents from early in the project's history published by Kotaku, the game was developed at Arkane under the name "Project Danielle". Three different concepts had been presented, all based on the nature of System Shock and involving the player-character named Danielle Sho (considered by Kotaku as a reference to SHODAN from System Shock) to find that there was a false reality in their apparent world and dealing with an artificial intelligence that has a significant influence on events; these settings included a futuristic lab set on Earth set just prior to the System Shock time frame, a secret lab on a remote island, and a retro-futuristic setting. Kotaku observed that this final setting was closest to what the released Prey looked like.[19]Prey's game world exploration is based on the Metroidvania subgenre, created by Japanese game designer Koji IgarashiPrey incorporates numerous gameplay concepts from Dishonored, which was itself inspired by the Looking Glass Studios' games Thief: The Dark Project and System Shock, where players are encouraged to find creative solutions to overcoming obstacles.[20]Borrowed elements from Dishonored include giving the player enough agency to determine how they want to proceed at the game, having in-game consequences for certain actions taken by the player, developing a game world based on a pre-established lore that can be learned by examining notes and computer terminals throughout the station, and a simple user-interface.[20] However, Colantonio said that Prey would be less focused on stealth as Dishonored was, and would provide a more role-playing game-style improvement system through in-game chipsets that allows the player to customize their abilities for more tactical fast-paced action sequences in contrast to Dishonored's bone shard system.[20] Arkane also considers Prey to have more in common with Metroidvania-style of games, where they consider the game to be one singular mission across the interconnected game world, rather than having separate game levels for each distinct mission as they had for Dishonored.[21] Bare considered the Talos I setting to be "like an open world" that is fully explorable as the player gained abilities and equipment.[22] However, according to Colantonio, calling it an open world "might have the wrong associations." [23] The developers also took inspiration from FTL: Faster Than Light, considering the complexities of the various gameplay systems and how fast that a situation can go wrong if the player did not sufficiently plan ahead. Bare said they wanted to include that "chaos of systems", and keeping in mind that Talos I is a functioning space station, populated the station with a number of hazards like gas pipes and oil spills that can both been a boon to the players in defeating the Typhon, but also cause unforeseen consequences if the player is not careful.[24]Emergent gameplay was a goal of Arkane: while they had given the players abilities to take on the game in a full action mode or full stealth mode, they wanted players to find a way to complete the game in their own manner.[18] They recognized players may take one specific set of skills and weapons, and avoided including any enemies or obstacles that would be impossible to surpass because they did not specialize in the right skills, providing a means to bypass such areas.[18][18] Arkane also restricted how many horror elements they could include, since they could not predict where the player's attention would be throughout the game, providing another reason why they opted not to consider Prey a horror game.[18] Some elements supporting emergent gameplay arose during testing of the game's various systems. One of the Typhon aliens, the Mimic, was inspired by the creature of the same name from Dungeons & Dragons, and was programmed to take the form of any object smaller than itself in the room, avoiding the use of scripted events and allowing the alien's artificial intelligence in the game's software decide what to replicate.[18]Separately, one of the tools developed by Arkane was the psychoscope, which allows players to scan an alien and learn and then use its powers; when the programmers learned of this, they quickly found that having players be able to copy the Mimic's power created a depth of new gameplay options, such as taking the form of a small object to sneak into small places, or taking the form of a non-flammable object to roll through fire-laden areas.[18] Enabling emergent gameplay in Preyallow for speedrunners to take advantage of the game's tools, particularly the Gloo Cannon that is able to create platforms on surfaces to access areas Arkane did not intend to be access without other tools.[25]
Story and art[edit]
One of the points of divergence in Prey's parallel universe starts with the failed assassination of John F. Kennedy
The narrative concept for Prey came to Colantonio during one of his airline flights while on travel; on return, he started to engage with the Austin studio to flesh out the ideas for the narrative, design, and gameplay, looking to build as detailed a world as they had for the city of Dunwall used as the setting for Dishonored.[26][18] Colantonio said that it took about a year from this initial concept to come up with setting the game in an alternate timeline that helped support this detailing.[26] They considered how the future would have been different if Kennedy survived the assassination attempt, allowing them to flesh out the narrative and design of the space station.[18] This itself directly attributed to the styled used in the various parts of the station, with the team considering what architecture would have influenced those most responsible for operating Talos I at the time. This ranged from considering what Kennedy would have seen frequently were he alive in the 1960s and 1970s, to envision how those funding contemporary commercial space efforts like Elon Musk or Google would style a space station.[4] As Talos I is a relative small space, Arkane was able to detail the station in depth, such as naming each non-playable character, including those already dead by the story's present, and fleshing out background stories for them, as to make the game's world more cohesive.[27]
The narrative also directed them to the types of weapons that would be available to the player. Arkane recognized that as a research station, their security forces would only likely have common weapons, such as pistols and shotguns, and would not have the equivalent of super-powerful gear like Doom's BFG. What advanced weapons are available were designed to look like prototypes and have flaws associated with them being only in their testing phase.[4]Avellone wrote and designed significant parts of Prey's content
Arkane's Harvey Smith is credited with establishing the Typhon and the reason for their existence in the story.[26] The Typhon are named based on the allusion to a typhoon storm; the player as Morgan follows in the proverbial storm's wake, finding survivors that have no idea what just happened but need their help.[22] Arkane wanted a more unique design to the aliens, and opted to use designs inspired by paranormal elements rather than stereotypical insect- or lizard-like species.[27]
Austin Grossman, also of Arkane, helped with establishing the early plot details with Morgan's awakening at the start of the game.[26] Bare had reached out to Chris Avellone circa 2013 to gain his help with the story, though at the time, Avellone was committed to other projects but wanted to work with the studio. Once Avellone was able to, he contacted Arkane to offer his help on the narrative.[26] Besides other parts of the narrative, Avellone was responsible for designing the non-player characters and the various missions that would involve these characters. Avellone felt these characters and their missions created dilemmas for the player to determine how to proceeding, helping the player to define their version of Morgan as well as expanding on the game's universe.[26] Avellone worked with Arkane on the story from June to about November 2016.[28][29]
Among other works, Prey was influenced by the films Moon, Starship Troopers, and The Matrix. As part of the game's promotion, Bethesda partnered with the Alamo Drafthouse to show these three films during April 2017.[30] Avellone also cited Aliens as part of his inspiration, describing it as an action-suspense film which has moments of comedy, even in the midst of heavy action sequences, and something he reused in writing for Prey.[26]
The original score was composed and produced by Mick Gordon, who had previously composed the soundtrack for Doom. Additional music was composed by Ben Crossbones, Matt Piersall, and Colantonio, with each one providing a single track. The soundtrack was released for live-streaming music services a week before the game's release.[31]
Technical development[edit]
Prior to Prey, Arkane had just released Dishonored 2 which used the studio's internally developed Void game engine. At release, many players reported performance issues with the Windows version of the game, which Arkane fixed through patches, but led to some lingering doubts as to Arkane's ability to develop for the Windows platform. Colantonio said that Arkane wanted to remove that stigma for Prey, with the goal to produce a "really flawless" version for Windows on release.[32] The game was developed using the CryEngine 5, an established third-party game engine, eliminating many issues related to performance. Colantonio also said that they "doubled our thoroughness" in the areas of quality assurance testing to eliminate other possible issues.[32][33]
Release and marketing[edit]
Prey was released on 5 May 2017.[34] Arkane and Bethesda provided a game demo for PlayStation 4 and Xbox One consoles about a week before the game's launch, covering about the first hour of gameplay. The studio did not opt to provide a demo for Windows systems, citing that they had to choose between either the consoles or personal computer for demo released. Colantonio also said that with the game's release through Steam, interested players can try the game for up to two hours under Steam's return policy, effectively treating this the equivalent of a demo.[35]
Technical issues[edit]
On release, PCGamesN reported that the Windows version of Prey lacked those technical issues that has troubled Dishonored 2, and called the game "the best performing triple-A game" they had seen in several months.[36] Eurogamer's Digital Foundry also found the computer version of Prey to run exceedingly well across even low-end computers, in contrast to problems it saw for Dishonored 2 at release.[37]
However, some reviewers and players found that after several hours of playing on the computer version, their saved games would become corrupted, and the game would crash when transitioning between areas once this started to occur. Restoring from older saves would eventually cause those to be corrupted as well, making the game impossible to complete. Bethesda reported it planned to release a patch to fix this issue in the week following the game's release.[38]
Trademark dispute[edit]
Just prior to release, No Matter Studios, the developers of an upcoming video game Prey for the Gods, announced that due to trademark objections from ZeniMax Media, that they had to change the name of their game to Praey for the Gods. ZeniMax reported that they had to defend the Prey trademark to avoid losing it in taking objection to No Matter's trademark filing.[39][40]
Reception[edit]
Reception
Aggregate score
Aggregator
Score
Metacritic
(PC) 82/100[41]
(PS4) 79/100[42]
(XONE) 84/100[43]
Review scores
Publication
Score
Destructoid
8/10[44]
EGM
8/10[45]
Game Informer
8.25/10[47]
Game Revolution
[46]
GameSpot
6/10[48]
GamesRadar
[49]
IGN
8/10[50]
PC Gamer (US)
79/100[51]
Polygon
8.5/10[52]
VideoGamer.com
8/10[53]
Critical reception[edit]
This section needs expansion. You can help by adding to it. (May 2017)
Prey received generally favorable reviews, according to review aggregator Metacritic.[41][42][43] Critics praised the fully realized atmosphere of Talos 1, with some labeling it a "luxurious sci-fi playground,".[54] On the other hand, combat proved divisive. GameSpot's Tamoor Hussain found fight sequences "rewarding," [55] while IGN's Dan Stapleton considered combat Prey's "biggest weakness" partly due to periods of AI unresponsiveness.[56]Concerning the story, GameSpot found protagonist Morgan Yu's journey somewhat "thin",[55] and TrustedReviews called the storyline "lacking," [57]
Sales[edit]
Prey debuted at No. 2 on the weekly sales charts of the United Kingdom, trailing the Nintendo Switch port of Mario Kart 8.[58] These figures were considered disappointing due to a lack of competition from AAA new releases and the fact that the opening week sales were 38% down from Arkane's previous title, Dishonored 2.[59] Additionally, Bethesda's decision to hold review copies until the official release date was mentioned by outlets as a factor for the weak launch.[59][60] However, Prey captured the top spot in its second week of release, besting Mario Kart 8 Deluxe, a rise partially attributed to the positive reception the game received from critics, though sales were down 32% from its debut week.[60][61] In doing so, Prey became the first Bethesda game since 2016's Doom to reach number one on the United Kingdom weekly sales charts.[62] In Japan, Preydebuted at #5 on the weekly sales charts when it released in late May with 7,105 copies sold for the PlayStation 4. The Xbox One version did not make the charts.[63]
References[edit]
Jump up^ Biery, Thomas (27 July 2016). "The new Prey will not be like the old Prey". Polygon. Retrieved 27 July 2016.
^ Jump up to:a b Matulef, Jeffrey (4 August 2016). "Prey reboot will be a metroidvania adventure". Eurogamer. Retrieved 4 August 2016.
Jump up^ Pereira, Chris (15 February 2017). "Prey Will Have "A Wide Variance" Of Endings". Gamespot. Retrieved 15 February 2017.
^ Jump up to:a b c d e f Graham, Roy (4 May 2017). "Designing Prey's sci-fi space station to be like a 'mega-dungeon'". Gamasutra. Retrieved 4 May 2017.
Jump up^ Reeves, Ben (7 December 2016). "Why Prey's Aliens Are Different Than Anything You've Encountered". Game Informer. Retrieved 9 December 2016.
^ Jump up to:a b Nunneley, Stephany (9 September 2016). "Prey’s alternate timeline depicts a future where JFK lived to see the space program flourish". VG247. Retrieved 9 September 2016.
^ Jump up to:a b Sanchez, Miranda (4 May 2017). "These 11 Images Reveal More About Prey's Alternate History". IGN. Retrieved 4 May 2017.
Jump up^ Cork, Jeff (9 September 2016). "Building Prey’s Interconnected World". Game Informer. Retrieved 9 September 2016.
Jump up^ "Next-Gen People: Scott Miller". next-gen.biz. Edge. 9 August 2006. Retrieved 3 June 2009.
Jump up^ D Deesing, Jonathan (18 April 2011). "Prey 2 producer on taking new direction, with 'capable' id Tech 4". Joystiq. Engadget. Retrieved 7 April 2015.
Jump up^ Rosenberg, Adam (14 March 2011). "'Prey 2' Bringing An 'Open, Alien World' For A 2012 Release From Bethesda Softworks". Multiplayerblog.mtv. Retrieved 20 April 2011.
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External links[edit]
Prey
Watch Dogs
From Wikipedia, the free encyclopedia
For other uses, see Watchdog.
Watch Dogs
Developer(s)Ubisoft Montreal[a]
Director(s)Jonathan Morin
-
Dominic Guay
-
Stéphane Decroix
-
Danny Bélanger
-
Yvan Poeymirou
-
Patrice Zink
-
Eric Baillargeon
-
Jean-François Roy
-
Martin Hébert
-
Lars Bonde
Writer(s)Kevin Shortt
Release
-
WW: 27 May 2014
Wii U
Mode(s)Single-player, multiplayer
Watch Dogs (stylized as WATCH_DOGS) is an action-adventure video game developed by Ubisoft Montreal and published by Ubisoft. It was released worldwide on 27 May 2014 for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One, while a Wii U version was released in November 2014. Set within a fictionalized version of Chicago, Illinois, the single-player story follows a hacker and his efforts to seek revenge after the killing of his niece. The open worlddesign lets players freely roam the urban city, suburbs, open countryside, and run-down neighborhoods of Chicago.
The game is played from a third-person perspective and its world is navigated on-foot or by vehicle. Players control Aiden Pearce, a grey hat hacker who can hack into the "ctOS", a centralized operating system which manages the hyper-connected city of Chicago, and formed after the Northeast blackout of 2003 was caused by a hacker. An online multiplayermode is also provided in the game, allowing up to eight players to engage in both cooperative and competitive gameplay in a recreation of the single-player setting.
Development on the game began in 2009. As part of their research for the open world, the developers conducted field research around Chicago throughout development and captured footage for the design team. Duties were shared between many of Ubisoft's studios worldwide.
Following its announcement in June 2012, Watch Dogs was widely anticipated. At release, it received a polarized reception; praise was particularly directed at the game's hacking elements and mission variety. The game received criticism concerning the discrepancy in graphics quality between marketing and the real game and also concerning the overall gameplay, plot, protagonist, and some technical issues. Watch Dogs was a commercial success, breaking the record for the biggest first day sales of a Ubisoft game, and becoming the biggest launch of a new intellectual propertyever in the United Kingdom at the time. As of 1 January 2015, the game has shipped over 10 million copies. It was followed by a sequel, Watch Dogs 2, in November 2016.
Contents
[hide]
Gameplay[edit]
Watch Dogs is an action-adventure game played from a third-person perspective. Players complete missions—linear scenarios with set objectives—to progress through the story. Outside of missions, players can freely roam the open world of Chicago. The world may be fully explored from the beginning of the game without restrictions, although story progress unlocks more gameplay content.[2]
In the main game, players take control of Aiden Pearce, a vigilante who can hack into various electronic devices tied to the city's central operating system (ctOS), allowing various methods for the player to solve numerous objectives.[3] The hacking mechanic in the game is performed directly from Aiden's in-game smartphone. The phone is also equipped with applications that interact directly with the environment around the player; for example, players can hack into NPC's phones to retrieve bank data and steal funds as well as unlock new cars, weapons, and in-game music, or they can hack into traffic lights to cause collisions. Players can stop trains, raise security barriers, and black out the entire city and can slow down time to shoot.[4]
The game's combat utilises a combination of stealth components and limited parkour (there is no jumping up or across), along with the mechanics of a cover-based third-person shooter.[5] The game allows the players to use non-lethal attacks and avoid killing anyone should they decide to, except the three main antagonists of the game, Damien Brenks, Lucky Quinn and Delford "Iraq" Wade. The hacking element of the game can also be used in combat situations to eliminate opponents, create diversions, or create cover. It can also be used as a stealth tool to sneak past guards. In combat, auto-aim and a cover systemare available as assistance against enemies. If players take damage, their health meter will gradually regenerate. If players commit crimes while playing, the police may respond, as indicated by a meter in the head-up display.[6]
Alongside the single-player mode, Watch Dogs features an asynchronous online multiplayer mode. One element to the multiplayer mode is a one-on-one interaction, in which one player secretly joins the single-player experience of another player and attempts to install a "back-door virus" onto their smartphone.[7] In addition, the game features an eight-player free roam mode.[8] Other multiplayer modes include car races, competitive decryption combat, and a ctOS mobile challenge.[b] A mobile application is also available for smartphones and tablets that allows players to challenge another player in-game and use hacks that triggers traps, in an attempt to stop them from succeeding.[10]
Synopsis[edit]
Setting and characters[edit]
In the backstory of Watch Dogs, a computer hacker is discovered to have been behind the Northeast blackout of 2003, which led to eleven deaths. This event prompted the Blume Corporation to develop ctOS (Central Operating System) a supercomputer that connects everyone and everything[11] — including personal information, security cameras, and traffic lights, after being implemented in Chicago, Illinois (the setting of the game), it becomes the most technologically advanced city in the world.
In Watch Dogs, players take control of Aiden Pearce (Noam Jenkins), a grey hat hacker and vigilante. After a hacking job gone wrong, a hit is sent out on Aiden. While intending to kill him, hitmen accidentally kill his young niece Lena Pearce. Now Aiden seeks to bring out his own kind of justice to the people responsible and avenge his niece, while protecting the remaining family around him, his younger sister Nicole Pearce (Anne Hopkins) and nephew Jackson Pearce (Nicholas Bode). Aiden teams up with a host of allies over the course of the game: Jordi Chin (Aaron Douglas), a "fixer" with a motormouth and Aiden's hired partner; Clara Lille (Isabelle Blais), a tattoo artist and member of the "DedSec" hacker group (under the alias 'BadBoy17'); Raymond "T-Bone" Kenney (John Tench), a former ctOS engineer, and the hacker responsible for the northeast blackout in 2003; Tyrone "Bedbug" Hayes, a 19-year old teenager who lives with his grandmother and has ties with the notorious gang, The Black Viceroys; and Tobias Frewer, another former ctOS engineer now down on his luck and also crafts tools and weapons for Aiden. Aiden also encounters many foes, including Delford "Iraq" Wade (Jerod Hayes),[12] a gang leader with a military background and cousin of Bedbug; and Dermot "Lucky" Quinn (Myron Natwick), the conniving elderly and wealthy owner of the Merlaut Hotel and crime boss of Chicago's crime underworld. Other characters include Damien Brenks (Daniel Kash), Aiden's evil former mentor and partner-in-crime and the main antagonist; and Maurice Vega (Christopher Jacot), the conniving trigger man who caused the accident that claimed Lena's life.
Plot[edit]
Hacker Aiden Pearce and his mentor and partner Damien Brenks launch an electronic bank heist at the rich high-end Merlaut Hotel in Chicago, with Aiden transferring the funds through his smartphone.[13] They come across a strange file, triggering a silent alarm set by another hacker. Damien tries to find the hacker, giving both himself and Aiden away. Unable to talk Damien out of it, Aiden stops him by leaving.[14] Fearing for the safety of his family (his younger sister Nicole, and her children Lena and Jackson), Aiden decides to drive them to safety under the guise of a surprise trip to the countryside. However, on the way, two hitmen are hired to intercept the car and take out Aiden. One of the hitmen, Maurice Vega, fires the gunshot that crashes the car and sends Lena into a coma. She dies two months later.[15]
A year later, Aiden, now a vigilante known around Chicago as "The Fox" or simply "The Vigilante", tracks down Maurice, the hitman, at a baseball stadium in the Parker Square district of Chicago.[16][17] After a fruitless interrogation about Maurice's contractor, Aiden leaves Maurice in the hands of his friend and partner, a fellow criminal named Jordi Chin. Aiden then hacks the ctOS to help them escape the stadium unnoticed.[16][18] As Aiden investigates further, Damien (whom he cuts ties with since the Merlaut) approaches him, requesting to find the other hacker from the Merlaut job.[19] Upon Aiden's refusal, Damien retaliates by kidnapping Nicole, forcing Aiden to comply with Damien's demands in order to ensure her safety, though he manages to save Jackson from being kidnapped and leaves him under the care of his and Nicole's psychiatrist.[20]
With the help of Clara Lille, a member of hacking syndicate DedSec, upon meeting her, Aiden is able to defeat a small hacker group named the Intraceptors, who pose a threat to him. Aiden is then able to track down the second hacker in the Merlaut: a gang leader and former soldier, Delford "Iraq" Wade.[21] Aiden obtains the electronic key to Iraq's server room and obtains a sample of the data from his servers.[22] He and Clara discover that Iraq has secrets on almost every citizen of Chicago, effectively protecting his gang from the authorities.[23] When they come across encrypted data beyond Clara's ability, she directs Aiden to seek out Raymond "T-Bone" Kenney, whose hacking caused the 2003 blackout that led to the implementation of ctOS.[24][25] After meeting and completing several tasks for him, T-Bone agrees to help decrypt the data.[26]
Aiden mounts an assault on Iraq's compound, reaching his server room. After Aiden downloads the server data, Iraq confronts him; but Aiden kills him and leaves the compound.[27] While browsing the server information, another hacker, JB "Defalt" Markowicz, infiltrates their system, stealing the information before deleting it from their servers. Defalt also leaves a recording that reveals Clara helped locate Aiden and Damien months prior, which ultimately led to his niece's death.[28] Furious, Aiden demands that Clara leaves, which hurts her. Later, when Aiden confronts Damien about the loss of the server data, Damien publicizes Aiden, blowing his cover and ultimately alerting the authorities of his identity.[29]
Eventually, Aiden and T-Bone locate and take down Defalt and retrieve the data again in a car chase.[30] Meanwhile, Aiden discovers where Nicole is being kept and frees her.[31] Aiden drives Nicole and Jackson out of Chicago and into nearby Pawnee for their safety. [32] Examining the server data, T-Bone discovers the contractor who ordered the hit that killed Aiden's niece, Dermot "Lucky" Quinn, the evil, elderly leader of the Chicago South Club mob, notorious human trafficker, and owner of the Merlaut Hotel.
Aiden tracks down Quinn and confronts him, shutting off his pacemaker by hacking it. In his dying moments, Quinn reveals that he ordered the hit because he thought that Aiden was searching for secret blackmail video footage of Mayor Donovan Rushmore (whom Quinn is associated with), who accidentally murdered his secretary when she threatened to expose his dealings with Quinn. After Quinn finally dies, Aiden races to Clara, who is ambushed and violently gunned down by Quinn's men, which deeply saddens him.[33] In response, Aiden uploads all of the blackmail to the web, including the video of Mayor Rushmore. He then attempts to track down Damien, and discovers that Damien has unlocked ctOS, allowing him access to the entire city. In order to find him, Aiden uploads a virus into ctOS and shuts down the entire system, causing a citywide black out. By doing this, Aiden reaches Damien, who is hiding in a lighthouse. As he confronts Damien, Jordi arrives, revealing that he has switched allegiance. Nevertheless, Aiden manages to injure Jordi and kill Damien. As he watches Chicago come back to life, Aiden accepts his role of "the Vigilante", to protect and, if necessary, to punish.[34] During a credit roll, several news clips play discussing the recent ctOS outage. One news clip announces that Mayor Rushmore has died, with police not revealing the cause of death. DedSec releases a video stating that they are tired of hiding in the shadows and declare war against the Blume Corporation and ctOS. The Blume Corporation then announces that the ctOS, which has been deemed a success, will be adopted in several other major cities across the country, using ctOS 2.0.[35] After the credits, Jordi calls Aiden one last time to tell him where Maurice is being held. Aiden heads to Maurice's location and chooses his fate.[36][37]