Prey: Mooncrash melds Arkane's excellent immersive sim playground with the challenge of a roguelike that gives players a good excuse to dive back into what made Prey so fun.
One of the fullest and most clever realization of the DLC concept I have ever encountered. Instead of lazily rearranging old bricks Mooncrash takes familiar elements and really squeezes new quality out of them. [08/2018, p.82]
This is what a DLC should be. A great game with same spirit of Prey 2017 with roguelike gameplay.
Mooncrash takes the best parts of the base game and use them to build a highly replayable rogue-lite experince that is as much fun as it is addictive.
An interesting attempt to blend roguelite elements within a narrative and a welcome return to Prey’s quirky alien world. It won’t be for everyone but it’s a satisfying, fun and challenging experience for fans of one of last year’s best games.
Mooncrash’s amazing level-design and its fascinating writing, combined with its rogue-lite mechanics makes it a special game, but we’d have liked it to push its own ideas even further. Then, it would have reached greatness.
Mooncrash feels like it was never intended for everyone to enjoy—instead it reaches out to a certain type of Prey player that will appreciate its systems in a purer form. For me, the slow progression holds it back a bit, but this is an innovative expansion that still captures much of what I enjoyed about the base game.
For us, and for anyone who thinks exploration of these worlds is the main reason to play games like Bioshock and that Prey was at its worst when it forced you to go back through previous locations - Prey: Mooncrash is hugely disappointing.
This is the best DLC, I've ever played. Ever. It's also the one DLC that deviates most from the base game. Mooncrash changes things up so much that the game switches genres. The latter is what makes this DLC a bit difficult to recommend. If you enjoyed the base game, there's no 100% guarantee you will enjoy Mooncrash. And vice versa.
The base game discouraged rushing and rewarded careful exploration. This DLC reverses that. You're always on a timer and you might want to not read every email (at least not right away), not explore every nook and cranny (at least not right away) and not fight every enemy (at least not with every protagonist). But don't worry about dying either! Death is a minor setback. The simulation will simply start over. Mooncrash is a roguelite i.e. every bit of progress you make carries over to your next run. The simulation has more than one protagonist too. You will - eventually - play all of them consecutively. They're all more specialized than the protagonist from the base game. None of them will become good at everything but they all have theirs specific strengths and more importantly: They complement each other.
Mooncrash feels like the next evolution of the immersive sim genre and I do hope there's a lot more where this came from!
Я не знаю, зачем они так намудрили с длс, но его не прошел потому что надоело. Надоело постоянно следить за сраным таймером, надоело бегать по бесчисленным лабиринтам, надоело драться со спавнящимися более сильными версиями обычных тифонов после очередной порчи данных, надоело возвращаться в те же локации и муторно зачищать их заново, чтобы выбраться за разных людей, на которых вообще плевать. То, что нравилось в оригинальной игре, здесь только бесит. Жаль, что не сделали простое приключение в духе оригинала, без всех этих дурацких симуляций.
"Run, Forest, run!" (c)
I do not want to say that the game (DLC) is bad ... but it, unfortunately, is not good too. The main story, divided into five different small runs of different crew members of the lunar base in the form of simulations, is an interesting solution that greatly diversifies the fact that the lunar base is not very large. But since the very first game since 2000 I hate running against the clock. I admit that in some places and moments it is very suitable there or there, in the form of a trap or time to recover from the poison ... but when the whole game is on the timer ... and this timer goes fast enough ... and with every wave, enemies are re-spawn and become more difficult ... It becomes a disgusting decision.
The game becomes not a Prey, that I loved very much. Yes, in the end you are "with all your power" and remember locations, and have "coins" to get many "time dilation items", but still, (1) you have to buy them a lot for comfort exploration of "game World" and (2) This is still only after the middle-game, and for many players it will be at the end. This "time dilation items" are not an excuse for bad mechanics that was done here. Such idea would be normal, maybe, as something opposite, but for DLC to a "measured study and viscous stress" game... it's a failure.
Kind of wish I could suggest this, but I never would. In theory, it was a nice idea, to give you a chance to prove yourself with different play styles and get to each different goal. However it just doesn't do it chief. One aspect of game design I always hated, was to reward players who are good with an easier game, and to punish bad players with a harder game. So if you are good you will find all the secrets ****, get the special bonus power ups you only get for being super good, etc. In this game it comes in the form **** timer. Do you want to get the hang of things, explore, and think **** way to play? Too bad, this is a mad dash towards the objective chevron. After I realized that there after each character, the world stays the same, I thought I could leave useful things for my future runs, but there is no time for that. Do you like stealth? There is no time for methodical and avoidant or sneaky game play.
I am not really upset because I got the game at such a good price, but it just wasn't anything like what you would hope it could be. If this game were a corridor on rails type thing, I would be okay. It works for Time Crisis for a reason. However this game gives you an open world to romp in, but punishes you for exploring it. It makes me think of zelda Majora's Mask and how that game actually drives you to focus on your task by giving you a very clear path before each reset. However it always gave you time, and even more you could slow it. Not here. It really **** because this game has such an arcade style feel, but instead of giving challenge in a good way, it scuffs it, and uses the worst aspect of the arcade, which is trying to make you lose faster to get more money from you. But there are no quarters here to pop in a machine. Just the remnants of a stupid system. Why not give players an option? Like by putting a difficulty multiplier in that you can turn up to give bonus points? Why not also give points for restricting your own actions? Like another modifier that makes it so you can't use ability upgrades? This way a good player can rack up points faster, but a newer or more slow paced player can take their time, maybe doing a couple runs before getting the amount of points they need while giving each player the experience they would desire! A missed opportunity. Then on top of that you realize the game was made around the concept of exploration and story first, and combat second. So why didn't they improve the combat? Why not give us more weapons, and make the gunplay less clunky? There are a lot of things that should have been done different to get across what they wanted. However it was clearly just a lame attempt to smash one gameplay idea into an already finished game system that it was not compatible with. Shame really, because the replayability of this could have be great. Instead it just put me off trying to figure it out any further due to conflicts in gameplay.
So is it worth it? Eh, if you get it bundled on sale, why not pay $1 more and see if you like it? But I think even people who like the arcade idea of this game will find the actual core movement and gunplay subpar for the idea too. So this game really isn't for anyone unless they can put up with a great game and a great idea making each other somewhat mediocre.
There is no story.
Only 4 small locations.
You must complete the game in a limited time!
There is no way to explore the world well, because time is limited.
After the second pass, it becomes boring (you need to go 5 times).
Boring and monotonous game.
SummaryFight overwhelming odds to escape a secret TranStar moon base where the enemies you encounter, the hazards you face, the goals you complete, and the loot you collect are different each time you play. With changing environments as dangerous as they are dynamic, the Mooncrash campaign for Prey will offer a fun, infinitely replayable challe...