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How Metascores Are Calculated
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Altered Beast
Stars indicate the most critically-acclaimed games. |
Prey tells the story of Tommy, a Cherokee garage mechanic stuck on a reservation going nowhere. Abducted along with his people to a menacing mothership orbiting Earth, he sets out to save himself and his girlfriend and eventually his planet. [2K Games]
All critic scores are converted to a 100-point scale. If a critic does not indicate a score, we assign a score based on the general impression given by the text of the review. Learn more... 100
Detroit Free Press
Prey is touted as having an adaptive difficulty system -- the better you are, the better it gets -- and it really did seem to get harder as the game went on. As a result, there are just two difficulty settings, Normal and Cherokee, and I'd advise that even vets might want to give Normal a try on the first run out, letting the game's artificial intelligence pick up the pace to a comfortable level.
95
95
Game Informer
Prey is a masterpiece that simply should not be missed. [Aug 2006, p.80]
92
90
Official Xbox Magazine
In a strange way, Prey feels really old-school despite all its innovation, and that feeling is strongest in its simple but excellent multiplayer. [Sept 2006, p.74]
90
AceGamez
90
90
90
90
90
89
88
88
87
87
87
86
86
85
85
85
85
85
Play Magazine
It has a solid story, incredible visuals, and a new approach to an age-old formula. [Sept 2006, p.57]
84
83
82
81
81
80
80
80
Edge Magazine
While most shooters handle the genre's design tradition like fragile cargo, careful to ensure that its arrangement of pieces doesn't fall into disarray, Prey cranks it like a Rubik's cube, cocking its world delightfully askew. [Sept 2006, p.76]
80
80
80
The New York Times
80
80
80
80
80
Official Xbox Magazine UK
On occasion, what no doubt seemed like a crazy-cool idea down the pub just didn't work well in practice (spirit death-defying in particular) and fun has taken the edge off challenge, but you'd have to be an extremist alien sympathiser not to thoroughly enjoy Prey from the moment it sucks you into its viscera to the moment it squeezes you out again.
80
80
80
1UP
If only the Native American mysticism had figured in more. If only the spirit "death walk" had developed into something more than a shooting gallery. If only the voice acting and storytelling were a little better. If only there were more than just deathmatch to the multiplayer. All those half steps...but even combined, they don't amount to a stride backward.
80
80
80
GamerFeed
Prey has been a long time coming, and if the game just had a bit more to offer in terms of challenge and a more calculated death/revival system, it could've been a classic to unseat Halo 2. On its own, however, it was definitely worth the wait, with marvelous design ideas, fun gameplay twists, and a presentation that shows some effort.
80
80
games(TM)
Prey is a masterpiece of design, but there are a few niggles that slightly mar the overall experience rather than the immediate game. It’s likely that you won’t even notice them until you’ve finished playing and are debating its merits with friends. [Aug 2006, p.106]
79
79
78
75
75
75
GameSpot
75
75
75
The Onion (A.V. Club)
74
72
Electronic Gaming Monthly
Spend a couple of hours globe-trotting Prey's extraterrestrial fun house and witness your mind turn to mush as it soaks in all the bizarre gimmicks--portals, walking on walls, immortality--that help the game stand out from other ho-hum shooters. [Sept. 2006, p.94]
71
GamingExcellence
70
70
70
70
Xboxic
Despite some room for improvement, a linear nature and disappointing lifespan, Prey has a great deal to offer. It has fluent and dependable gameplay, one of the most fantastic video-game stories of recent times, some nifty innovations, a great atmosphere, along with two of the most emotionally harrowing boss-fights ever seen in a game.
70
70
360 Gamer Magazine UK
Joins an ever-growing ranks of "could-have-beens" thanks to it being both too short and too easy. [Issue #12]
70
70
70
68
67
60
60
X360 Magazine UK
Gimmicks aside, it's a very short and linear adventure that you'll probably only play through once unless you're an Achievements whore. But then...we had such fun playing it. [Issue 9, p.74]
58
42
30
Thunderbolt
We want interesting levels. We want a variety of enemies that challenge us. We want cool guns to kill them with. Instead, the developers did what they wanted. They put doors on ceilings and tables on walls and little switches to hit to pull you where they want you to go. They forgot everything that makes games fun.
Randy M. gave it a10: SYC gave it a4: Elizabeth R. gave it an8: Martin S. gave it a7: Colin C. gave it a7: Matt S. gave it an8: Brett S. gave it a9: |
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