THE BUZZ: Chris Rhinehart, Game Director on Prey 2, has unveiled some new details about the game’s weapon system on Facebook.
He has been busy answering fans’ questions and in the process revealed a few new details about the various weapons in the game. First, the majority of guns will not require reloads because they are auto-charging, “We did this for gameplay balance, weapon variety, and to better fit the fiction of the weapon.” He also touted the game’s short-range options, “Killian does have a variety of close-range melee weaponry, though, such as suit-enhanced fists which make for satisfying punch attacks, a short-range flamethrower, and one of the coolest melee weapons I’ve seen in a while.”
Finally he explains why the weapons only have a single fire mode, “None of the weapons have secondary fire modes because we have so many gadgets in the game, we consider the gadgets to be the secondary fire in combat, so the player has more options during combat. Want to use grenades in conjunction with that sniper rifle? Go for it! Want to use bolas and shoulder-mounted rockets with the shotgun? Feel free.“ Rhinehart said. “There isn’t swappable ammo types, but different ammo types have been built into the weapons themselves. Example: We have a variety of close-range shotgun-like weapons: Some that do more standard shotgun attacks, but others that have different projectile functions such as incendiary attacks or cluster-bomb like attacks where the projectiles explode once enough attach to the target and critical mass has been reached.“
EGM’s TAKE: Prey 2 isn’t following the conventional FPS style of thinking and we applaud the game for it.