John: It’s quite extraordinary to discover that a game which promoted itself so strongly with the wonderfully silly ability to turn into a mug, turns out to be possible to play without even considering the idea. That’s testament to the exquisite freedom on offer in Prey, in a way we haven’t seen so smartly realised since the original Deus Ex. Each situation, each fight, each passageway and room, can be approached in a way unique to you, from the more normal options of stealth or battle, down to whether you even opt to use alien-like powers at all. I loved that as others in the Treehouse played the game, we were all realising we approached it entirely differently.
Adam: I’m nowhere near finishing it and I’ll quite happily savour it for a while longer because where Dishonored and itse sequel felt like one possible path for the immersive sim, this feels like another broader route. It’s expansive in a way that few games are, really making me feel like I can do what I want within the limitations of its credible space station. The best moment was an hour or two in when I realised I was waiting for someone to tell me where to go and how to get there, and no answer came.
Alec: My game of the year so far, easily. I managed to lose myself in exploring every nook and cranny of its deco space station for over 30 hours – it’s not necessarily that long a game, but so happy was I crafting my own path through its interconnected science-fictional mazes that I simply didn’t want to leave. I couldn’t give a rat’s bum about its plot – though I found it unobjectionable – it’s simply that space was the place for me.