Last time, Morgan had just launched herself into space and then snuck back on board Talos-1 through the cargo bay. Here we meet a cluster of well-armed survivors who have been gathering supplies and holding the Typhon back. This small group is really all that’s left of the command structure of the station. There are a few isolated survivors elsewhere,Like Danielle Sho, Alex, and the various people possessed by Telepaths. but the cargo bay is the only place where people are still relatively safe and organized.
These survivors aren’t stuck on the other side of a window. We don’t have a locked door between us. We meet face-to-face with these NPCs. And I hate it.
The Uncanniest Valley

Designers of story-driven AAA games have a problem. Stories require characters. Characters generally require some degree of back-and-forth dialog. Dialog requires the ability to listen and understand. And in a practical sense, computers are terrible at that last bit.
Maybe the designer has a scene where Jimmy Sidekick tells us about the time Dr. Crazo destroyed his hometown with an army of murder-bots. When the story is over, then the player is probably having some sort of emotional reaction.Assuming the scene was written well. There are a lot of ways someone might respond to something like this. There are countless different ways you might take a conversation in response to someone revealing their trauma…
Continue reading 〉〉 “Prey 2017 Part 13: Face Time”
T w e n t y S i d e d
