{"id":53126,"date":"2021-11-04T06:00:22","date_gmt":"2021-11-04T10:00:22","guid":{"rendered":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=53126"},"modified":"2021-11-04T11:49:36","modified_gmt":"2021-11-04T15:49:36","slug":"prey-2017-part-17-dealing-with-dahl","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=53126","title":{"rendered":"Prey 2017 Part 17: Dealing With Dahl"},"content":{"rendered":"<p>Like I said last time, Walther Dahl showed up for some mustache-twirling villainy just as the main story was getting good. So then the plot of the game slams on the brakes and we spend the next hour or so fighting the same boring enemy robot over and over.<\/p>\n<p>There are a couple of different ways that Morgan can deal with Walther Dahl. She can give him a good old-fashioned murdering, or she can knock him out. And knocking him out isn&#8217;t just for bleeding-heart hippies doing &#8220;no kill&#8221; novelty runs like in some games. Here, sparing Dahl&#8217;s life serves an immediate practical benefit: It gives us a way off the station.<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/prey2017_pods1.jpg' width=100% alt='Here is one of the escape pod bays. One of the pods has a mimic in it, another is stuck in the launch tube, and none of them actually work.' title='Here is one of the escape pod bays. One of the pods has a mimic in it, another is stuck in the launch tube, and none of them actually work.'\/><\/div><div class='mouseover-alt'>Here is one of the escape pod bays. One of the pods has a mimic in it, another is stuck in the launch tube, and none of them actually work.<\/div><\/p>\n<p>Technically, we shouldn&#8217;t need additional transportation off the station. On Talos-1 there are three escape pod bays. Each bay holds six pods, and each pod holds 8 people. So what we have here is a Titanic-type situation where we only have a lifeboat capacity of 144 for our 260 personnel. If we want to be charitable,<span class='snote' title='1'>I don&#8217;t want to be charitable.<\/span> we could assume that the original crew size was supposed to be less than 144, but the station has grown in the last few years and nobody&#8217;s gotten around to adding more escape pod bays.\u00a0<\/p>\n<p>Either that or everyone on the station is bad at math.<\/p>\n<p>It doesn&#8217;t matter, since none of the pods work anyway. I found an audiolog where Alex Yu specifically directed a member of the maintenance staff to <b>not<\/b> repair or maintain the escape pods. But I never found a rationale behind the order, and <a href=\"https:\/\/prey.fandom.com\/wiki\/Escape_Pod_Bay\">the wiki<\/a> doesn&#8217;t seem to have anything to say about it either.<\/p>\n<p>The unfavorable explanation is that Alex is a much more cartoonish villain than I&#8217;ve been giving him credit for. He discontinued the maintenance because he wanted to save money, or because he thought nothing could possibly go wrong. If this is the reason, then Alex is actually kinda dumb.<\/p>\n<p>The more favorable explanation is that Alex realized that the escape pods represented a huge threat to Earth. In the event of an emergency, the Typhon would most likely break containment. If they did, then having 18 different escape pods leave the station would represent 18 different ways for the Typhon to reach Earth. The odds are that at least one pod would end up with a mimic inside, and from there the Typhon can jump to Earth and it&#8217;s game over for humanity. So perhaps Alex effectively sabotaged the pods in order to protect the Earth.\u00a0<\/p>\n<p>It should be noted that Alex has his own private pod at the top of the Arboretum, and that one works just fine. Make of that what you will.\u00a0<\/p>\n<p><!--more--><\/p>\n<h3>Fly Me From the Moon<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/prey2017_dahl6.jpg' width=100% alt='I guess he skipped class at merc school on the day when they teach you not to stand with your back to the entrance.' title='I guess he skipped class at merc school on the day when they teach you not to stand with your back to the entrance.'\/><\/div><div class='mouseover-alt'>I guess he skipped class at merc school on the day when they teach you not to stand with your back to the entrance.<\/div><\/p>\n<p><a href=\"https:\/\/prey.fandom.com\/wiki\/Talos_I\">According to the wiki<\/a>, Talos-1 is parked at the L2 Lagrange Point of the Earth-Moon system. This would put the station on the far side of the moon.\u00a0 Actually, I guess it must orbit the L2 point, since otherwise the moon would block our view of Earth and communications with Earth would be a pain in the ass. This proposed position is consistent with what we see in the game, where the moon appears very close and the Earth is fairly small in the distance.<\/p>\n<p>This means it&#8217;s a bit of hassle to get home. During the Apollo missions, it was a 3-day trip to reach the moon, and here we&#8217;re a little beyond the moon. No doubt the more advanced space program in Prey can do better than the Apollo program, but I doubt it&#8217;s <b>that<\/b> much better. This isn&#8217;t like being parked in low Earth orbit where you can reach the surface in twenty minutes as long as you&#8217;re not too picky about which ocean you end up in. That trip back from the moon ought to take a couple days.<\/p>\n<p>Then again, the story makes it sound like Dahl got here from Earth in the space of a few hours. So&#8230; I dunno. In any case, even with their improved tech you still need something with rockets on it if you want to go anywhere. This setting doesn&#8217;t have <i>Star Trek<\/i> style magical propulsion.\u00a0<\/p>\n<p>I guess we need to assume that the escape pods &#8211; had they worked &#8211; were intended to float around near Talos-1 until other craft arrived to rescue the survivors? There&#8217;s no way those tiny pods had the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Delta-v#:~:text=Delta%2Dv%20(more%20known%20as,an%20in%2Dspace%20orbital%20maneuver.\">delta-v<\/a> to get back to Earth.<\/p>\n<h3>Getting Home<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/prey2017_dahl7.jpg' width=100% alt='Yikes. Apparently the procedure to remove neuromods is slightly invasive.' title='Yikes. Apparently the procedure to remove neuromods is slightly invasive.'\/><\/div><div class='mouseover-alt'>Yikes. Apparently the procedure to remove neuromods is slightly invasive.<\/div><\/p>\n<p>Dahl arrived in a craft that looks a lot like those from the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Space_Shuttle_program\">Space Shuttle Program<\/a>. If Morgan were to do him a murder, then there would be nobody to pilot the ship.\u00a0If we leave him alive then we have a pilot, and our only problem is that he&#8217;s a bloodthirsty badass with orders to kill us all. <\/p>\n<p>But as Morgan has demonstrated again and again over the last few months, you&#8217;re never more than a simple uninstall away from a fresh point of view. If we knock him out and remove some of his mods, then he&#8217;ll lose access to his recent memories and we&#8217;ll be free to tell him whatever we like. For example, we can tell him he&#8217;s here to rescue us.<\/p>\n<p>There are several different ways to handle the ending, but I always knock Dhal out because I love making this murderous joke of a character act as our taxi driver back to Earth. Also, I imagine it&#8217;s pretty funny when he meets his employer William Yu. He was told to save all the tech and kill the people, and instead he appears in front of his boss with a shuttle full of people and no tech, chest puffed out with pride.<\/p>\n<p><i>Thanks for the ride, dipshit!<\/i><\/p>\n<p>Anyway, by murder or trickery, you eventually get Dahl out of your way.<\/p>\n<p>Next it&#8217;s time to meet with Alex, who still owes us his arming key. But I don&#8217;t want to jump to that topic just yet. So instead let&#8217;s talk about&#8230;<\/p>\n<h3>Novelty Guns<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/hl2_gravgun1.jpg' width=100% alt='Stand back! I&apos;ve got a file cabinet and I&apos;m not afraid to use it!' title='Stand back! I&apos;ve got a file cabinet and I&apos;m not afraid to use it!'\/><\/div><div class='mouseover-alt'>Stand back! I&apos;ve got a file cabinet and I&apos;m not afraid to use it!<\/div><\/p>\n<p>To be clear, when I say &#8220;novelty gun&#8221;, I don&#8217;t just mean weird weapons like the BFG from <em>DOOM<\/em> or the Shrink Ray from <em>Duke Nukem 3D<\/em>. I&#8217;m talking about weapons that act more like tools, being useful both in and out of combat. <\/p>\n<p>I&#8217;m not sure how far back the tradition of novelty gameplay weapons goes. The earliest one I&#8217;m aware of is the gravity gun from <i>Half-Life 2<\/i>. Yes, it&#8217;s a gun for fighting bad guys, but it also has non-combat utility. When you&#8217;re not using it to murder combine soldiers with flying radiators and toilets, you can use it to open doors and solve puzzles.<span class='snote' title='2'>Did I say &#8220;puzzles&#8221;? I meant &#8220;puzzle&#8221;, singular. You use it to solve a see-saw puzzle every three or four levels.<\/span> In gameplay terms, it is both a weapon and a can opener. Physics engines were something new at the time, and giving the player a tool to arbitrarily manipulate physics objects was a brilliant way to show off the new system. You could use it to stack items to reach high places, punt vehicles out of the way, or to pull goodies towards you that were otherwise unreachable.\u00a0<\/p>\n<p>A much less appealing novelty gun is the one from the recent Wolfenstein games. Consider <a href=\"https:\/\/wolfenstein.fandom.com\/wiki\/LaserKraftWerk\">the Laser Kraft Werk gun<\/a> from <i>Wolfenstein: The New Order<\/i>. It will vaporize specific squares of sheet metal, allowing you access to ducts and such. But unlike the gravity gun, this isn&#8217;t some generalized system. It&#8217;s not like the devs implemented a system that allowed the player to arbitrarily cut through walls to re-shape the level. Which&#8230; <i>fine<\/i>. That would be super hard and create tons of design problems.\u00a0The problem is that the LKW ends up being a&#8230; <\/p>\n<h3>Unitasker<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/wolfensteintno_kraftwork1.jpg' width=100% alt='I&apos;ll admit it LOOKS cool. But... it really isn&apos;t.' title='I&apos;ll admit it LOOKS cool. But... it really isn&apos;t.'\/><\/div><div class='mouseover-alt'>I&apos;ll admit it LOOKS cool. But... it really isn&apos;t.<\/div><\/p>\n<p>I am not a fan of <a href=\"https:\/\/www.youtube.com\/watch?v=FgFeVlw2Ywg\">unitaskers<\/a>. Mechanically, it&#8217;s like the game hands you a red keycard. Then once per level you run into a red door, so you pull out your red keycard, open the door to collect your goodies, and then continue on your way.\u00a0<\/p>\n<p>The game isn&#8217;t creating a new system for you to explore, it&#8217;s just giving you a very specific can opener, and once in a while you&#8217;ll encounter a can to use it on. It&#8217;s dumb and shallow.<\/p>\n<p>The LKW is also really good at melting through enemy armor. It&#8217;s <b>too<\/b> good actually. It&#8217;s so good that if the game allowed it, you&#8217;d use the LKW all the time and one-shot your way through Wolfenstein&#8217;s endless armies of bullet sponge enemies. So the devs limit your ability to use it with ammo. The LKW gets its own special refuel station.\u00a0<\/p>\n<p>So what ends up happening is you&#8217;ll see a LKW refueling gizmo and realize that the devs intend for you to use it in this area. So you look around and sure enough, in that dark corner is a square of sheet metal that the LKW can remove.\u00a0<\/p>\n<p>Imagine if the HL2 gravity gun only worked in certain rooms, and those rooms were always filled with radiators. It&#8217;s like the developer put a sign over the door: DESIGNATED FUN ZONE. PLEASE LIMIT FUN ACTIVITIES TO THIS AREA. THANK YOU &#8211; MGMT<\/p>\n<p>You can see how much less interesting it would be.<\/p>\n<h3>The GLOO Gun<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/prey2017_gloo1.jpg' width=100% alt='Ew, it&apos;s GLOO!' title='Ew, it&apos;s GLOO!'\/><\/div><div class='mouseover-alt'>Ew, it&apos;s GLOO!<\/div><\/p>\n<p>Prey gives us the <b>G<\/b>elifoam <b>L<\/b>attice <b>O<\/b>rganism <b>O<\/b>bstructor cannon, and I&#8217;m happy to say it turns out to be the good kind of novelty weapon, and not a dumb unitasker like Wolfenstein&#8217;s LaserKraftWank. Like the gravity gun, the GLOO gun has utility both in and out of combat.<\/p>\n<p>In combat, you can use it to slow down enemies. This is super-useful with the fast-moving mimic and the invisible poltergeist. You don&#8217;t want to spend your real ammo shooting air while these tricksters dance around and gnaw your legs off, so you spam GLOO gun pellets all over the place. GLOO charges are wide (so you can hit the foe easily) and cheap (so you can hold that fire button down without too much guilt) which makes them ideal for small tricky foes. (Although you can totally use them on larger foes if you like.)<\/p>\n<p>On the other hand, GLOO charges don&#8217;t directly deal damage. As the name implies, they just slow the enemy down. Slowed foes take more damage, so GLOOing them to the floor is a good way to make your real bullets last longer.<\/p>\n<p>This is a really smart way of handling things in a game about resource management. As the player gets low on bullets, they&#8217;ll use the cheap GLOO charges more and more to save bullets. If the player manages to get a nice stockpile of bullets, they&#8217;ll naturally skip the GLOO gun stage and jump directly to shotgunning enemies in the face.\u00a0<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/prey2017_gloo2.jpg' width=100% alt='Save ammo for your REAL guns by shooting guys with your not-actually-a-gun gun!' title='Save ammo for your REAL guns by shooting guys with your not-actually-a-gun gun!'\/><\/div><div class='mouseover-alt'>Save ammo for your REAL guns by shooting guys with your not-actually-a-gun gun!<\/div><\/p>\n<p>Resource management games have two dire failure modes:<\/p>\n<ol>\n<li>I don&#8217;t have any bullets left and I don&#8217;t have a way to get more. I am screwed.<\/li>\n<li>I have too many bullets and I no longer need to worry about efficiency. I am bored.<\/li>\n<\/ol>\n<p>A tool like the GLOO gun ends up acting as a cushion to help keep the player away from these two states. GLOO naturally allows your bullets to last longer when you&#8217;re low, and if you&#8217;ve got a lot then you&#8217;ll probably burn through them a little faster, eventually returning you to a situation where you need to worry about conservation.\u00a0<\/p>\n<p>If the player gets really low (which is arguably where you are at the very start of the game) they can even use GLOO to lock down enemies and then finish them off with the wrench.\u00a0<\/p>\n<p>This is brilliant game design.<\/p>\n<h3>But Wait, There&#8217;s More!<\/h3>\n<p>On top of this, the GLOO gun is also our key to this entire set of mechanics for getting around. You can use GLOO to put out fires, stop arcing electrical boxes, and even use the stuff to build climbable structures to allow you access to high places.<\/p>\n<p>It&#8217;s true that the GLOO gun is a bit janky. In the early days of Prey speedrunning, a lot of skips involved using GLOO to break the game in various ways, allowing the player to go out of bounds and skip huge parts of the game.\u00a0<\/p>\n<p>But who cares? The GLOO gun is a masterwork of game design, and if that means the speedrunners can clip through walls and turn the game into <a href=\"https:\/\/www.youtube.com\/watch?v=pQb_MaVUbWo\">a farce<\/a>?\u00a0<\/p>\n<p>Well, that&#8217;s fun to watch too.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Like I said last time, Walther Dahl showed up for some mustache-twirling villainy just as the main story was getting good. So then the plot of the game slams on the brakes and we spend the next hour or so fighting the same boring enemy robot over and over. There are a couple of different [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[612],"tags":[],"class_list":["post-53126","post","type-post","status-publish","format-standard","hentry","category-retrospectives"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/53126","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=53126"}],"version-history":[{"count":12,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/53126\/revisions"}],"predecessor-version":[{"id":53167,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/53126\/revisions\/53167"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=53126"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=53126"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=53126"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}