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  • 8.8: IGN gave the PC release a 4.0, since the reviewer ran into a severe save-corrupting bug. This was, unsurprisingly, extremely controversial, since the glitch didn't affect most players. Since the review, the issue was fixed, so the score was increased to 8. However, Metacritic still has the 4.0 score, the only negative critic review of it on the site.
  • Anti-Climax Boss:
    • The Nightmare can be reduced to one by a properly equipped player or exploiting AI quirks. While they are exceptionally fast and do massive damage with their attacks, they're near to Glass Cannons in practice. A fully upgraded shotgun with all the relevant weapon upgrades combined with fully-upgraded Combat Focus can kill one with only 3-4 shots at close range before it gets a chance to do anything, making it reasonable to farm them for neuromod materials.
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    • Dahl is nowhere as intimidating as his minions. In fact, you can remove him as a threat with a single, fully charged Stun Gun blast, which you should have a fairly well upgraded one by the point of the game you find him. He'll even be facing a wall in one scenario for an easy sneak attack, making him the least threatening hostile being in the game.
  • Awesome Music: With Mick Gordon aboard, many people got interested in the soundtrack, and it is awesome indeed. Pretty much the entire soundtrack is this, in fact. Among tracks of note:
    • The opening credits track,“Everything Is Going to Be Ok”, is a very catchy Synthwave beat that gets you excited for the beginning of the game.
    • “Mind Game”, composed by Audio Director Matt Piersall and Raphael Colantonio, is a very catchy tune, especially for something that only plays in the alarm clock and the credits.
    • "The Phantoms" is a tense Industrial track that outright tells you there is no time to mess around.
    • "Semi-Sacred Geometry", a song played to gain voice samples from Danielle Sho is a fantastic techno song. This version is from the game with a female singer, while this is from the soundtrack with two male singers. Both are excellent.
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    • "Human Elements". The melody is solemn and sad, and it being played during particularly emotional moments (such as coming face-to-face with Danielle Sho for the one and only time) can easily turn any of those scenes into Tear Jerkers.
    • "Into the Tunnels", with its heavy, trippy bass, that plays when you first enter the GUTS. Behold also its extended version (which is sadly not on the soundtrack).
    • "Alex Theme" is just one giant Tear Jerker from beginning to end.
    • The unfortunately unreleased "Last Request" plays at key emotional moments throughout the game, lacking the synthy punch of the rest of the soundtrack, leaving it a particularly beautiful, peaceful standout piece.
  • Demonic Spiders: It would be easier to list what isn't a demonic spider.
    • The variants of the Phantom, which amp up every bad about the original and add effects that are even worse.
      • Etheric Phantoms can double themselves to fight you, Flash Step much more often than the standard variant, and release a damaging cloud of mist on death. If you can't kill one right off the bat, you're in for a bad time.
      • Thermal Phantoms constantly create a thermal geyser under your feet as long as they know you're around, and this attack does not need a line of sight to target you. This forces you to be constantly on the move. Melee is also out of the question, as they do constant heat damage if you close in.
      • Voltaic Phantoms release constant electricity which disables everything in range and makes getting close to them a death sentence. Their only saving grace is that they do not Flash Step or even run, just methodically march toward you.
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    • Weavers are a form of Typhon that float and drops several Cystoids to charge at you and explode. What makes them jarring is their ability to cause Interface Screw once their shield is down. Thankfully, it is alleviated with a Psychoscope chip that makes you immune to fear effects, or drinking alcohol while affected. Until then, however, it is advisable to avoid them, or come prepared.
    • The Nightmare is a deliberate demonic spider that appears from time to time and is one of the most powerful enemies in the game, made specifically to hunt the Player Character. It's reasonably fast, will launch several slow-moving Area of Effect projectiles at the player when it cannot reach the player, and has a decent health pool. It will relentlessly chase the player until the timer is up, after which it will despawn if it cannot find the player. Its appearance means either hiding for a few minutes until it despawns or a whole lot of Typhon material if you can reliably kill it.
    • The Poltergeist is a Phantom variant that is completely invisible save for an aura whenever it uses a psychic ability. It can be in a room and you may never know it unless it chooses to speak or until you're attacked. By itself, it can be handled easily and is merely a goddamned bat, but when paired with other Typhons it becomes very dangerous as a support enemy.
    • Military Operators. They only show up in the final third of the game, and for good reason. They're well-armored, recover quickly from EMP blasts, and are armed with powerful beams that can chew up your suit and health within seconds. Making matters worse is that they always patrol in packs, and destroying them outright causes nearby operator dispensers to generate replacements.
    • Technopaths and Telepaths are very infrequently fought, and for good reason. Their basic attacks are intensely damaging and their abilities mean that taking one out almost always requires time spent removing whatever resources they've taken control of. They also have good defenses, and anything less than a powerful explosion does only negligible damage to them.
    • Harvesters in Mooncrash. They are very slow robots, but they are extremely durable and their main way of attacking is by inhaling everything in front of them - If you're sucked in, you die instantly. The weird thing is that the non-corrupted ones are arguably more of a threat than the corrupted ones. While Corrupted ones chase you, the normal ones simply potter around and do their material-harvesting work without much of a pattern. This can easily result in you hearing their warning siren, abruptly being yanked sideways and killed instantly.
    • Mooncrash takes place on the moon... and thus there are Moon Sharks in the Crater. Step directly on the moon's surface, and they'll come to investigate - if they confirm your presence, they'll rapidly fling large rocks at you that cause massive damage and are almost guaranteed to inflict hemorrhages. They CAN be killed, but they won't go down easily. And don't think you're necessarily safe in the Moonworks...
  • Fanfic Fuel: The three years before the game begins and what happens as a result of the many ending combinations are ripe for this.
  • Game-Breaker:
    • The Recycler Charges. They're plentiful if you save them for the right situations, and easy to make once you get the blueprint. A few well-placed charges can take out most enemies, up to and including the Nightmares. They can also be used to bypass some obstacles that would otherwise require the Leverage ability, allowing you to save your neuromods for other useful upgrades. The only trade-off is that you won't get any of the loot the Phantom type enemies carry if you kill them with one.
    • The Disruptor Stun Gun is kind of a joke, being that it takes forever to charge and doesn't have much punch. Put some effort into upgrading it, though, and it suddenly can practically one-hit even the Blackbox Operators at the end of the game. Combine that with the Sneak Attack Neuromods, and the Disrupter becomes an important addition to your arsenal.
    • The Disruptor is even more broken in the Mooncrash DLC. While it's still effective against corrupted Operators, it's main usage is temporarily disabling Typhon Gates, which normally block a door if Typhon are detected about. Not having to hunt down and fight all the Typhon around you, saving time, health and real weapon ammo is a huge bonus for a mode where every second matters.
    • The Leverage neuromod upgrade. Having it at level three will allow you to pick up huge objects for throwing at Typhons. It does a whopping 100+ damage with every throw and sends the poor Typhon flying to the ground, allowing you to pick up the object and throw it at them again. If you manipulate the object for it to become horizontal, you can launch multiple high-level Typhons to the ground with one throw. To top it all off, Leverage requires no psi to use, giving you an extremely powerful damage ability with unlimited use.
  • Goddamn Bats:
    • Mimics are a constant nuisance throughout the game, able to disguise as anything, and become push-overs once you acquire the psychoscope. However, Greater Mimics cannot be detected without a specific chip you may never find, and may disguise as more complex machinery such as turrets.
    • Cystoids are especially annoying while travelling through the G.U.T.S. Better hope you have that seemingly useless Huntress Boltcaster to shoot one of them, or some objects to throw at them, otherwise they will chase you, explode in your face, and likely give you radiation poisoning.
    • Broken electrical panels. While it's usually simple to avoid them, it's all too easy to accidentally get caught in their "attack" radius. This stuns the player and takes off a hefty junk of health, leaving it possible to get stun locked to death. Especially irritating as they're often placed in areas where the player must go. It's well worth it to get the Neuromod upgrade that allows you to repair them. Or just use the GLOO gun for a temporary fix.
  • Good Bad Bugs:
    • The infamous recycler glitch, wherein putting already-recycled materials into the recycler's bin and then splitting the pile produces a net gain of materials. Once the appropriate fabrication plans are found, you can essentially create infinite items. The bug was sadly patched in v1.02.
    • If an environmental explosion you caused kills a human NPC, it doesn't count as a death for the "Do No Harm" achievement. This is an important bit to know if you knock out the impostor cook before he kills himself at the end of Danielle Sho's quest since rendering him unconscious isn't enough.
  • Hilarious in Hindsight: Just like Fire Emblem Awakening, the game gets around having to change too much dialogue by using the Gender-Blender Name Morgan.
  • Memetic Mutation: Thanks to their ability, calling any object a Mimic (such as the Transtar coffee mug) or/and adding a "Not a Mimic" post-it note has become a common joke. Another one is calling the game Prop Hunt and jokingly asking a for a multiplayer mode like it.
    • And now with the release of Mooncrash, that has come true.
    • "Not if I'm going to get my pee-pee slapped."note 
  • Nightmare Retardant: In the demo, the mimics tend to just rush you instead of actually disguising themselves, making them feel like standard low-level FPS enemies instead of the Paranoia Fuel Station Attendants they're supposed to be. As a comment on a video of the demo states, "An hour of running around and killing spiders with a wrench. Thrilling." Mitigated in the game proper, where Mimics tend to behave unpredictably, sometimes attacking, sometimes running away to hide again, sometimes running away to run back in and sucker punch you when you think they're gone...
  • Paranoia Fuel: The Typhon can mimic perfectly ordinary objects. You can find a way to detect them, but it's not foolproof...
    • Bad news: there is a more powerful variant of the Mimic that cannot be detected by the standard psychoscope upgrade. Good news: there is a separate upgrade that can detect and mark disguised Greater Mimics. Worse news: the upgrade is a Random Drop and so you're not guaranteed to find it in any given game. Better start praying you get lucky...
    • One of the things Mimics can disguise themselves as? Mimic corpses. There's nothing quite like beating down a swarm of Mimics, only for one of the ones you thought was dead to jump back up.
    • The reveal at the end of the opening segment that your day-to-day routine has been an elaborate lie in which your own brother is complicit. It may or may not make it worse that, according to one email, Morgan (i.e., you) deliberately wiped their own memories in order to do whatever it is Transtar is doing.
    • As discussed in the Demonic Spider entry above, being in the general vicinity of Harvesters is a constant source of discomfort. Given their seemingly random range of movement when non-corrupted, it makes every time you hear the warning siren a massive moment of panic as you try to figure out where it came from to prevent you from getting instantly killed.
  • Replacement Scrappy: A common complaint towards this game is that it was released instead of the eagerly anticipated sequel to the 2006 game this game took its title from, and many fans of that game were infuriated that this game had no relation whatsoever to its namesake. This has died down a bit towards the game's release, but some still express the sentiment.
  • Scrappy Mechanic: Using more than three Typhon neuromods makes anti-Typhon weapon systems hostile to you, punishing you for trying to use more than the bare minimum of the massive Typhon neuromod tree. It's also a lot more interesting than the Human tree, which consists of useful, but boring passive abilities.
  • So Bad, It's Good: The "Starbender" series found scattered throughout the station are cringingly bad sci-fi novels, but are so obviously riffing on B-movie-style sci-fi of yesteryear that they're entertaining and hilarious.
  • Spiritual Successor: To System Shock, but also to Planescape: Torment. Sharing a writer in Chris Avellone, the games deal with similar questions of identity and one of Prey's more prominent story elements are the actions of previous incarnations - including Morgan being guided by several former versions of themselves, often at odds with each other.
  • That One Achievement:
    • "No Needles" and "Split Affinity" collectively require the player to complete the game three mutually-exclusive times: once with no neuromods ("No Needles"), once with only human neuromods, and once with only Typhon neuromods (both for "Split Affinity"). However, there's an easy way to get them all in one go: collect a few neuromods without using them, play through the game, and save just before the end. Complete it with no neuromods, reload the save, unlock a human or Typhon power, finish the game again, then reload again, and repeat for the other kind of power.
    • "Dear Future Self", for listening to all of Morgan's TranScribes. Mainly because the last one is only available in a situation where you're really not thinking about looking for audio logs (the Apex's first attack on Talos), and if you choose to drag Alex to his safe room and lock the door before listening to it, you can't get it again.
  • Win the Crowd:
    • The reveal of how truly spooky the Typhon are, the promising powers of neuromods, and the story has done a lot to mend the Replacement Scrappy complaints.
    • The positive reception at launch, along with reports of the PC version running well (a worry caused by the poor PC launch for Dishonored 2) has helped out as well.
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