![]() ![]() But the role of unreliable narrator in a world populated only by unreliable narrators was landing with me in a manner that went beyond the obvious “Narrative Twists Are Coming” of modern game storytelling. Sure, maybe the closest to the skittering and clawing of hidden monsters for my life is the sound of my cat being a lunatic in the night. (I don’t give more than two hours to most games these days because, you know, The World.) But Prey was connecting with me on a level that made me feel both terrified and right at home. Perhaps I should’ve known something was up when I sunk 100 hours into Prey in the first few days of release. I know that now, because I was diagnosed while I was playing the game. While trapped in this location, surrounded by infinite void on all sides, the main character must either reject the horrific mistakes of their past as outright lies or accept their sins, making amends or choosing to lean into the power and freedom of their new role as the villain. The hero’s own voice may be crafting a narrative to be used against them, via events and recordings that they don’t remember or maybe never made in the first place. Allies and family members will turn into villains and your greatest fears will be all that you can depend upon to remain consistent. A coffee cup may turn into a tentacled burst of violence in the form of unfathomable shade. Prey is a videogame about a person trapped in a reality that keeps changing on them, struggling to overcome a series of constantly shifting truths, while learning that absolutely anything in their world could be out to destroy them. This article contains spoilers for the videogame Prey and for the person Brock Wilbur.
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