The DeanBeat: Prey is a game where the developers decided to torture gamers

Bethesda’s Prey turned out to be a surprisingly engaging game for me. It reminded me of BioShock and its progression system where I became more and more powerful in dealing with frightening enemies. But I also felt manipulated and frustrated. More than once, I slapped my head about why the developers at Arkane Studios, who clearly agonized over this game in the multiple years it took them to make it, made the choices they did. I felt they tortured me.

The game itself had a tortured history. The original came out in 2006 from Human Head Studios. The sequel got lost in development hell, and Bethesda acquired the rights to it. It finally cancelled the sequel in 2014. Meanwhile, Arkane Studios in Austin was making an interesting sci-fi game after creating a title called Arx Fatalis. It was an open-ended space station game. And then it was given the Prey name, though it had no resemblance to the original title. They eventually completed the game and shipped it a few weeks ago (it released on May 5 for PlayStation 4, Xbox One, and Windows PC). It took me a while, but I finally got to see the final outcome.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.