Prey: Signed, sealed, developed

Thursday 13 July 2006
Alien abduction, out-of-body Cherokee weirdness, squelchy spaceships and mind-bending upside down mentalism - Prey is a mad-as-a-badger's-handbag first-person shooter with some spaced out ideas that make it one of the most unique extra-terrestrial slaughter fests that we've ever had the pleasure to play.

With development done, dusted and the game out for PC and Xbox 360 tomorrow, we blast 10 quick-fire questions at Prey developer and Human Head CEO Tim Gerritsen just before he blasts off in the mothership for a well deserved break holidaying around the cosmos.

How long have you been working on Prey?
We started pre-production in 2001, and full production in 2002.

What has been the high point of the project?
The unveiling of the game at E3 2005.

And the low point?
Realising we're finally done. It's been fun to work on.

Describe Prey in 10 words or less...
Living starship kidnaps people and you kick its butt.

What have been the main influences on Prey?
HR Giger, MC Escher, Joseph Campbell.

What element of Prey are you most proud of?
The living, glistening, bio-look of the ship.

Will you ever play Prey now that development is complete?
Absolutely.

What's the most valuable lesson you've learnt while developing Prey that you can apply to future projects?
Prototype early and often.

What's next now Prey is out the door?
Vacation.

Why should gamers spend their hard-earned cash on Prey?
It's a breath of fun, fresh air in an industry currently enthralled by pretty, but ultimately vapid games.

Above: Prey is a crazy, out-of-this-world shooter... and we like it

Matt Cundy
I don't have the energy to really hate anything properly. Most things I think are OK or inoffensively average. I do love quite a lot of stuff as well, though.