False Starts
In 1995, the first incarnation of the game was announced. Prey was envisioned by 3D Realms as the first of a number of games to be running on unique, cutting edge game engine technology, developed in house. In this sense the project played the same role as Unreal did for Epic Games, and it would retain this role in the company's strategy throughout its development time in the 3D Realms studios.
Prey as a game was to go through many different forms during this first development period. A rapid succession of different designs was outlined by Tom Hall (previously of id Software and later of Ion Storm), who was at that time fresh off the Rise of the Triad team at Apogee Software. After about a year's worth of work, however, Tom Hall abandoned the project and left the company to form Ion Storm with ex-Id compatriot John Romero. At this point 3D Realms brought on Paul Schuytema to begin the next phase in the game's development.
The new team would go on to create the most coherent design the game ever had. The alien abduction theme from Hall's work was retained, but now the game was to be set on a massive, living alien space ship inhabited by a number of different alien races (three of them collectively known as the "Trocara" and a fourth called the "Keepers"), the player himself would take the role of a Native American hero, called Talon Brave.
The game was the first in the genre to make use of "portal" technology, a feature that allowed rips in space to be created, moved and reshaped in real time. This was to be a core feature of the gameplay, along with heavily destructible environments. It was also thought at the time this engine would be used for Duke Nukem 5 (the game after Duke Nukem Forever). Demonstrations of these features drew widespread acclaim at the 1997 and 1998 E3 exhibitions – the television program Infinite MHz was able to capture exclusive footage of the game's private behind-closed-doors demo at both of the game's E3 showings.
The public perception was very positive, the game looked impressive, and 3D Realms' name, fresh from the success of Duke Nukem 3D was a mark of quality. Furthermore, German industrial band KMFDM was to create the game's soundtrack. 3D Realms posted on their website in 1997 that they received a sample of the soundtrack from KMFDM and highly praised the music, described as "ambient industrial". On December 19, 1997, 3D Realms also released two KMFDM songs in MP3 format (that are not on the Prey soundtrack), "Inane" and "Megalomaniac".
However, despite the best of starts, Prey's development was troubled. Seemingly insurmountable technical problems ground development to a near-halt, and this version of Prey too fell apart. Later, on an Internet discussion board head engineer William Scarboro would comment that "In hindsight, portal tricks such as these should be used as tricks, not as an engine paradigm."
Shortly after the Schuytema variant of Prey disbanded, 3D Realms attempted again to revive the project by bringing on tech programmer Corrinne Yu in November 1998. Development of the game itself was not part of this effort, Yu was working by herself on the game engine exclusively. However, after a time, this iteration of Prey fell apart as well. 3D Realms and Corrinne Yu parted ways, and Prey began its long period of inactivity in 1999. The title was put on indefinite hold (although never formally canceled, contrary to popular opinion).
On March 8, 2000, Prey.net (an early Prey site with a section about KMFDM) released a RealAudio file of a third KMFDM song: "Missing Time", which was going to be part of the Prey soundtrack but was featured in the film Heavy Metal 2000 instead (under the name MDFMK which is a side project of KMFDM members during their temporary break-up).
Read more about this topic: Prey (video game), Development
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