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* DoubleUnlock: Applies to weapon upgrades. By default, you can only use an upgrade kit to increase a weapon stat from 0 to 1. To go further, you'll have to spend Neuromods on a perk that will let you increase to either level 2 or 3, depending on whether the stat tops out at 4 or 5. To go all the way to the maximum, you'll have to do a ''triple'' unlock of two perks plus a pile of upgrade kits. Oh, and there's two separate perk lines (one for conventional weapons like the shotgun and pistol, plus another for the experimental weapons like the Gloo Cannon and Q-Beam), so it's something like a Quintuple Unlock to upgrade all weapons all the way.
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''Prey'' is a 2017 PsychologicalThriller SciFi FirstPersonShooter[=/=]ImmersiveSim developed by Creator/ArkaneStudios and published by Creator/{{Bethesda}}. The game was released on May 5, 2017 for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne and PC. [[JustForFun/IThoughtItMeant Not to be confused with]] the [[SimilarlyNamedWorks identically named]] 2006 game, ''VideoGame/{{Prey|2006}}''. The game's development was led by then-CEO and director Raphaël Colantonio and his team in Austin, with Creator/ChrisAvellone working on the project.

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''Prey'' is a 2017 PsychologicalThriller SciFi [[ScienceFiction Sci-Fi]] FirstPersonShooter[=/=]ImmersiveSim developed by Creator/ArkaneStudios and published by Creator/{{Bethesda}}. The game was released on May 5, 2017 for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne and PC. [[JustForFun/IThoughtItMeant Not to be confused with]] the [[SimilarlyNamedWorks identically named]] 2006 game, ''VideoGame/{{Prey|2006}}''. The game's development was led by then-CEO and director Raphaël Colantonio and his team in Austin, with Creator/ChrisAvellone working on the project.
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** There's a number of little details, events, and design decisions that don't affect the plot at all (or even have much to do with it). Things like a recording of a Fatal Fortress game, personal details in habitation pods and suites in Crew Quarters, the random trivia you pick up by scanning items and enemies, and the [[DoingItForTheArt sheer amount of information and thought that went into the game's entire design]] all end up fleshing the world out to be completely immersive and believable.

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** There's a number of little details, events, and design decisions that don't affect the plot at all (or even have much to do with it). Things like a recording of a Fatal Fortress game, personal details in habitation pods and suites in Crew Quarters, the random trivia you pick up by scanning items and enemies, and the [[DoingItForTheArt sheer amount of information and thought that went into the game's entire design]] design all end up fleshing the world out to be completely immersive and believable.
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Deleted Five Man Band example due to wrong indentation, roles have little to no context, unclear context on any team dynamic, and unclear context on how the trope is deconstructed (see Not A Deconstruction for more details).


* FiveManBand: Deconstructed. While the gameplay encourages you to play them cooperatively, [[spoiler:Andrius and Claire end up working against Pytheas in their story quests.]]
** The Leader: Riley, commander of the moon base.
** The Lancer: Vijay, Chief of Security. Despite his discipline and sense of duty to Riley, he's hesitant to put his family in danger, but can (and likely will) sacrifice himself defending the base.
** The Smart Guy: Joan, an engineer. Her main combat strategy is to build a turret on the spot and watch the fireworks.
** The Big Guy: Andrius, a Volunteer. Despite being a SquishyWizard, he's also a damage powerhouse and has only a few brain cells left to use for speaking.
** The Chick: Claire. She's the team civilian, and her role is recycling things. [[spoiler:She's also a ruthless Femme Fatale.]]

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** The GLOO gun. It allows you to freeze enemies, temporarily fix broken electrical panels, and build stepping stones to reach higher ground. The ammo is also relatively plentiful.

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** The GLOO gun. It allows you to freeze enemies, temporarily fix broken electrical panels, and build stepping stones to reach higher ground. The ammo is also relatively plentiful.plentiful and cheap to craft if you find yourself burning through it.



* BreakableWeapons: Weapon degradation can be enabled as an optional feature. It causes weapons to decay at a steady rate, with the exception of the wrench and boltcaster. If the integrity hits zero, they malfunction and must either be discard/recycled in favor of replacements, or repaired with spare parts if your Repair skill is sufficient.

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* BreakableWeapons: Weapon degradation can be enabled as an optional feature. It causes weapons to decay at a steady rate, with the exception of the wrench and boltcaster. If the integrity hits zero, they malfunction and must either be discard/recycled in favor of replacements, replacements (which means you'll have to reapply any upgrades), or repaired with spare parts if your Repair skill is sufficient.



** The shotgun in found very early, possibly even the first security weapon the player will find. It deals devastating damage at short range, and by the time you encounter enemies that hang back, you have tools to avoid them or close the distance. Keep it upgraded and it remains an all-purpose problem solver for most of the game.
** The limit on fabricating neuromods can be lifted as soon as the player can repair the grav-lift in the starting area (or not even that. It's possible to get to the second floor using your GLOO gun). There's no reason for the player to actually fight the Technopath in the way: it can be stealthed past fairly easily (the raised floor in the middle of its room can be crawled under) or bypassed entirely if the player finds the door code for the neighbouring area (which is in the trauma center). Additionally, the same office opens a large cache of exotic materials, thoroughly jump-starting neuromod acquisition.
* DoubleJump: {{Downplayed|Trope}} with the Artax Propulsion System. It is an attachment for the [[LatexSpaceSuit TranStar uniform]] to allow it to maneuver in micro-gravity environments. Since it is not meant to overcome gravity, its thrust is very modest - merely enough to slow down a fall. However, played straight when you find the upgraded [=ARTX2=] chip that makes the boosters propel you upwards in normal gravity.

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** The shotgun in is found very early, possibly even the first security weapon the player will find. It deals devastating damage at short range, and by the time you encounter enemies that hang back, you have tools to avoid them or close the distance. Keep it upgraded and it remains an all-purpose problem solver for most of the game.
** The limit on fabricating neuromods can be lifted as soon as the player can repair ascend the grav-lift in the starting area (or not even that. It's possible to get to the second floor (either by repairing it or using your GLOO gun).gun to scale the walls). There's no reason for the player to actually fight the Technopath in the way: it can be stealthed past fairly easily (the raised floor in the middle of its room can be crawled under) or bypassed entirely if the player finds the door code for the neighbouring area (which is in the trauma center). Additionally, the same office opens a large cache of exotic materials, thoroughly jump-starting neuromod acquisition.
* DoubleJump: {{Downplayed|Trope}} with the Artax Propulsion System. It is an attachment for the [[LatexSpaceSuit TranStar uniform]] to allow it to maneuver in micro-gravity environments. Since it is not meant to overcome gravity, its thrust is very modest - -- merely enough to slow down a fall. However, played straight when you find the upgraded [=ARTX2=] chip that makes the boosters propel you upwards in normal gravity.



* EnemyScan: The primary ability of the Psychoscope is to analyze Typhon organisms and give a detailed breakdown of them. It can be upgraded with various chipset modifications, two of which allows the user to [[SeeThruSpecs identify disguised mimics]]. Nastiness ensues because the first chipset can only see ''standard'' mimics - "greater" mimics are only visible with an enhanced chipset which ''isn't'' [[RandomlyDrops always found]] on every playthrough.
* EscapePod: Naturally, given the location on a space station. Naturally, given that this is a horror game, they malfunction. FridgeHorror sets in when you count the number of pods; 3 bays, 6 pods each(plus Alex's personal pod), 8 seats each is only 144 seats compared to the 279 personnel on Talos 1.

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* EnemyScan: The primary ability of the Psychoscope is to analyze Typhon organisms and give a detailed breakdown of them. them, which unlocks various Typhon abilities that you can then mod onto yourself. It can be upgraded with various chipset modifications, two of which allows allow the user to [[SeeThruSpecs identify disguised mimics]]. Nastiness ensues because the first chipset can only see ''standard'' mimics - -- "greater" mimics are only visible with an enhanced chipset which ''isn't'' [[RandomlyDrops always found]] on every playthrough.
* EscapePod: Naturally, given the location on a space station. Naturally, given that this is a horror game, they malfunction. FridgeHorror sets in when you count the number of pods; 3 bays, 6 pods each(plus each (plus Alex's personal pod), 8 seats each is only 144 seats compared to the 279 personnel on Talos 1.



* ForScience: Scientists decide to forcibly evolve humans. According to Alex and January, the universe is like "a pool full of sharks"; Alex want to turn humanity into a big shark through the psionic abilities granted by Neuromod use. [[spoiler:Alex is right about the "pool", but the "other sharks" found us first; as a result, January wants to disappear from the sharks' radar by destroying Talos I, the beacon through which the Typhon is attracted to Earth.]] This is, incidentally, one of the "solutions" to the Fermi Paradox: that something out there hunts sentient life.

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* ForScience: Scientists decide to forcibly evolve humans. According to Alex and January, the universe is like "a pool full of sharks"; Alex want wants to turn humanity into a big shark through the psionic abilities granted by Neuromod use. [[spoiler:Alex is right about the "pool", but the "other sharks" found us first; as a result, January wants to disappear from the sharks' radar by destroying Talos I, the beacon through which the Typhon is attracted to Earth.]] This is, incidentally, one of the "solutions" to the Fermi Paradox: that something out there hunts sentient life.



* NintendoHard: Supplies are limited, enemies are fairly tough and plentiful, and a lot of stuff can kill you extremely easily. While you can dish out the damage as well and outmanuver enemies, only a player who explores the environment and chooses when to fight or flee will be able to make it through to the end.

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* NintendoHard: Supplies are limited, enemies are fairly tough and plentiful, and a lot of stuff can kill you extremely easily. While you can dish out the damage as well and outmanuver outmaneuver enemies, only a player who explores the environment and chooses when to fight or flee will be able to make it through to the end.



* RegeneratingHealth: Only for the bottom ten percent of your health bar, though. Otherwise, you'd better [[HealThyself find some food or a medkit]].

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* RegeneratingHealth: Only for the bottom ten percent of your health bar, and Psi bars, though. Otherwise, you'd better [[HealThyself find some food or a medkit]].



* ScenicTourLevel: [[MegaCorp TranStar]] apparently likes to give new employees the "[[VideoGame/HalfLife1 Black Mesa treatment]]", with an elaborate and luxurious trip to the headquarters office, even sending a helicopter to pick them up and fly them there. [[spoiler:Of course, even that is not real...]]
** Somewhat justified in that Morgan's parents are BOTH on the board of directors (their father is even Chairman), their older brother is the President and CEO, and they themselves have been hired as a VP and the Director of Research.

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* ScenicTourLevel: [[MegaCorp TranStar]] apparently likes to give new employees the "[[VideoGame/HalfLife1 Black Mesa treatment]]", with an elaborate and luxurious trip to the headquarters office, even sending a helicopter to pick them up and fly them there. [[spoiler:Of course, even that is not real...]]
**
]] Somewhat justified in that Morgan's parents are BOTH on the board of directors (their father is even Chairman), their older brother is the President and CEO, and they themselves have been hired as a VP and the Director of Research.

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** Zig-zagged with the escape pod. On the first run, the escape pod works immediately. On subsequent runs, it has a damaged navigational chip, forcing to to find another (either in a storage room or in the other, broken escape pod). If you find the blueprint for the chip, however, you can simply spend sim points to drop one in your inventory on spawn.

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** Zig-zagged with the escape pod. On the first run, the escape pod works immediately. On subsequent runs, it has a damaged navigational chip, forcing to you to find another (either in a storage room or in the other, broken escape pod). If you find the blueprint for the chip, however, you can simply spend sim points to drop one in your inventory on spawn.spawn.
** Sim points can be spent to drop pretty much any item you want in your inventory prior to starting, such as the aforementioned navigational chip and more mundane tools like the jetpack and psychoscope. The only requirement is to have found the crafting schematics in the previous run. This is especially important when it comes to the jetpack and psychoscope, as only two characters start with one or the other, and the simulation at best has two more lying around. Full maneuverability at the start is worth the point investment.



* BrainUploading: One of the ways you can escape the station. Riley Yu has to do this to unlock her story mission, as this is canonically how she escapes the moon base, and either she or Claire is required to unlock the terminal to make it available. [[spoiler:Unfortunately, the Operator that she was going to upload herself into was sabotaged by Claire]].

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* BrainUploading: One of the ways you can escape the station. Riley Yu has to do this to unlock her story mission, as this is canonically how she escapes the moon base, and either she or Claire is required to unlock the terminal to make it available. [[spoiler:Unfortunately, the Operator that she was going to upload herself into was sabotaged by Claire]].Claire, causing it to kill her original body before being intercepted by KASMA.]]



** The longer you spend in the simulation, the higher the level of Corruption becomes, causing more dangerous enemies to show up and raising the stats of all enemies once it hits certain thresholds. You can slow the Corruption timer with special items, but you can't reduce its level, and if Corruption reaches Level 6, [[GameOver the simulation terminates and your run immediately ends.]]

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** The longer you spend in the simulation, the higher the level of Corruption becomes, causing more dangerous enemies to show up and raising the stats of all enemies once it hits certain thresholds. You can slow the Corruption timer with special items, but you can't reduce its it to a lower level, and if Corruption reaches Level 6, [[GameOver the simulation terminates and your run immediately ends.]]



* HardModePerks: The higher the corruption level, the more points enemies and completed objectives give. You could then use those points to buy a truckload of weapons for your next run.

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* HardModePerks: The higher the corruption level, the more points enemies and completed objectives give. You could then use those points to buy a truckload of weapons for your next run. The catch, of course, is that higher corruption levels spawn tougher enemies, build corruption faster, and enemies respawn in previously cleared areas if the level raises.



* OneHitKill: The central tower in the crater has a feature that allows you to zap every Typhon in a certain direction, instantly killing them. The catch is that it requires burning out two Control Nodes for each shot, and doesn't do anything about the Typhon indoors.



* PlotTailoredToTheParty: All the skills in the base game are divided between the characters here, so no one character is able to perform all the actions necessary for everyone to escape. Downplayed, however, in that only two of the five characters have skills absolutely required to proceed. Joan's repair skills and Claire's hacking are necessary to stabilize the Mimic Portal, Joan can access almost every room on the base unassisted (barring certain plot-relevant ones and storage rooms on certain spawns), and Claire can bypass the security lock on Riley's computer for the BrainUploading exit, negating the need for Riley to do so personally.

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* PlotTailoredToTheParty: All the skills in the base game are divided between the characters here, so no one character is able to can perform all the actions necessary for everyone to escape.every single action. Downplayed, however, in that only two of the five characters have skills absolutely required to proceed. Joan's repair skills and Claire's hacking are necessary to stabilize the Mimic Portal, Joan can access almost every room on the base unassisted (barring certain plot-relevant ones and storage rooms on certain spawns), and Claire can bypass the security lock on Riley's computer for the BrainUploading exit, negating the need for Riley to do so personally.



* {{Roguelike}}: Though the map remains constant, most items and enemies are randomized in each playthrough. As you complete more objectives, additional hazards are unlocked (oxygen, fire, electricity, radiation) that affect random sections in each playthrough.

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* {{Roguelike}}: Though the general map remains constant, most items and enemies are randomized in each playthrough. As you complete more objectives, additional hazards are unlocked (oxygen, fire, electricity, radiation) that affect random sections in each playthrough. Certain side rooms are also shuffled through each playthrough (what was a storage room can become a medbay, for example).
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* ElementalWeapon: Some weapons have a chance to spawn with an additional damage type, giving the weapon the effects of that damage. They can come in thermal, electrial, corruption, and psychic varieties. Electrical and psychic are the most useful, as the former is a portable off-switch for Typhon gates and the latter disables Typhon powers for a brief period.

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* ElementalWeapon: Some weapons have a chance to spawn with an additional damage type, giving the weapon the effects of that damage. They can come in thermal, electrial, electrical, corruption, and psychic varieties. Electrical and psychic are the most useful, as the former is a portable off-switch for Typhon gates and the latter disables Typhon powers for a brief period. A secondary effect is that enemies with the same damage type (Phantom and Mimic variants) will be healed by the elemental damage, though they still take damage from the weapon itself.
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* NiceJobFixingItVillain: Peter is tasked with using the simulation to gather as much data as possible, [[spoiler:then KAMSA tries to eliminate him once he's done]]. However, exploring the simulation allows Peter to learn that [[spoiler:Claire stashed her KASMA override key on the Datavault Operator, which he uses to escape]].
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* BrickJoke: [[spoiler:In the opening of the game, there is a quiz with the classic "trolley problem" puzzle of altruism. One of the options is to "push the fat man" to stop the train from killing people, which comes up in two iterations of the quiz. If you kill [[FatBastard Alex Yu]], you get an {{achievement|System}} called "Push the Fat Guy".]]

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* BrickJoke: [[spoiler:In the opening of the game, there is a quiz with the classic "trolley problem" puzzle of altruism. One The game provides a variant of saving more people but having to personally kill someone in the form of the options is option to "push the fat man" off a bridge to stop the train from killing people, which comes up in two iterations of the quiz. If you kill [[FatBastard Alex Yu]], you get an {{achievement|System}} called "Push the Fat Guy".]]
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* SimulatedFantasyPostApocalypticReality: [[spoiler: The ultimate twist of the game is that you're not actually Morgan Yu, and your experiences on Talos I were just a virtual reality simulation based on the experiences of the real Morgan. In reality, the AlienInvasion that Morgan feared has already come to pass, and Earth has been left in [[AlienKudzu Coral]]-infested ruins by the [[OminousObsidianOoze Typhon]]. Meanwhile, ''you're'' actually a captive [[HumanoidAbomination Typhon entity]] that Alex Yu is attempting to teach empathy via simulations in a desperate attempt to save the human race. Depending on how you performed over the course of the game, the experiment can end in success or failure - the former offering you the opportunity to make peace with Alex on behalf of the Typhon... unless you feel like [[IgnoredEpiphany ignoring the epiphany]] and furthering humanity's extinction.]]
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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* OffingTheOffspring: Towards the end of the game, [[spoiler: William Yu sends Walther Dahl to [[KillEmAll 'clean up the Talos-I mess']] with explicit orders ''not'' to spare his two children.]]

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* OffingTheOffspring: Towards the end of the game, [[spoiler: William Yu sends Walther Dahl to [[KillEmAll 'clean up the Talos-I mess']] mess' with explicit orders ''not'' to spare his two children.]]
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** It's likely you'll realize that something's up with [[spoiler:Claire]] if you notice how among the five playable characters, it appears as though nobody has the ability to hack anything, despite several doors requiring hacking to open. [[spoiler:Claire is actually a corporate spy, and not only does she possess the Hacking skill, she also possesses a full skill tree of other subterfuge-based abilities.]]

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** It's likely you'll realize that something's up with [[spoiler:Claire]] if you notice how among the five playable characters, it appears as though nobody has the ability to hack anything, despite several doors the Mimic Portal requiring hacking to open. [[spoiler:Claire is actually a corporate spy, and not only does she possess the Hacking skill, she also possesses a full skill tree of other subterfuge-based abilities.]]



* PlotTailoredToTheParty: All the skills in the base game are divided between the characters here, so no one character is able to perform all the actions necessary for everyone to escape. Downplayed, however, in that only two of the five characters have skills absolutely required to proceed. Joan's repair skills and Claire's hacking are necessary to stabilize the Mimic Portal, Joan can access every single room on the base unassisted, and Claire can bypass the security lock on Riley's computer for the BrainUploading exit, negating the need for Riley to do so personally.

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* PlotTailoredToTheParty: All the skills in the base game are divided between the characters here, so no one character is able to perform all the actions necessary for everyone to escape. Downplayed, however, in that only two of the five characters have skills absolutely required to proceed. Joan's repair skills and Claire's hacking are necessary to stabilize the Mimic Portal, Joan can access almost every single room on the base unassisted, unassisted (barring certain plot-relevant ones and storage rooms on certain spawns), and Claire can bypass the security lock on Riley's computer for the BrainUploading exit, negating the need for Riley to do so personally.
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TRS deemed def-only


* SpeedRun: Any game that gives you a gun that creates temporary platforms is just ''begging'' to be broken by speedrunners. Players have managed to reach the ending [[spoiler:where you use Alex's escape pod to leave]] in under ''6 minutes.''
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*** Vijay Bhatia [[spoiler:manages to prevent the spy from getting away (or optionally allows her to escape,) but in order to unlock him you have to find his corpse, which indicates he might not have made it after all.]]

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*** Vijay Bhatia [[spoiler:manages to prevent the spy from getting away (or optionally allows her to escape,) escape), but in order to unlock him you have to find his corpse, which indicates he might not have made it after all.]]



* ElementalWeapon: Some weapons have a chance to spawn with an additional damage type, giving the weapon the effects of that damage. They can come in thermal, electrial, corruption, and psychic varieties. Electrical and psychic are the most useful, as the former is a portable off-awitch for Typhon gates and the latter disables Typhon powers for a brief period.

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* ElementalWeapon: Some weapons have a chance to spawn with an additional damage type, giving the weapon the effects of that damage. They can come in thermal, electrial, corruption, and psychic varieties. Electrical and psychic are the most useful, as the former is a portable off-awitch off-switch for Typhon gates and the latter disables Typhon powers for a brief period.



** Characters will start with passwords and keycards relevant to their positions. Vijay the Security Officer naturally has the codes for the Security Operator printers, Claire has access to a lot of hidden storage rooms (she is the custodian, after all) and Riley is usually the only one who can use her terminal without hacking it.

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** Characters will start with passwords and keycards relevant to their positions. Vijay the Security Officer naturally has the codes for the Security Operator printers, Claire has access to a lot of hidden storage rooms (she is the custodian, after all) and Riley is usually the only one who can use unlock her terminal without hacking it.



** The game straight up tells you from the beginning that all five need to escape the station in one run to complete the objectives, and once a escape is used, no other survivor can use it. Thus, getting out just by scanning your brain seems a little suspicious, since it still leaves your physical body to escape, and there's only five escapes to use. [[spoiler:As such, once the upload is done a new order is given: eliminate the original body.]]

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** The game straight up tells you from the beginning that all five need to escape the station in one run to complete the objectives, and once a an escape is used, no other survivor can use it. Thus, getting out just by scanning your brain seems a little suspicious, since it still leaves your physical body to escape, and there's only five escapes to use. [[spoiler:As such, once the upload is done a new order is given: eliminate the original body.]]



* PlotTailoredToTheParty: All the skills in the base game are divided between the characters here, so no one character is able to perform all the actions necessary for everyone to escape. Downplayed, however, in that only two of the five characters have skills absolutely required to proceed. Joan's repair skills and Claire's hacking are necessary to stabilize the Mimic Portal, and Claire can bypass the security lock on Riley's computer for the BrainUploading exit, negating the need for Riley to do so personally.

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* PlotTailoredToTheParty: All the skills in the base game are divided between the characters here, so no one character is able to perform all the actions necessary for everyone to escape. Downplayed, however, in that only two of the five characters have skills absolutely required to proceed. Joan's repair skills and Claire's hacking are necessary to stabilize the Mimic Portal, Joan can access every single room on the base unassisted, and Claire can bypass the security lock on Riley's computer for the BrainUploading exit, negating the need for Riley to do so personally.



** The simulation in general is an overall TimedMission since once the corruption meter maxes out five times, it crashes. Special items, either crafted or looted from the boss-type enemies can add more time.

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** The simulation in general is an overall TimedMission since once the corruption meter maxes out five times, it crashes. Special items, either crafted or looted from the boss-type enemies enemies, can add more time.



** To add to the confusion, you find Vijay and Joan's bodies when playing as one of the other characters - Vijay's route is actually unlocked by locating his corpse -- which seems to suggest that canonically those two ''did'' die; though of course the simulation isn't 100% accurate, so it's still not certain.

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** To add to the confusion, you find Vijay and Joan's bodies when playing as one of the other characters - -- Vijay's route is actually unlocked by locating his corpse -- which seems to suggest that canonically those two ''did'' die; though of course the simulation isn't 100% accurate, so it's still not certain.



** Joan is kind, whimsical, and loving, and the character most geared for supporting the others. Of course her story mission starts as she's in the middle of [[spoiler:beating a doctor to death with a wrench.]]

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** Joan is kind, whimsical, and loving, and the character most geared for supporting the others. Of course her Her story mission starts as she's in the middle of [[spoiler:beating a doctor to death with a wrench.]]
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* AcceptableBreaksFromReality: SpaceFriction comes in useful here. If it was depicted realistically, even a slight nudge at items floating in space would send them drifting away from the player indefinitely.
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* RecycledInSpace: Bioshock... [[RecycledInSpace In Space!]]
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* ColorCodedItemTiers: In place of the ability to upgrade weapons like in the base game, all weapons come in four tiers: normal (gray), standard (green), advanced (blue), and elite (orange). Normal weapons are the baseline version of the weapon, with no upgrades and no possibility of extra damage types. With each level of rarity, the weapon is given a semi-random selection of upgrades and has the possibility to spawn with an additional damage type. This even applies to the wrench and boltcaster, both of which could not be upgraded in the base game.

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* HumanResources: In a roundabout fashion. [[spoiler:Neuromods are made from "Exotic Material", which is only produced by Typhon biology. Typhon can only reproduce by feeding on consciousness. The only consciousness available in the Solar System is human. You do the math; before the outbreak, all the Typhon were bred by feeding them "[[BoxedCrook convicted criminals]]" - and some of them were ''political'' prisoners. Such as Mikhaila's father]].

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* HumanResources: HumanResources:
**
In a roundabout fashion. [[spoiler:Neuromods are made from "Exotic Material", which is only produced by Typhon biology. Typhon can only reproduce by feeding on consciousness. The only consciousness available in the Solar System is human. You do the math; before the outbreak, all the Typhon were bred by feeding them "[[BoxedCrook convicted criminals]]" - and some of them were ''political'' prisoners. Such as Mikhaila's father]].



* NarrativeFiligree: There's a number of little details, events, and design decisions that don't affect the plot at all (or even have much to do with it). Things like a recording of a Fatal Fortress game, personal details in habitation pods and suites in Crew Quarters, the random trivia you pick up by scanning items and enemies, and the [[DoingItForTheArt sheer amount of information and thought that went into the game's entire design]] all end up fleshing the world out to be completely immersive and believable.

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* NarrativeFiligree: NarrativeFiligree:
**
There's a number of little details, events, and design decisions that don't affect the plot at all (or even have much to do with it). Things like a recording of a Fatal Fortress game, personal details in habitation pods and suites in Crew Quarters, the random trivia you pick up by scanning items and enemies, and the [[DoingItForTheArt sheer amount of information and thought that went into the game's entire design]] all end up fleshing the world out to be completely immersive and believable.



** Automated announcements play in the lobby from time to time, all of them related to employee life on Talos and none of them related to the plot or gameplay.

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** Automated announcements play in the lobby from time to time, all of them related to employee life on Talos and none of them related to the plot or gameplay. You can even find the terminal responsible for them and shut it off.



* NoOSHACompliance: a single lift being the only access to most of the station, escape pods that don't work, doors than need to be forced open if the power fails, electrical junctions that shoot electrical arcs when damaged, grav lifts that can drop you to your death if the power fails, no ladders or stairs to get around malfunctioning lifts, the list goes on.

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* NoOSHACompliance: The station only has a single lift being the only facilitating access to most of the station, escape pods that don't work, doors than need to be forced open crew and command facilities on the upper level, the main research facilities at mid-level, and the major station systems contained in the lower levels, with the only other access between these sections being zero-G cargo tubes. Doors seal shut if the power fails, electrical fails and require superhuman strength to force open, with no emergency release to be found. Electrical junctions that are left uncovered in places crew must travel and shoot electrical arcs when damaged, grav damaged. Elevators use gravity lifts that can drop you to your death if the power fails, and often there are no backup ladders or stairs to get around malfunctioning lifts, around. The only excusable failure is the list goes on.escape pods, as it's pretty heavily implied those were sabotaged to prevent an outbreak.



* OverlyNarrowSuperlative: The Platinum Trophy for the game is "[=TransStar=] Employee of the Year", it helps you are probably the only employee left alive.

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* OverlyNarrowSuperlative: The Platinum Trophy for the game is "[=TransStar=] Employee of the Year", Year"; it helps you are probably that the only employee left alive.number of living employees is barely a dozen.



* RoomFullOfCrazy: In Psychotronics, you find a room with ''every single object'' bearing a post-it-note saying "not a mimic."

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* RoomFullOfCrazy: In Psychotronics, you find a room with ''every single object'' bearing a post-it-note saying "not a mimic."" [[spoiler:There are a frankly disturbing number of Mimics in the room.]]



* SceneryPorn: There's a strong ArtDeco influence in almost every corner of the station. The Arboretum, meanwhile, is situated at the top of the station and gives a view of Earth, the Moon, and an accurate panorama of the stars (including the Orion constellation).

to:

* SceneryPorn: SceneryPorn:
**
There's a strong ArtDeco influence in almost every corner of the station. The Arboretum, meanwhile, is situated at the top of the station and gives a view of Earth, the Moon, and an accurate panorama of the stars (including the Orion constellation).



* SpiritualSuccessor: The game borrows a lot of elements from Creator/LookingGlassStudios' ''VideoGame/SystemShock'', without being directly related. Not surprising, given Creator/ArkaneStudios' previous game, ''{{VideoGame/Dishonored}}'', was itself a spiritual successor to Looking Glass's other seminal game series, ''{{VideoGame/Thief}}''.
** Perhaps less obviously, this is probably the closest thing to a 3D version of ''VideoGame/MetroidFusion'' we will ever get. A {{Metroidvania}} set on a derelict space station with an amorphous ParasiticHorror that mimics it's prey and hunts the player character relentlessly; [[spoiler: all while being [[UnwittingTestSubject a human guinea pig]] for a [[TheConspiracy corporate/government conspiracy]] ]].

to:

* SpiritualSuccessor: SpiritualSuccessor:
**
The game borrows a lot of elements from Creator/LookingGlassStudios' ''VideoGame/SystemShock'', without being directly related. Not surprising, given Creator/ArkaneStudios' previous game, ''{{VideoGame/Dishonored}}'', was itself a spiritual successor to Looking Glass's other seminal game series, ''{{VideoGame/Thief}}''.
** Perhaps less obviously, this is probably the closest thing to a 3D version of ''VideoGame/MetroidFusion'' we will ever get. A {{Metroidvania}} set on a derelict space station with an amorphous ParasiticHorror that mimics it's prey and hunts the player character relentlessly; [[spoiler: all while being [[UnwittingTestSubject a human guinea pig]] for a [[TheConspiracy corporate/government conspiracy]] ]].conspiracy]]]].



** There's also three hints that [[spoiler:"Will Mitchell", the cook in Crew Quarters, is an imposter. When you first see him, the Operator next to him identifies Morgan but he continues to act ignorant of who Morgan is. When he sends you to his room to fetch a medal, you can find a Transcribe from the ''real'' Will Mitchell, who doesn't look or sound anything like the imposter. Moreover, the security computer shows Will Mitchell as being dead, and as not being in the same place as the imposter. Furthermore, you can find correspondence on the real Will's computer between him and Yu which have a very familiar and informal tone, like he knew Morgan personally, while the man in the kitchen now doesn't recognize you at all.]]

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** There's also three hints that [[spoiler:"Will Mitchell", the cook in Crew Quarters, is an imposter. When you first see him, the Operator next to him identifies Morgan but he continues to act ignorant of who Morgan is. When he sends you to his room to fetch a medal, you can find a Transcribe from the ''real'' Will Mitchell, who doesn't look or sound anything like the imposter. Moreover, the security computer shows Will Mitchell as being dead, and as not being in the same place as the imposter. Furthermore, you can find correspondence on the real Will's computer between him and Yu which have a very familiar and informal tone, like he knew Morgan personally, while the man in the kitchen now doesn't recognize you at all. Finally, and most obviously, his actual identity can be tracked if you've been to a certain location prior to meeting him.]]



* StaticStunGun: The RSV-77 Neuroelectric Disruptor, or simply the Disruptor, fires an arc of electricity at the target. Can be used to stun Typhon (though Voltaic Phantoms are immune), and when upgraded is surprisingly effective against Technopaths and corrupted Operators. It also of course will effectively stun human targets, such as those under control of a Telepath.

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* StaticStunGun: The RSV-77 Neuroelectric Disruptor, or simply the Disruptor, fires an arc of electricity at the target. Can target, stunning it temporarily and causing damage to mechanical enemies. It can be used to stun most Typhon (though Voltaic (Voltaic Phantoms and their empowered Mimics are immune), and when upgraded is surprisingly effective against Technopaths and corrupted Operators. It will also of course will effectively stun immediately and permanently knock out any human targets, you shoot with it, such as those under control of a Telepath.Telepath. If not killed, these humans disappear after you've left the area and the crew manifest will simply list them as safe.



* SwissCheeseSecurity: As is pretty much standard for this type of game, people generally leave their passwords lying around in audio logs, sticky notes, or in emails. This is despite multiple warnings to the staff that this is a bad idea. Also of note is the fact that numerous high-security locked doors can be bypassed by simply breaking the glass window next to it. [[spoiler:Given how the entire game was built to test a subject, however, this was quite likely invoked by Alex.]]
** Get your hacking ability up and anything not protected by a keycard scanner is all yours.

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* SwissCheeseSecurity: As is pretty much standard for this type of game, people generally leave their passwords lying around in audio logs, sticky notes, or in emails. This is despite multiple warnings to the staff that this is a bad idea. Also of note is the fact that numerous high-security locked doors can be bypassed by simply breaking the glass window next to it. Get your hacking ability up and anything not protected by a keycard scanner is all yours. [[spoiler:Given how the entire game was built to test a subject, however, this was quite likely invoked by Alex.]]
** Get your hacking ability up and anything not protected by a keycard scanner is all yours.
]]



* WrenchWhack: In a nod to ''VideoGame/SystemShock 2'', your basic melee weapon is a heavy duty monkey wrench.

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* WrenchWhack: In a nod to ''VideoGame/SystemShock 2'', your basic melee weapon is a heavy duty monkey wrench. It can never be upgraded and there's never anything superior to it, but several perks will allow you to do more damage and consume less stamina when swinging it.

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* LastSecondEndingChoice: [[spoiler:Subverted. Peter is presented with 3 options for where to send the satellite: Earth, KASMA Headquarters, or the surface of the Moon. As it turns out, he only has enough fuel to choose the moon.]]

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* LastSecondEndingChoice: [[spoiler:Subverted. Peter is presented with 3 three options for where to send the satellite: Earth, KASMA Headquarters, or the surface of the Moon. As it turns out, he only has enough fuel to choose the moon.]]


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* PlotTailoredToTheParty: All the skills in the base game are divided between the characters here, so no one character is able to perform all the actions necessary for everyone to escape. Downplayed, however, in that only two of the five characters have skills absolutely required to proceed. Joan's repair skills and Claire's hacking are necessary to stabilize the Mimic Portal, and Claire can bypass the security lock on Riley's computer for the BrainUploading exit, negating the need for Riley to do so personally.

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* BreakableWeapons: Weapon degradation can be enabled as an optional feature. It causes weapons to decay at a steady rate, with the exception of the wrench and boltcaster. If the integrity hits zero, they malfunction and must either be discard/recycled in favor of replacements, or repaired with spare parts if your Repair skill is sufficient.



* CentralTheme: Illusions, dreams, and perception are recurring themes.

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* CentralTheme: CentralTheme:
**
Illusions, dreams, and perception are recurring themes.



** In the beginning of the game, the researchers seem very disappointed that Morgan chooses to hide by going behind a chair, or has the "most instinctive" way of reaching a button be to manually climb over a small separation barrier. [[spoiler:This is because they had expected them to be outfitted with experimental Typhon neuromods for testing, but Morgan had instead been given blank neuromods as part of Morgan's plan to escape from the simulation.]]

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** In the beginning of the game, the researchers seem very are disappointed that by the means Morgan chooses to hide by going behind a chair, or has complete the tests, such as the "most instinctive" way of reaching a button be being to manually climb over a small separation barrier.barrier, and the head researcher questions if the proper Neuromods were installed. [[spoiler:This is because they had expected them to be outfitted with experimental Typhon neuromods for testing, but Morgan had instead been given blank neuromods as part of Morgan's plan to escape from the simulation.]]



** An audio log in Psychotronics has Alex dismissing the suggestion that a Typhon could be communicated with by using human neurons and memories implanted into it. [[spoiler:TheStinger reveals that the player is actually a Typhon implanted with Morgan's memories by Alex in an attempt to create a means of communication between the two species.]] In the same audio log, Morgan speculates that they may be able to implant human neurons and memories into a Typhon through simulations. [[spoiler:In the end, he was (possibly, based on your choice) right. The whole game is one big simulation that you, a modified Typhon, have been experiencing. Whether the test to make you more human is successful is up to you though.]]

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** An audio log in Psychotronics has Alex dismissing the suggestion that a Typhon could be communicated with by using human neurons and memories implanted into it. [[spoiler:TheStinger reveals that the player is actually a Typhon implanted with Morgan's memories by Alex in an attempt to create a means of communication between the two species.]] In the same audio log, Morgan speculates that they may be able to implant human neurons and memories into the process could work if such a Typhon were run through simulations. simulations to develop the necessary connections after implantation. [[spoiler:In the end, he was (possibly, based on your choice) right.this is precisely what Alex attempts. The whole game is one big simulation that you, a modified Typhon, have been experiencing. Whether the test to make you more human is successful is up to you you, though.]]



** The pre-rendered trailers featured Typhon consuming Morgan. The implication: relying too much on neuromods will cause Morgan to cease being human.[[spoiler:Turns out the player character isn't actually human in the first place.]]

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** The pre-rendered trailers featured Typhon consuming Morgan. The implication: relying too much on neuromods will cause Morgan to cease being human. [[spoiler:Turns out the player character isn't actually human in the first place.]]



** The arrival of [[spoiler:the Apex Typhon]] is foreshadowed throughout the game, if subtly. In the first ten minutes of the game, you're shown a Rorschach image and asked what it is. Later, Dr. Kohl asks Dr. Calavino if [[spoiler:the black shape in his nightmares]] looks "like this", likely referring to the Rorschach images in his office. [[spoiler:The Apex directly takes the form of that image, both in promotional materials and in the ending.]]

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** The arrival of [[spoiler:the Apex Typhon]] is foreshadowed throughout the game, if subtly. In the first ten minutes of the game, you're shown a Rorschach image and asked what it is. Later, Dr. Kohl asks Dr. Calavino Calvino if [[spoiler:the black shape in his nightmares]] looks "like this", likely referring to the Rorschach images in his office. [[spoiler:The Apex directly takes the form of that image, both in promotional materials and in the ending.]]



* NewGamePlus: Finishing the game at least once will allow you to play through it again with whatever abilities you had upon completion; you just won't have them right off the bat, but you will regain them after picking up the Psychoscope in Morgan's office.

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* NewGamePlus: Finishing the game at least once will allow you to play through it again with whatever abilities you had upon completion; you just won't have them right off the bat, to maintain the continuity of the story, but you will regain them after picking up the Psychoscope in Morgan's office.
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** Lore-wise, every Neuromod has a specific purpose, and imparts a specific set of knowledge relevant to that purpose to its user. In gameplay, they function as a perk-point system, and can be invested in whatever skill the player chooses, without any acknowledgment of what they were made for.

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** Lore-wise, every Neuromod has a specific purpose, and imparts a specific set of knowledge relevant to that purpose to its user. In gameplay, they function as a perk-point system, and can be invested in whatever skill the player chooses, without any acknowledgment of what they were made for. This is given a brief HandWave if you rescue Dr. Igwe. He'll gift you some "blank" Neuromods that can be programmed for whatever skill you choose, though it seems unlikely that every Neuromod everywhere would be in the same state, or how Morgan can program them on the fly. [[spoiler:As with the previous example, this can be excused as Alex taking liberties with the simulation.]]

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A DLC to Prey, similar to the Daud duology of the original {{VideoGame/Dishonored}}. The game follows Peter, a [[TheCracker hacker]] stationed on a {{spy satellite|s}} tasked with intercepting [=TranStar=] communications. When the company's moon base goes quiet, it's up to him (with the help of [=TranStar=] rival [[EvilInc KASMA Corp]]) to figure out why, through simulations of various [=TranStar=] employees -- if he can survive that long, anyway.

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A DLC to Prey, similar to the Daud duology of the original {{VideoGame/Dishonored}}.''{{VideoGame/Dishonored}}''. The game follows Peter, a [[TheCracker hacker]] stationed on a {{spy satellite|s}} tasked with intercepting [=TranStar=] communications. When the company's moon base goes quiet, it's up to him (with the help of [=TranStar=] rival [[EvilInc KASMA Corp]]) to figure out why, through simulations of various [=TranStar=] employees -- if he can survive that long, anyway.



* AntiFrustrationFeatures:
** The shuttle and brain uploading exits, when performed the first time, require extra steps. For the shuttle, you need to find the piloting connectomes on the would-be pilot, then neuromod them onto yourself. For the brain uploading, you have to use Phantom Genesis on a specific Volunteer and then scan him for part of the data upload. In subsequent runs, all characters have piloting unlocked by default, though you still have to spend a neuromod on it. The data upload task also finishes without interruption, though you still need Riley or Claire to unlock the terminal.
** Zig-zagged with the escape pod. On the first run, the escape pod works immediately. On subsequent runs, it has a damaged navigational chip, forcing to to find another (either in a storage room or in the other, broken escape pod). If you find the blueprint for the chip, however, you can simply spend sim points to drop one in your inventory on spawn.



* BrainUploading: One of the ways you can escape the station. Riley Yu has to do this to unlock her story mission, as this is canonically how she escapes the moon base. [[spoiler:Unfortunately, the Operator that she was going to upload herself into was sabotaged by Claire]].

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* BrainUploading: One of the ways you can escape the station. Riley Yu has to do this to unlock her story mission, as this is canonically how she escapes the moon base.base, and either she or Claire is required to unlock the terminal to make it available. [[spoiler:Unfortunately, the Operator that she was going to upload herself into was sabotaged by Claire]].
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* ElementalWeapon: Some weapons have a chance to spawn with an additional damage type, giving the weapon the effects of that damage. They can come in thermal, electrial, corruption, and psychic varieties. Electrical and psychic are the most useful, as the former is a portable off-awitch for Typhon gates and the latter disables Typhon powers for a brief period.

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* YouHaveOutlivedYourUsefulness: [[spoiler:KASMA is particularly fond of this. They leave Claire to die on Pytheas once she has completed all of her objectives, and outright try to murder Peter by shutting off his life support after he completes all of the simulations.]]

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* YouHaveOutlivedYourUsefulness: YouHaveOutlivedYourUsefulness:
**
[[spoiler:KASMA is particularly fond of this. They leave Claire to die on Pytheas once she has completed all of her objectives, and outright try to murder Peter by shutting off his life support after he completes all of the simulations.]]
** [[spoiler:During his story mission, Andrius has his head exploded by the Telepath once he's delivered the disguised Mimic to an escape pod. The Telepath will also do this if you attack too many of the now-friendly Typhon during this period.
]]

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* AlternateHistory: Cosmonauts make first contact with extraterrestrial life in 1958 aboard a satellite named Vorona-1. Every man on the mission is killed. The Soviet Union then sought help from the United States, leading to the establishment of the jointly-run Kletka space station in 1963, with the purpose of containing and studying the Typhon. This arrangement later breaks down, leaving the US in complete control of the station until an accident in 1998 leads to its complete abandonment. In 2030, Kletka was bought by [[MegaCorp TranStar]] and refitted into Talos I, a corporate research facility; study of the Typhon secretly continues, in hopes of revolutionary commercial applications.
** UsefulNotes/JohnFKennedy also managed to survive his assassination and win a second term (in fact living until 2031, when he was ''114'') and later domestic opposition successfully prevented US involvement in Vietnam. As a result, the Space Race continued until the 1990s. By this point in OTL, unsustainable space spending have led to economic collapse in the Soviet Union; meanwhile a lack of military necessity as Cold War tensions recede, combined with the Reagan presidency's renewed political focus on solving domestic problems, removed popular appetite for further American space exploration.
** The Soviet Union and "vestiges" of its Iron Curtain both survived to the present day. While tensions have relaxed from its Cold War peak, US-Soviet relations remain frosty at best; Soviet borders are described as "oft-expanded", with foreign interventions and the occasional annexation being the norm. However, this expansionism have stoked domestic opposition: massive internal unrest in response to the Soviet-Indian Intervention, led by a dissident group calling themselves the Mensheviks, was mentioned as the direct cause of the "Second Purge". The Mensheviks were branded as terrorists, with four members accused of perpetrating the Red Square bombing of 2029.
** By 2035, nascent colonies exist on Luna and Mars; efforts to terraform the latter is being led by [=TranStar=]'s creation of an extremophile moss that would gradually convert Mars' atmosphere into an Earthlike environment. While America remains the dominant force in space thanks to its command of the world's sole SpaceElevator, the White Stork Tower, modern space exploration is driven by the private sector. With space counting as "international waters", offworld corporate facilities are effectively semi-sovereign territory; orbital habitats such as Talos I can get away with research and experiments that would be unethical and/or illegal on Earth, as well as having superior security, secrecy and isolation compared to their groundside counterparts. With this stellar advancement is born the "neo-deco" design movement, which influences Talos I's opulent design aesthetics.
* AllJustADream: [[spoiler:The entire game turns out to be this: a simulation conducted on a Typhon-Human hybrid to see if it understands human empathy. It is suggested however, that some version of the events of the game did occur in the past, as the simulation was built around the memories of the real Morgan.]]



** Microgravity areas mark points of interest (Most notably area exits) with green pings not seen otherwise. Very useful while trying to orient yourself in 6 degrees of freedom with no consistent "up".

to:

** Microgravity areas mark points of interest (Most (most notably area exits) with green pings not seen otherwise. Very useful while trying to orient yourself in 6 degrees of freedom with no consistent "up".



* AlternateHistory: Cosmonauts make first contact with extraterrestrial life in 1958 aboard a satellite named Vorona-1. Every man on the mission is killed. The Soviet Union then sought help from the United States, leading to the establishment of the jointly-run Kletka space station in 1963, with the purpose of containing and studying the Typhon. This arrangement later breaks down, leaving the US in complete control of the station until an accident in 1998 leads to its complete abandonment. In 2030, Kletka was bought by [[MegaCorp TranStar]] and refitted into Talos I, a corporate research facility; study of the Typhon secretly continues, in hopes of revolutionary commercial applications.
** UsefulNotes/JohnFKennedy also managed to survive his assassination and win a second term (in fact living until 2031, when he was ''114'') and later domestic opposition successfully prevented US involvement in Vietnam. As a result, the Space Race continued until the 1990s. By this point in OTL, unsustainable space spending have led to economic collapse in the Soviet Union; meanwhile a lack of military necessity as Cold War tensions recede, combined with the Reagan presidency's renewed political focus on solving domestic problems, removed popular appetite for further American space exploration.
** The Soviet Union and "vestiges" of its Iron Curtain both survived to the present day. While tensions have relaxed from its Cold War peak, US-Soviet relations remain frosty at best; Soviet borders are described as "oft-expanded", with foreign interventions and the occasional annexation being the norm. However, this expansionism have stoked domestic opposition: massive internal unrest in response to the Soviet-Indian Intervention, led by a dissident group calling themselves the Mensheviks, was mentioned as the direct cause of the "Second Purge". The Mensheviks were branded as terrorists, with four members accused of perpetrating the Red Square bombing of 2029.
** By 2035, nascent colonies exist on Luna and Mars; efforts to terraform the latter is being led by [=TranStar=]'s creation of an extremophile moss that would gradually convert Mars' atmosphere into an Earthlike environment. While America remains the dominant force in space thanks to its command of the world's sole SpaceElevator, the White Stork Tower, modern space exploration is driven by the private sector. With space counting as "international waters", offworld corporate facilities are effectively semi-sovereign territory; orbital habitats such as Talos I can get away with research and experiments that would be unethical and/or illegal on Earth, as well as having superior security, secrecy and isolation compared to their groundside counterparts. With this stellar advancement is born the "neo-deco" design movement, which influences Talos I's opulent design aesthetics.
* AllJustADream: [[spoiler:The entire game turns out to be this: a simulation conducted on a Typhon-Human hybrid to see if it understands human empathy. It is suggested however, that some version of the events of the game did occur in the past, as the simulation was built around the memories of the real Morgan.]]

to:

* AlternateHistory: Cosmonauts make first contact with extraterrestrial life in 1958 aboard ** Unless a satellite named Vorona-1. Every man on the mission section is killed. The Soviet Union then sought help from the United States, leading story-relevant, there are usually multiple methods of bypassing locked doors. You can break through windows, shoot darts at consoles, hack certain keypads, shrink down as a Mimic into something small enough to the establishment of the jointly-run Kletka space station in 1963, with the purpose of containing squeeze through, and studying the Typhon. This arrangement later breaks down, leaving the US in complete control of so forth. For that matter, since Typhon powers turn the station until an accident in 1998 leads to its complete abandonment. In 2030, Kletka was bought by [[MegaCorp TranStar]] defenses against you and refitted into Talos I, a corporate research facility; study of affect the Typhon secretly continues, in hopes of revolutionary commercial applications.
** UsefulNotes/JohnFKennedy also managed to survive his assassination and win a second term (in fact living until 2031, when he was ''114'') and later domestic opposition successfully prevented US involvement in Vietnam. As a result, the Space Race continued until the 1990s. By this point in OTL, unsustainable space spending have led to economic collapse in the Soviet Union; meanwhile a lack of military necessity as Cold War tensions recede, combined with the Reagan presidency's renewed political focus on solving domestic problems, removed popular appetite for further American space exploration.
** The Soviet Union and "vestiges" of its Iron Curtain both survived to the present day. While tensions have relaxed from its Cold War peak, US-Soviet relations remain frosty at best; Soviet borders are described as "oft-expanded", with foreign interventions and the occasional annexation being the norm. However, this expansionism have stoked domestic opposition: massive internal unrest in response to the Soviet-Indian Intervention, led by a dissident group calling themselves the Mensheviks, was mentioned as the direct cause of the "Second Purge". The Mensheviks were branded as terrorists, with four members accused of perpetrating the Red Square bombing of 2029.
** By 2035, nascent colonies exist on Luna and Mars; efforts to terraform the latter
ending, there is being led by [=TranStar=]'s creation of an extremophile moss that would gradually convert Mars' atmosphere into an Earthlike environment. While America remains the dominant force in space thanks to its command of the world's sole SpaceElevator, the White Stork Tower, modern space exploration is driven by the private sector. With space counting as "international waters", offworld corporate facilities are effectively semi-sovereign territory; orbital habitats such as Talos I can get away with research and experiments that would be unethical and/or illegal on Earth, as well as having superior security, secrecy and isolation compared to their groundside counterparts. With this stellar advancement is born the "neo-deco" design movement, which influences Talos I's opulent design aesthetics.
* AllJustADream: [[spoiler:The entire game turns out to be this: a simulation conducted on a Typhon-Human hybrid to see if it understands human empathy. It is suggested however, that some version of the events
no part of the game did occur in the past, as the simulation was built around the memories of the real Morgan.]]that requires their use.



* DemonicPossession: The Telepaths and their human puppets from the main game are back. [[spoiler: Andrius's mission has you become one of those puppets.]]

to:

* DemonicPossession: The Telepaths and their human puppets from the main game are back.back, with the added wrinkle that the Telepaths simply spawn with nameless puppets rather than drawing them from the outpost crew pool (all of whom are already dead). [[spoiler: Andrius's mission has you become one of those puppets.]]



** The Leader: Riley, owner of the moon base.
** The Lancer: Vijay. Despite his discipline and sense of duty to Riley, he's hesitant to put his family in danger, but can (and likely will) sacrifice himself defending the base.
** The Smart Guy: Joan. Her main combat strategy is to build a turret on the spot and watch the fireworks.
** The Big Guy: Andrius. Despite being a SquishyWizard, he's also a damage powerhouse and has only a few brain cells left to use for speaking.

to:

** The Leader: Riley, owner commander of the moon base.
** The Lancer: Vijay.Vijay, Chief of Security. Despite his discipline and sense of duty to Riley, he's hesitant to put his family in danger, but can (and likely will) sacrifice himself defending the base.
** The Smart Guy: Joan.Joan, an engineer. Her main combat strategy is to build a turret on the spot and watch the fireworks.
** The Big Guy: Andrius.Andrius, a Volunteer. Despite being a SquishyWizard, he's also a damage powerhouse and has only a few brain cells left to use for speaking.



* MetaFiction: You're someone playing ''Prey''... playing ''Prey.'' Which is a pretty good excuse for the more game-y elements like a death timer or getting points for killing enemies.

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* MetaFiction: You're someone playing ''Prey''... playing ''Prey.'' ''Prey''. Which is a pretty good excuse for the more game-y elements like a death timer or getting points for killing enemies.



* {{Roguelike}}: Game settings are randomized on each playthrough.

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* {{Roguelike}}: Game settings Though the map remains constant, most items and enemies are randomized on in each playthrough. As you complete more objectives, additional hazards are unlocked (oxygen, fire, electricity, radiation) that affect random sections in each playthrough.


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* SwordBeam: The Psychostatic Cutter is a LaserBlade dagger that can be charged to fire a piercing psychic projectile, so long as you have enough psi to fuel it. There's an achievement for damaging three enemies with a single shot.

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* CrutchCharacter: Joan feels like this for most of the game. She's the second character unlocked, can summon a zero-cost ballistic turret with only a medium cooldown, has the repair skills to open passages, a huge inventory, and she's deadly with a wrench, conserving ammo for subsequent characters. Since Repair is one of two skills necessary for opening the Mimic Portal and for fixing broken doors, the result is that she can end up setting up the whole map for the other characters to have an easier time.

to:

* CrutchCharacter: Joan feels like this for most Joan's unique combination of utility, damage, and Typhon powers allow her to bypass every obstacle in the game. She's game on top of doing respectable damage. On the second character unlocked, damage side, she gets wrench damage upgrades that make her deadly with an elite wrench, can summon a zero-cost ballistic turret with only a medium cooldown, and has a large enough health pool to survive close combat with all but the biggest Typhon. On the utility side, her repair skills allow her to open passages, a huge inventory, and she's deadly with a wrench, conserving ammo for subsequent characters. Since Repair is one of two skills necessary for opening the Mimic Portal and for fixing fix broken doors, the result is that she doors and repair broken power conduits, and her Typhon electro-ball power allows her to shock open Typhon gates without any other equipment. She can end up setting easily set up the whole map for the other characters to have an easier time.rush for their exits, while leaving behind a sizable haul of weapons and neuromods to upgrade the other characters.



*** Andrius Alekna [[spoiler:gets possesed by a telepath, is made to smuggle a mimic into an escape pod and then his head explodes.]]

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*** Andrius Alekna [[spoiler:gets possesed possessed by a telepath, is made to smuggle a mimic into an escape pod and then his head explodes.]]



** The simulation in general is an overall TimedMission since once the corruption meter maxes out five times, it crashes. Special items, either crafted or looted from the boss-type enemies can add more time.



** The simulation in general is an overall TimedMission since once the corruption meter maxes out five times, it crashes.

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** The simulation in general is an overall TimedMission since Mimic Portal, once stabilized, has to be entered within thirty seconds, though it's barely two meters away and the corruption meter maxes out five times, it crashes.timer is practically meaningless.
** The mass driver launch sequence has a time delay of one minute, during which you have to race from the control room on the top floor to the crate at ground level.

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* BadBoss: KASMA are particularly nasty employers, arguably even moreso than TranStar. They force their employees to perform outright illegal work through very shady contracts, and [[spoiler:Claire]] complains that their pay is terrible. They also seem to have a habit of [[spoiler:backstabbing their employees, such as leaving Claire to die on Pytheas and outright trying to murder Peter by shutting off his life support.]]

to:

* BadBoss: KASMA are particularly nasty employers, arguably even moreso than TranStar.[=TranStar=]. They force their employees to perform outright illegal work through very shady contracts, and [[spoiler:Claire]] complains that their pay is terrible. They also seem to have a habit of [[spoiler:backstabbing their employees, such as leaving Claire to die on Pytheas and outright trying to murder Peter by shutting off his life support.]]



* CrutchCharacter: Joan feels like this for most of the game. She's the second character unlocked, can summon a zero-cost ballistic turret with only a medium cooldown, has the repair skills to open passages, a huge inventory, and she's deadly with a wrench, conserving ammo for subsequent characters. Since Repair is one of two skills necessary for opening the Mimic Portal and for fixing broken doors, the result is that she can end up setting up the whole map for the other characters to have an easier time.



** Claire, unlike the other four playable characters, is a simple custodial worker that doesn't have any specialized training, and thus possesses no special abilities whatsoever. [[spoiler:Additionally, once you complete Vijay's story missions and find out Claire's actual purpose on the station, the game also drops the facade of her being a simple custodial worker, and from then on shows you her actual "action pose", skill tree and abilities.]]

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** Claire, unlike the other four playable characters, is a simple custodial worker that doesn't have any specialized training, and thus possesses no special abilities whatsoever. [[spoiler:Additionally, [[spoiler:However, once you complete Vijay's story missions and find out Claire's actual purpose on the station, the game also drops the facade of her being a simple custodial worker, and from then on shows you her actual "action pose", skill tree and abilities.]]



* TheKeyIsBehindTheLock: In Moonworks, there's a locked and isolated maintenance room. The keypad informs you of the last person to use it, and the crew tracker indicates that she's still inside. [[spoiler:She's one of the playable characters, unlocked through another's story objective, and accessing the room would be a big spoiler.]]



* TeamMom: Joan, from a gameplay perspective, feels like this for most of the game as she not only has the easiest time taking out the Moon Shark (until Andrius is maxed out), she also has the largest inventory and is necessary for opening the Mimic Portal. The result is that she can end up setting up the whole map for the other characters to have an easier time.
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** The "Awkward Ride Home" achievement requires a somewhat specific set of actions. To boot, [[spoiler:you have to kill everyone who could board Dahl's shuttle except for Dr. Igwe, then you have to incapacitate Dahl and let Igwe drag him to Neuromod Division's apto-regressive neurotomy station, and THEN you have to kill Dr. Igwe so that only you end up in Dahl's shuttle]]. It is one of the rarest achievements in the game for that reason, as it is easily overlooked during regular gameplay and is also a secret achievement.

to:

** The "Awkward Ride Home" achievement requires a somewhat specific set of actions. To boot, wit, [[spoiler:you have to kill everyone who could board Dahl's shuttle except for Dr. Igwe, then you have to incapacitate Dahl and let Igwe drag him to Neuromod Division's apto-regressive neurotomy station, and THEN you have to kill Dr. Igwe so that only you end up in Dahl's shuttle]]. It is one of the rarest achievements in the game for that reason, as it is easily overlooked during regular gameplay and is also a secret achievement.

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** It's possible to enter the docking bay (normally one of the very last areas you visit, if you only go where the plot sends you) very early in the game. However, if you go there too early, not only will you find it has no oxygen, but within a few steps, you'll run into a huge, powerful Technopath far earlier than you'd usually fight one.

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** It's possible to enter the docking bay Shuttle Bay (normally one of the very last areas you visit, if you only go where the plot sends you) very early in the game. However, if you go there too early, prior to it being relevant to the story, not only will you find it has no oxygen, but within a few steps, you'll run into a huge, powerful Technopath far earlier than you'd usually fight one.one. Given how late in the story it becomes relevant, however, it can be worth it to pop in just prior to the triggering event, letting you explore without the pressure of the endgame missions.



* GuideDangIt: The "Awkward Ride Home" achievement requires a somewhat specific set of actions. To boot, [[spoiler:you have to kill everyone who could board Dahl's shuttle except for Dr. Igwe, then you have to incapacitate Dahl and let Igwe drag him to Neuromod Division's apto-regressive neurotomy station, and THEN you have to kill Dr. Igwe so that only you end up in Dahl's shuttle]]. It is one of the rarest achievements in the game for that reason, as it is easily overlooked during regular gameplay and is also a secret achievement.

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* GuideDangIt: GuideDangIt:
**
The "Awkward Ride Home" achievement requires a somewhat specific set of actions. To boot, [[spoiler:you have to kill everyone who could board Dahl's shuttle except for Dr. Igwe, then you have to incapacitate Dahl and let Igwe drag him to Neuromod Division's apto-regressive neurotomy station, and THEN you have to kill Dr. Igwe so that only you end up in Dahl's shuttle]]. It is one of the rarest achievements in the game for that reason, as it is easily overlooked during regular gameplay and is also a secret achievement.achievement.
** Similarly, the "Makeup Exam" hidden achievement requires not only realizing that the tutorial actually has a win condition, but that you can go back and repeat it once you have the powers you were ''supposed'' to have used in that test. Doing so earns you three neuromods.

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* GuideDangIt: The "Awkward Ride Home" achievement requires a somewhat specific set of actions. To boot, [[spoiler: You have to kill everyone who could board Dahl's shuttle except for Dr. Igwe, then you have to incapacitate Dahl and let Igwe drag him to Neuromod Division's apto-regressive neurotomy station, and THEN you have to kill Dr. Igwe so that only you end up in Dahl's shuttle]]. It is one of the rarest achievements in the game for that reason, as it is easily overlooked during regular gameplay and is also a secret achievement.

to:

* GuideDangIt: The "Awkward Ride Home" achievement requires a somewhat specific set of actions. To boot, [[spoiler: You [[spoiler:you have to kill everyone who could board Dahl's shuttle except for Dr. Igwe, then you have to incapacitate Dahl and let Igwe drag him to Neuromod Division's apto-regressive neurotomy station, and THEN you have to kill Dr. Igwe so that only you end up in Dahl's shuttle]]. It is one of the rarest achievements in the game for that reason, as it is easily overlooked during regular gameplay and is also a secret achievement.achievement.
* HaveYouTriedRebooting: To defeat the {{Lockdown}} protocol, you have to reboot the entire station by shutting down the main reactor.



* JumpPhysics: You can upgrade your physical abilities to jump twice your normal height. Low priority as far as neuromods go, but useful in a few situations where the GLOO Gun is a bit unwieldy.



* LeaveNoSurvivors: [[spoiler:The mercenary Dahl brings an army of military robots to do this on Talos 1, human and Typhon alike, so the Tran Star corporation can rebuild with no witnesses. In a recording his boss William Yu says the trope name when Dahl questions the order because it includes William's two children: Morgan and Alex Yu.]]

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* LeaveNoSurvivors: LeaveNoSurvivors:
**
[[spoiler:The mercenary Dahl brings an army of military robots to do this on Talos 1, human and Typhon alike, so the Tran Star corporation can rebuild with no witnesses. In a recording his boss William Yu says the trope name when Dahl questions the order because it includes William's two children: Morgan and Alex Yu.]]



* LiquidCourage: The game has a fear state, which is usually trigger by one of the Typhon's PsychicPowers. One of the ways to avoid the major InterfaceScrew of the fear state? Displace it with the minor InterfaceScrew of drinking alcohol.
* LittleUselessGun: The Pistol occupies a strange middle ground between this and PunchPackingPistol. On the one hand, the unmodified basic version is capable of high damage upon crits, and it can be easily modified to become a PunchPackingPistol with enough weapon kits and some neuromods. On the other hand, ''non''-crit shots from the base version do terrible damage, and Talos One's security forces and other survivors aren't shy about how much they hate it. Elazar even refers to it as a "popgun." Also downplayed; a sidequest lets you find the Artemis pistol, a gold-plated version that does the same amount of damage from the beginning as a fully-upgraded regular pistol.

to:

* LiquidCourage: The game has a fear state, which is usually trigger triggered by one of the Typhon's PsychicPowers. One of the ways to avoid the major InterfaceScrew of the fear state? Displace it with the minor InterfaceScrew of drinking alcohol.
alcohol. This also has the effect of letting you hit harder with the wrench, but reduces stamina as a tradeoff.
* LittleUselessGun: The Pistol occupies a strange middle ground between this and PunchPackingPistol. On the one hand, the unmodified basic version is capable of high damage upon crits, and it can be easily modified to become a PunchPackingPistol with enough weapon kits and some neuromods.neuromods/chipsets. On the other hand, ''non''-crit shots from the base version do terrible damage, and Talos One's security forces and other survivors aren't shy about how much they hate it. Elazar even refers to it as a "popgun." Also downplayed; a sidequest lets you find the Artemis pistol, a gold-plated version that does the same amount of damage from the beginning as a fully-upgraded regular pistol. It's not going to be your primary weapon by a long shot, but it's useful for picking off those last slivers of health from a Typhon that stubbornly refuses to die to the bigger stuff, and is a convenient tool for popping Cystoids or just getting something's attention.
* {{Lockdown}}: Alex triggers one when you reach Deep Storage, requiring some creative thinking to get out of that section and into another.

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