Arkane Studios’ Prey (2017) is an immersive sim triumph aboard the Typhon-overrun Talos I station. My first playthrough: no humans killed, sticking to only two Typhon abilities for utility, leaning hard on the Nullwave Transmitter prototype to cleanse and save everyone. Balanced some side missions for that rescue rush. Tried the DLC briefly, might return later. Multiple endings boost replayability—my second playthrough turned psychopathic, unlocking chaos.

Gameplay: Resourceful Pacifist Perfection

Talos I’s labyrinth demands ingenuity: GLOO walls, wrench hacks, turret recruits. Pacifist run? Tense avoidance—lure Phantoms, zap with prototype (crew-saver extraordinaire), recycle junk. Side missions (Mikhaila aid, Danielle ops) balanced exploration/rewards without overload. Tight resources force creativity; no humans down feels heroic.

Story & Endings: Choices Echo in Replay

Morgan Yu’s Typhon-truth unraveling grips via logs/notes. Multiple endings tally kills/saves—pacifist “good” escape vs. psycho nukes. Replayability shines: Extremes beg returns (Typhon-only? Nightmare?). Second run’s bloodbath? Cathartic flip.

Mooncrash (~$10 add-on): Roguelite escape with character swaps on Pytheas moon—procedural, addictive. Brief dabble hooked; full run pending.

Verdict: Save Talos. Replay extremes—immersive GOAT.