
Prey (2017)
Arkane Austin's 2017 game shares a name with an unrelated 2006 shooter and is actually the closest thing to a System Shock sequel anyone has made. You are Morgan Yu on Talos I, a research station in orbit where an alien organism has escaped, and the station is one continuous connected space you can traverse in almost any order. The Mimics are the signature idea: they can be any small object, so every room with three coffee cups in it is a threat assessment. Neuromods let you install alien abilities, including mimicry itself, which lets you turn into a mug and roll through a gap - and installing too many makes the station's defences treat you as alien. Nearly every problem has a lateral solution: the GLOO cannon builds stairs, a foam blob plugs a fire, keycodes are written down somewhere if you look. Its weakness is the ending. Its strength is the most consistently respectful attitude to player intelligence in a decade of shooters. Mooncrash, the roguelike DLC, is excellent.
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