Praey For The Gods
The player character starts her journey stranded on a frozen island, with only the clothes on her back. She must scavenge for resources (weapons, food, etc.) to survive the frozen landscape, dynamically generated weather and other hostilities. After some exploration, players must track down behemoths known as "gods", finding ways to scale their massive bodies and strike the chimes located at critical points. Each one is unique and must be studied to understand how to defeat it. Some hints on how to do so are provided in the form of cave drawings.
Praey for the Gods
The game utilises an exhaustion system. Over time, the character will become hungry, fatigued and chilled, which all negatively impact her performance. Most actions will exacerbate this, for example: sprinting will increase hunger faster, which decreases the rate of stamina replenishment. If caught in a freezing gale or body of water, the character will need to find shelter and make a fire before the cold affects her health. There are also potions scattered around to help keep these afflictions at bay, although it is strongly advisable to hunt, gather, cook and rest during play. 30 glowing totems can be found around the map, rewarded for solving environmental puzzles or searching obscure locations. Each set of three will increase the maximum stamina of the character (a total of ten enhancements), which is crucial for taking down the gods.
The crafting system is based on maintaining and upgrading equipment. Resources can be found in crates, dropped by animals and enemies (excluding the "gods" themselves) or found in the environment. There are treasure hunts, involving puzzles, to gain some of the more items. Weapons have certain levels, relative to how easily they can be obtained. Clothing and other miscellaneous items can be upgraded once the resource cost has been fulfilled.
Praey for the Gods is a very clear homage to Shadow of the Colossus in many ways. The world is dead. Humanity is on the brink of extinction. Players set off on their journey to reach the gods in hopes of turning things around. The game begins with the hero waking up on an icy shore only to be greeted with a disembodied voice. Sound familiar?
Praey for the Gods is a brutal action-adventure game set on a frozen island in the middle of nowhere. The only chance for you to survive is to kill the very gods that you believe in. Stranded with only the clothes on your back, you must survive the dangers of living in this forsaken and frozen land. Praey for the Gods requires a Core i5-2500K or an AMD Phenom II X4 940 for the CPU. The GPU requirements are above average and set at a GTX 660 or a Radeon HD 7870 and must support DX 11.
The game was originally officially titled Prey For The Gods, and it was funded on Kickstarter under that name. However, Bethesda soon sued them, claiming that their name was a copyright infringement on the Prey trademark, and would interfere with the upcoming game. They settled by changing the name to its current form, but keeping the old logo on the cover. Tropes present in this game: Abusive Precursors: It's very clear that despite the fact that the beings who lived on the land previously worshipped the giants as Gods, this did not stop them from attempting to enslave/kill them so they could take their power as their own.
Action Girl: The protagonist is one.
Arrows on Fire: Passing an arrow through a torch or other flame source will set in on fire. Doing this is necessary to bring down the flying god.
Blade on a Stick: Several spear types can be crafted and wielded.
Bonus Boss: In addition to the giants, there are much smaller (comparatively) humanoid giants that resemble the undead soldiers that plague you throughout the land. They're not required to progress the game, but do drop some nice items if you manage to kill one.
Bottomless Magazines: Averted, as there's only a limited number of arrows you can carry. However, they don't disappear after being fired either, and you can find them and pull them out.
Breakable Weapons: All of the melee weapons can break.
Bullfight Boss: The way to get onto the boar involves having it charge at you and slam into the walls of the arena.
Colossus Climb: This is a Shadow of the Colossus-inspired game, so this element is in full play.
Crapsack World: The world's been plunged into an unending winter, and the heroine suspects the gods are behind it.
Dem Bones: There are heavily armored skeletal warriors that'll claw their way out of the ground to get you. They can also perform a powerful jumping attack.
Energy Ball: The flying "god" can spit black hole-like orbs after a charge-up time. They will instantly kill the heroine: however, it is also uniquely vulnerable at that time, and shooting a flaming arrow at the mouth will bring it down for a while, and let you climb it. The tower "god" fires large blue orbs from its eye, which are powerful enough to break up the rocks around the place.
Everything Fades: Zig-zagged. On one hand, footprints will stay in the snow for a long time, and following them is if you got lost in an important element. On the other hand, the bodies of the undead warriors will almost immediately flash yellow and burn up without a trace once defeated. The rocks shattered by the tower "god's" energy attack will arc through the air in many pieces, but these will also instantly disappear upon hitting the ground.
Flash of Pain: The screen edges will be regularly flashing red if you are at low health.
Giant Flyer: One of the "gods" is a huge feathered "bird", though with a body structure closer to the ptaerodactyls.
Glowing Eyes: The undead warriors have unearthly greenish glow emanating from their eyesockets.
Good Old Fisticuffs: Bare-handed battle is possible, though mostly as an emergency in case the proper weapons broke.
Golem: One of the gods is a really large and roughly-hewn one, with a lot of growth on it that allows the heroine to climb it.
Grappling-Hook Pistol: The heroine has a glove that shoots out a hook on a rope.
Healing Potion: One of the craftable items.
In-Universe Game Clock: Dynamic weather and day-night cycle are fully present here.
Item Crafting: One of the mechanics, used to create or upgrade weapons.
Laser Sight: The tower "god" will first have a floodbeam emanate from its eye before it'll be able to fire its insta-kill orb, which gives you the time to dodge it.
Monster-Shaped Mountain: There are lots of immense figures fused into the mountainous terrain, mainly crude faces and outstretched arms. Those with visible torsos exhibit inhumanly-recessed chest areas, suggesting they are either sculptures of additional gods or the petrified remains of those destroyed by prior giant-slayers.
Puzzle Boss: The tower-like "god" cannot be attacked at the start at all. Instead, you need to push the pressure plates to produce several columns that'll absorb its energy instead of shattering, and trick it into hitting them. This'll break the stones around it, and reveal it to have a fleshy worm-like body underneath it, which you can climb afterwards. In a sense, all of the "gods" are this, as they are similar to a Greek legend of a brass giant who could only die if the magma inside it was drained through a vent. Thus, they all have several runed plates around their body that flash when the heroine approaches and need to be triggered three times each. Once all are triggered at once, the "god" gets fully drained of their life force and ends up as a chunk of solid stone.
Restraining Bolt: The glowing rods roped onto the giants, if the hieroglyphics are anything to go by, were deliberately put on the giants by the precursors as a way to try and control/enslave them. Evidently, it didn't work well enough.
Savage Wolves: Zig Zagged. On the one hand, the one wolf in the game that drags the player to the shrine upon beating the first boss doesn't take the opportunity to make a meal out of them while they're unconscious. On the other hand, there's a cutscene where the player character tries to pet the wolf only to be attacked, albeit not in a way that leaves any wounds. Given that the wolf gets progressively bigger by drinking from the pool of glowing water that grows in size with each giant the player kills, it probably has its own motivations for keeping the player character alive. As of the end of the alpha builds, the wolf can be seen sleeping in the shrine and seems more annoyed by the player's presence than anything.
Skull for a Head: The golem god, the bison god and the flying god all have these.
Sucking-In Lines: The charge-up for the flying god's orb attack is rendered in this manner.
Taken for Granite: All of the "gods" turn to stone after their lifeforce is drained. Often, they die in positions that make the resultant chunk of lifeless rock look almost natural, and only barely resemble what they were like at their peak.
Unnecessary Combat Roll: A way of evading attacks.
Wide-Open Sandbox: While the shrine will usually prompt you towards what boss it suggests you do next, there's nothing outright saying you have to do that boss next. You can very much stumble upon any boss out of order; which is rather easy, considering it's possible to spot them wandering outside of their arenas.
Wizard Needs Food Badly: Taking care of your food and drink levels is one of the important aspects here.