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While Prey has been likened to a Metroidvania, its lead designer Ricardo Bare has said that he actually was not familiar with the sub-genre and that Prey's world design follows in the footsteps of games such as Arkane's own Arx Fatalis and Looking Glass Studios' System Shock, which featured interconnected worlds where to make progress, obstacles had been overcome through abilities the player could acquire.[24] Bare considered the Talos I setting to be "like an open world" that is fully explorable as the player gained abilities and equipment.[25] However, according to Colantonio, calling it an open world "might have the wrong associations."