
Confident design is one thing, but there is confidence, and then there’s the almost reckless certainty in both your game’s sturdiness and the player’s curiosity required to trust a feckless, glitch-hungry game-poker with Prey (2017)’s GLOO Cannon. A recklessness in designing a sprawling, multi-tiered, metroidvania-esque space station – one boasting multiple-bathroom verisimilitude – like Talos I, and then immediately giving the player a gun that lets them make their own ladders up keycard locked grav-elevators.