There’s a story I like to tell about Prey. It was back in February, at a preview event—my first ever hands-on demo with the game. Twenty or thirty of us were packed into this room to play the opening hour, which is filled with all sorts of tantalizing areas just out of reach: Locked doors you can’t yet hack open, a room blocked by some crates too heavy to lift.
And a broken-down elevator, the words “REPAIR II NEEDED” appearing in red as you approach. “A whole second floor to return to later,” I thought, made a note of it, and wandered off.