Veteran game developer Scott Miller explains why it took 3D Realms so long to get PC gaming’s most ambitious but ultimately flawed sci-fi FPS game over the line: ‘Let’s just put all our eggs into the Duke Nukem basket’

In 2006, the gaming landscape was forever altered with the release of a sci-fi first-person shooter that, despite its ambitious vision, stumbled in execution. This title, Prey, emerged after an extensive 11-year development cycle, yet it has since faded into the annals of gaming history, overshadowed by other releases. Not to be confused with Arkane’s unrelated 2017 reboot of the same name, the original Prey narrated the tale of a Native American protagonist abducted by extraterrestrials, embarking on a quest to reclaim his freedom.

Powered by the Doom 3 engine, Prey was not just another FPS; it was a cornucopia of innovative ideas and gameplay mechanics. Gamers were treated to features reminiscent of modern classics, such as pre-Portal portals, anti-gravity walkways, and even a unique spirit-walking mechanic that allowed players to traverse dimensions. The game was a veritable playground of creativity, pushing the boundaries of what a first-person shooter could be.

Stop! Miller time

Scott Miller, a key figure in the game’s development, reflected on the challenges faced during its creation. He recounted how the team behind the classic Rise of the Triad initially began work on Prey, showcasing a promising demo at E3 in 1998 that garnered significant attention. This demo featured a portal gun, a concept that would later find its way into Valve’s Portal. However, the development team struggled to finalize the engine, leading them to shift focus to Duke Nukem Forever, leaving Prey in limbo.

Despite the setbacks, Miller noted that their publisher, GT Interactive, had invested 0,000 into the project. Recognizing the need for a break, the team returned the funds and put the game on hold. It wasn’t until Mike Wilson from Gathering of Developers suggested reviving Prey that the project gained new momentum. Human Head Studios was brought on board, and Miller collaborated closely with them to bring the game to fruition. While several innovative elements made it into the final product, the original vision for portal gameplay remained unrealized.

(Image credit: Human Head Studios)

Unfortunately, the game’s new publisher, Take-Two Interactive, imposed an earlier release deadline and reduced funding towards the end of development, necessitating support from 3D Realms to keep the project afloat. Miller’s greatest disappointment remains the absence of the original portal gun from the 1998 E3 demo, a feature that could have significantly altered the game’s legacy. Interestingly, Valve’s Portal was released just a year later, further highlighting the missed opportunity.

As of 2025, the original Prey is conspicuously absent from digital storefronts, with no remaster in sight. This situation stems from the rights to the game being acquired by ZeniMax Media in 2009, complicating any potential revival. With Bethesda now owning Arkane’s 2017 iteration, the prospect of reintroducing the original Prey to a new audience seems unlikely. For those without an original copy and compatible hardware, accessing this piece of gaming history is a challenge. Enthusiasts continue to hope for a remaster, perhaps from Nightdive Studios, as the gaming community yearns for the chance to revisit this once-ambitious title.

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Veteran game developer Scott Miller explains why it took 3D Realms so long to get PC gaming's most ambitious but ultimately flawed sci-fi FPS game over the line: 'Let's just put all our eggs into the Duke Nukem basket'