Prey Review

Arkane have, in just a short amount of time, mastered their craft. The Dishonored games did a great job at throwing a bunch of tools at the player and letting them navigate rich deep worlds the way they want to. Prey feels the same, only amplified. Trading in swords and spirits for guns and neurological enhancements, Prey could be construed as Arkane’s take on science fiction. It hits some pretty familiar beats throughout, but Prey feels like a natural evolution of the Arkane trademark formula.


Prey itself takes place in an alternate timeline where John F Kennedy survived the assassination attempt in 1963, in turn directing more funding into the space program and sending us into space much earlier. In Prey, you are Morgan Yu, an employee for Transtar who presently owns the research space station Talos-1. Morgan wakes up with little to no memory of his past, but discovers that he himself is intrinsically tied to the station and its bizarre alien research.

 Prey-Screen-CorpsePrey’s storyline sounds pretty cliché and at times it is, though the story isn’t afraid to head into stranger directions than you’d normally expect. As the game began I wasn’t too keen to progress in the story, instead exploring the space station at my own leisure. Though as I got further in, Prey threw some twists at me that hooked me on the ideas it was selling. Despite this, I still found the playable character somewhat unlikable and the main villain quite forgettable. Still, Prey’s story hits the right beats at the right time to pique players’ interests. Think of it as a warped combination: Memento meets Dead Space meets BioShock.

When you play the first hour or so of Prey, more seasoned gamers will see where the game draws inspiration. You’re on a space station, it’s falling apart, you start off with a wrench, you use powers to defend yourself called psionics and you’re being lead along by a faceless or mysterious voice. Prey is woven from strong genes – taking inspiration from Dead Space, Dishonored, System Shock and BioShock. It’s a first-person game that isn’t afraid to have moments of quiet time to let you explore the sprawling space station that is Talos-1 at your own pace and leisure.

That’s really the name of the game with Prey. It’s an open world, that lets you explore areas of the space station in (almost) whatever order you wish. Everything is connected, whether you want to naturally get to an area using the winding corridors of the space station or you want to leave the station and re-enter it elsewhere while floating in space. Prey’s densely packed world, shortcuts and connections all come together to give the game a sense of having an open world without the barren filler environments that commonly come with it.

When you’re navigating the world of Prey you’ll be outfitted with a variety of abilities, weapons and powers that let you approach the playground of Talos-1 the way you want to. Most weapons serve a dual purpose – they can also be used to create platform on the walls to circumvent obstacles, or activate buttons from a short distance away. Each weapon having multiple uses encourages experimentation, as well as thinking outside of the box.

When you’re done with Prey once, I’d be surprised if you didn’t want to jump into it again. Not only because you’ll probably miss something while trying to explore the sprawling Talos-1 station, but also because you can change the outcome of the game based on your treatment of others throughout the story. It’s nothing totally revolutionary, but given Prey’s flexible systems, running through a second time is bound to be different to your first, intentional or not.

Your play style will greatly decide how long it’ll take you to run through Prey, though I’d estimate most players would get at least fifteen to twenty hours out of their first run. Perhaps even more if they explored the station thoroughly. This much is certain: Prey is a game that just begs to be played at least once more once you’ve finished it.

Taking a page out of Dishonored’s book, Prey features a stylised art style to bring its world to life. The result is something that never looks hyper-realistic but something more distinctive instead. Artistically speaking, Prey brings together retro designs with futuristic ones to create something not unlike BioShock’s Art Deco style. From a technical standpoint, the game is running on CryEngine which brings with it the usual caveats for consoles – namely longer than desirable load times. It’s not the best-looking game, especially compared to others, but Prey does its own thing and it does its own thing well.

Prey’s world is run down yet colourful, and the soundtrack perfectly complements the experience. Composed by Mick Gordon, the score is filled with sublime synth beats and strange, otherworldly noises and sound effects to create something eerie, atmospheric and tense. These pieces do an amazing job at elevating the already strong atmosphere aboard Talos-1, and is quite possibly one of the strongest soundtracks I’ve ever heard in a game.

Prey is another win for Arkane. It’s a game where everyone who plays it will have a different experience. One thing is certain though – that Prey remains a consistent experience from beginning to end. Providing players with intuitive gameplay systems with great synergy, freedom to approach combat how you want and game design that rewards creativity are just three ways that Prey succeeds. While BioShock was heralded as the spiritual successor to System Shock, Prey feels like a much more successful attempt. An absolute joy to play and experience.

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LEGO® DUPLO®- Disney Cars™ 3

10846- Flo’s Café

Disney•Pixar Cars 3 fans will love creating friendship stories with these iconic characters in Radiator Springs. Help your young Cars fan develop fine motor skills building Lightning McQueen, Cruz Ramirez and Mack, and when they’ve all finished hanging out at Flo’s V8 Café, your child can fuel them all up at the gas pump. They’ll have endless fun driving Lightning McQueen up the ramp into Mack’s trailer and heading off to his next race.

 

  • Includes buildable Disney
  • Pixar Lightning McQueen, Cruz Ramirez and Mack
  • Flo’s V8 Café features a facade and gas pump.
  • Includes bricks decorated as gas pump dials and a Flo’s V8 Café sign.
  • Accessory elements include an oil can and a fuel pump.
  • Encourage early role-play skills with these much-loved Disney
  • Pixar characters.
  • Young children will love driving the cars around and creating their own racing stories.
  • Open up Mack’s trailer to fit one of the cars inside.
  • Help your child master basic construction skills with this fun model that young Cars fans will love to build and rebuild into different scenarios.
  • LEGO® DUPLO® products are specially designed to be fun and easy for little hands.
  • Lightning McQueen and Cruz Ramirez each measure over 1” (5cm) high, 3” (9cm) long and 2” (6cm) wide.
  • Mack measures over 4” (12cm) high, 10” (26cm) long and 2” (7cm) wide.
  • Flo’s V8 Café facade measures over 5” (13cm) high, 4” (12cm) wide and 2” (6cm) deep.
  • $39.99

 

 

10856 Mater’s Shed

Little fans of Disney•Pixar’s Cars 3 will love building and hanging out with Mater the tow truck in his shed, driving around the cones and using the wrench. Help your child develop fine motor skills and practice role-play by pretending to video call with Lighting McQueen on Mater’s computer. The friendship between these 2 characters can spark endless fun, even when Lightning is racing miles away!

  • Features a buildable Mater with tow hook and a shed facade with awning.
  • Includes bricks decorated as awning with chili lights, a computer screen showing Lightning McQueen, radio and a ‘Home Sweet Home’ sign.
  • Accessory elements include an oil can, wrench and 2 cones.
  • Help your child create friendship stories around Mater and his best friend.
  • Young children will love building Mater and driving around to see what he can pick up with his hook.
  • Help your child master basic construction skills with this easy-to-build model.
  • LEGO® DUPLO® products are specially designed to be fun and easy for little hands.
  • Mater tow truck measures over 2” (7cm) high, 4” (12cm) long and 2” (6cm) wide.
  • Shed facade measures over 5” (14cm) high, 4” (12cm) wide and 2” (6cm) deep.
  • $19.99

 

 

 

 

10857 Piston Cup Race

Disney•Pixar Cars 3 fans will love lining up Lightning McQueen and Jackson Storm for the final race of the Piston Cup, and helping Luigi to start the race. First help them master early construction and fine motor skills by building the 3 cars and the starting gate. Then explore imagination and role-play with them as Luigi raises his flag.

  • Features a buildable Disney
  • Pixar Lightning McQueen, Jackson Storm, Luigi, and a starting line for the final Piston Cup race.
  • Includes bricks decorated as a race timer, Piston Cup sign and checkered flags.
  • Accessory elements include a trophy and a green flag to start the race.
  • Young children will love to start endless races and competitions with this exciting set.
  • Encourage early role-play skills with conversation between the 3 characters.
  • Build and rebuild the starting gate in different ways to practice basic construction skills.
  • LEGO® DUPLO® products are specially designed to be fun and easy for little hands.
  • Lightning McQueen measures over 1” (5cm) high, 3” (9cm) long and 2” (6cm) wide.
  • Jackson Storm measures over 1” (4cm) high, 3” (10cm) long and 2” (6cm) wide.
  • Luigi measures over 1” (5cm) high, 2” (7cm) long and 1” (4cm) wide.
  • Starting gate measures over 4” (11cm) high, 9” (25cm) wide and 2” (6cm) deep.
  • $29.99

These sets will be in stores on May 1st!

Christine Clarke’s Fashion Collection for Older Girls Adds the Hobo Sak™

KEENE, NH   April 2017   Douglas Company, the originator of the cool hand bag, has recently debuted their newest bag style that falls under the Christine Clarke Fashion Collection for Older Girls umbrella. They are calling it the Hobo Sak™, and there are six styles in the initial collection.  

 

Christine Clarke has really upped her bag game with this latest style for older girls. The Hobo Sak™ is 12” wide by 15” tall and has a cool laid back feel to it. These slouchy, bucket style bags are created from brilliant fabric choices providing personality plus.  Each fully-lined bag has a thick corded drawstring closure with a super fun, fluffy, giant pom-pom embellishment. The bag can be slung over the shoulder with the single adjustable shoulder strap or carried by the two convenient handles on the bag’s sides. SRP: $30 each

 

The BoHo Hobo Sak™ is super hip in bright citrus hues of purple, pink, turquoise, yellow orange and blue.

 

The Pink Whale Hobo Sak™ is covered in white waves where pink whales float spouting kelly green on a navy background.

 

The Dream Feathers Hobo Sak™ is gorgeous in soft pastel shades of pink, coral, mint green, gold and gray on a milk chocolate background. Each feather has a pop of pattern as well adding a touch of whimsy to the look.

 

The Glitz Garden Hobo Sak™ is a sassy floral pattern in soft shades of orange, pink, green, turquoise and gold on a white background.

 

The Navy BoHo Hobo Sak™ boasts beautiful circular medallions in hues of gold, turquoise, orange, slate blue, and hot pink on a beige background.

 

The Arabian Elephant Hobo Sak™ is rich in color boasting deep shades of gold, olive, orange, brown, pink and mint green on an ivory backdrop. The stunning elephant itself wears a brilliant tapestry blanket.

 

Designed with the “older girl” in mind, Douglas’ new Hobo Saks™ recently hit store shelves.  DOUGLAS’ products are sold at specialty gift and toy stores in the USA and Canada.

 

About DOUGLAS Company

DOUGLAS Company has been a leader in the plush industry for more than 60 years. The family-owned and operated business has distribution throughout Canada, Europe and, Asia.

 

DOUGLAS classic animals have gestures and expressions that clearly distinguish them. Their faces evoke a sense of connection and endearment. Unusual breeds and hard-to-find species are easy to find in the extensive DOUGLAS Line.

 

The in-house, USA design team is the heart of DOUGLAS success. They create designs and steward them from conception to final production. In recent years, the power of the creative department has led into the fashion/accessory arena. They have a unique talent for walking the edge to offer truly unique, trendy, and irresistible creations. There is a unique way with style, color, and complimentary fabrics that make theChristine Clarke Collection of Sassy Kidz Fashion for younger girls and cool stylish Fashion Collections for Older Girls speak for themselves!

 

DOUGLAS BABY has been growing over the years. This collection brings the company “full circle” to its beginnings in 1956 as an Infant Toy Producer. DOUGLAS now has a collection of the softest, most endearing designs in both cuddle toys and activity toys for Baby.

 

All DOUGLAS employees have passion for what they do and take the mission seriously to promote imaginative play and emotional connection for children of all ages. From classic, realistic designs and trendy, whimsical plush to baby and fashion collections, DOUGLAS spins a web of wonderful products for the discerning market of today. For more information visit: www.DOUGLAStoys.com

 

DOUGLAS Company would like to invite you to “Like” us on Facebook.http://www.facebook.com/DOUGLAStoys

 

And, follow DOUGLAS on Twitter:http://twitter.com/DOUGLAStoys

The Toy Association Rebranding


‘A WAVE OF CHANGE’ – The Toy Association Responds to Evolving Member Needs with New Strategy, New Name, & Major Rebrand, Driving Change Across the Organization

Largest National Toy Association Expands Core Member Services and Launches New Ventures

April 24, 2017 | New York, NY – The Toy Association – the largest trade association of its kind in the world – today unveiled a new mission statement, new name, and major rebrand driven by an innovative strategic plan. Formerly called the Toy Industry Association, The Toy Association supports a diverse membership whose global reach is revolutionizing the face of toys and play. The organization’s member-focused programs, products, trade shows, and consumer events promote international business growth for all members. Its new tagline, “Inspiring Generations of Play,” underscores the Association’s 100+ years of service and the many developmental benefits of play in a child’s life.  

The Toy Association ended 2016 with 1,098 member companies that design, produce, license, and deliver toys and youth entertainment products for kids of all ages. The trade group has a long history of propelling the health and growth of the U.S. toy industry, which has an annual economic impact of $80.25 billion in the United States.

“The Toy Association’s members are the ‘North Star’ of our new strategic direction, assuring that everything we do is about them and their business success,” says Steve Pasierb, president & chief executive of The Toy Association. “Refining our strategic blueprint demanded a refreshed mission, which led to a change in name, an emphasis on branding, a new approach to digital communications, and new office headquarters to serve staff and members alike. We challenged ourselves to question every aspect of our reason for being, and found ways to be more agile, more relevant, and more successful at bringing our members best-in-class services and support.”

Mission Refresh Reflects Member-Focus

As part of its new mission statement to be “a unifying force for members’ creativity, responsibility, and global success, advocating for their needs and championing the benefits of play,” The Toy Association has elevated its presence on the world stage, effectively and powerfully advocating on behalf of its members’ businesses in North America and in markets spanning every continent.

The Association has also expanded its core services and embarked on new ventures, including Play Fair, a large-scale kid and family business-to-consumer event; ShopToys365.com, a first-of-its-kind business-to-business digital marketplace for toy retailers and suppliers; and The Genius of Play, a consumer-focused initiative which encourages families to make time for play by educating them about play’s critical role in healthy childhood development.

The group’s world-renowned trade shows showcase the brightest innovations in toys and play along with stunning technological advancements. Its North American International Toy Fair continues to shatter records with sold out space and attendees from more than 100 countries, while Fall Toy Preview remains committed to serving the long-lead planning needs of mass and high-volume specialty retailers. With its actionable research, The Toy Association is helping companies tackle business challenges – from rapidly changing global economic and population trends and intellectual property protection, to new chemical regulations and an empowered consumer base of millennial parents with nontraditional shopping habits. The Association’s advocacy work provides insight and support on key legislative and regulatory issues affecting members in global markets, and it maintains education outreach to American consumers and media on all aspects of toy and play safety.  

David Hargreaves, chairman of The Toy Association’s board of directors and strategic advisor at Hasbro, Inc., emphasized the need for change: “This is not your father’s Toy Association, because this is not your father’s toy industry nor marketplace. The global toy and play landscape has transformed dramatically over the last few years. Our team is effectively overhauling every aspect of the Association with an eye to the future to make certain we continue to provide members with best-in-class resources, business insight, and support to help them grow and thrive.”

Strength Through Global Collaboration

As a worldwide leader, the Association collaborates closely with international toy associations, foreign governments, and national standards bodies to advance toy safety and align global standards. The organization sustains the Canadian Toy Association; acts as secretariat for both the International Council of Toy Industries and the International Toy Industry CEO Roundtable; and chairs the committee that reviews and revises America’s ASTM F963 toy safety standard – one of the most respected and strictest toy safety standards in the world.

Digital and Workspace Innovation

The Toy Association will soon relaunch its digital presence with a new mobile-first website. It opens for business today in its brand-new Manhattan headquarters designed by renowned architects HLW International to reflect the energy, creativity, and excitement of the toy and play community.  The Association’s advocacy office in Washington, DC relocated last month to a new office space that reflects the organization’s innovative approach to business.

About The Toy Association     www.toyassociation.org / www.thegeniusofplay.org  / www.playsafe.org
Founded in 1916, The Toy Association™, Inc. is the not-for-profit trade association representing all businesses involved in creating and delivering toys and youth entertainment products for kids of all ages. The Toy Association leads the health and growth of the U.S. toy industry, which has an annual U.S. economic impact of $80.25 billion, and its 950+ members drive the annual $26 billion U.S. domestic toy market. The Toy Association serves as the industry’s voice on the developmental benefits of play, and promotes play’s positive impact on childhood development to consumers and media. The organization has a long history of leadership in toy safety, having helped develop the first comprehensive toy safety standard more than 40 years ago, and remains committed to working with medical experts, government, consumers, and industry on ongoing programs to ensure safe and fun play.

As a global leader, The Toy Association produces the world-renowned North American International Toy Fair and Fall Toy Preview; advocates on behalf of members around the world; sustains the Canadian Toy Association; acts as secretariat for the International Council of Toy Industries and International Toy Industry CEO Roundtable; and chairs the committee that reviews and revises America’s widely emulated ASTM F963 toy safety standard.

Wonder crew: Superhero James

Wonder Crew is turning the table on the conversation about gender stereotypes and toys, which has largely been focused on presenting more options for girls to play. Wonder Crew brings a great addition to the toy market by offering a buddy that helps boys develop their emotional maturity, including compassion and kindness, to help them grow to be good men, husbands, fathers and more.

Combining the adventure of an action figure with the emotional connection of a stuffed animal, 15″ Wonder Crew Buddies are available now. The crew includes Will (Caucasian), Marco (Hispanic), James (African American) and Erik (Asian). Each comes dressed in superhero gear, complete with matching mask and cape for kids.

Here is our review.

The Hell In A Cell concept and match has been ruined

There used to be a time where the Hell in a Cell match actually meant something. A Hell in a Cell marked the climax of a big story, a match where big scores needed to be settled once and for all. A match where it was guaranteed something ‘big’ will happen, a lot of blood will be spilled and (in kayfabe) potentially a career would end in front of our very own eyes. Just the mere mention of ‘Hell in a Cell’ brought fear.

We all know the events of King of the Ring 1998, and whenever the match is mentioned, it’s that match that springs to mind, the match which could easily have killed Mick Foley. The match that made Mick Foley famous. Mick Foley now advocates two women to perform in that match, and does so with a smile on his face… Where in the blue hell is the story-telling? Have they completely eradicated his past? It’s simply unacceptable.Another Hell in a Cell that springs to mind is the ‘Armageddon Hell in a Cell’. Now, to most, this match is famous for Rikishi plummeting down from the top of the cell, and although that is famous for a good reason, to me, the match reminds me of the build-up, where Vince McMahon would plead with every competitor not to go through with the match as he was worried sick they wouldn’t be able to return to action after it. This was a brilliant piece of story-telling, and really put over how dangerous this match was.


I’m not going to go through each match and it’s great build-up, most of you know full well how big it was. Lesnar/Taker’s 2002 build-up was great, Triple H’s matches with Nash and Michaels were great, repeated brawls ending with Bischoff’s screaming of “HELLL IN A CELLLL!!” was brilliant. Randy Orton fearing for his life in the build-up to his Cell encounter with Taker. Even a few years ago we had Triple H and Undertaker (as well as HBK) really putting over the effects of HIAC in the build-up to Mania 28. I could go on and on and on.


Lately, the match is build-up like a normal steel cage match, just with a roof on top. It’s awful, and totally unacceptable. It began way back with the likes of Cena and Orton treating it like any other ordinary match and this continued with the likes of Punk, Del Rio, Bryan, Sheamus etc. but lately it’s ten times worse. This year’s build-up has been nothing short of rubbish. Rollins and Owens’ rivalry has had nearly no mention of the Hell in a Cell structure, and more so on Jericho’s trunks – Rollins and Owens should be concentrating on their own careers’ rather than promoting comedy. Sasha Banks takes the biscuit, though, she SMILES and on the verge of tears with HAPPINESS when talking about being inside Hell in a Cell… The likes of Undertaker and Kane had an tad bit of fear about stepping inside there and here we have Sasha Banks doing the complete opposite.


All the fear this match has brought is all gone. It’s a sham, and should be left alone. They should just replace ‘Hell in a Cell’ with ‘Steel Cage’, because that’s how it’s built up as.

follow me on twitter @julianexcalibur