Prey is a game about trust. I mean, it’s about lots of things, but it’s mostly about trust. And not only the sort of trust that involves an unreliable narrator whose own questionable credibility and ambiguous purpose keep you guessing until the game’s astounding conclusion – that too, though – but also a more ordinary, a more banal sort of trust. The sort of trust, for example, that a coffee cup is a coffee cup.
And maybe a coffee cup is a coffee cup. But maybe it isn’t.
The point is, you can’t trust coffee cups.