▁new ▁g ad gets ▁to ▁access ▁new ▁areas . ▁The ▁ 2 0 1 7 ▁Pre y ▁was ▁developed ▁as ▁a ▁first - person - pers pective ▁imm ers ive ▁sim ▁but ▁using ▁Met roid van ia ▁level ▁design ▁concepts ▁to ▁require ▁the ▁player ▁to ▁traverse ▁the ▁setting ▁multiple ▁times ▁as ▁they ▁gain ▁additional ▁tools ▁and ▁ab ilities . ▁ ▁I gar ashi ▁described ▁what ▁he ▁believed ▁were ▁key ▁elements ▁in ▁the ▁genre . ▁These ▁include ▁design ing ▁maps ▁that ▁encou rage ▁expl oration ▁but ▁which ▁still ▁guide ▁the ▁player ▁on ▁a ▁main ▁path ▁through ▁the ▁game ▁and ▁providing ▁means ▁where ▁the ▁player ▁can ▁be ▁aware ▁of ▁where ▁they ▁are ▁in ▁the ▁game ▁world ▁at ▁any ▁time . ▁This ▁can ▁be ▁accomplished ▁by ▁graph ical ▁them es ▁through ▁the ▁game ' s ▁world , ▁vis ually ▁unique ▁mil est ones ▁at ▁key ▁game ▁point , ▁overall ▁map ▁and ▁player ▁status ▁information ▁screens , ▁and ▁the ▁means ▁of ▁moving ▁around ▁the ▁map ▁quickly . ▁Russ ▁Fr us ht ick ▁from ▁Pol ygon ▁observed ▁that ▁many ▁modern ▁Met roid van ias ▁not ▁only ▁have ▁these ▁qual ities , ▁but ▁also ▁find ▁a ▁means ▁to ▁tell ▁a ▁narr ative ▁through ▁the ▁world ' s ▁environments ▁without ▁necessarily ▁re lying ▁on ▁cut sc enes ▁or ▁dialog . ▁ ▁In ▁a ▁ 1 UP . com ▁video ▁discussion ▁between ▁Par ish , ▁Sh ark ley , ▁and ▁Chris ▁Koh ler ▁of ▁W ired ▁in ▁ 2 0 0 7 , ▁the ▁three ▁discussed ▁some ▁older ▁games ▁that ▁had