
StickSkills.com writes, "Quick-time events are always an interesting discussion for video game fans. Some gamers love them and how they're implemented, while a rather large portion seems to hate their very existence. With that being said, what would you think about quick-time events being involved in Prey 2?"

You can understand some games getting canceled, but these awesome looking games still baffle us to this very day.
"Tommy saving the planet from an army of aliens after they abducted him and his entire bar, with the game ending on the promise that Tommy would be back, but that promise was never fulfilled"
The thing is with the original Prey 2 that Tommy wasn't even the main character, they replaced him with some generic looking space bounty hunter. It was a refreshing change to see an awesome Native American character with ancestral like powers fight aliens yet they ditched him. It was only after an outcry they showed much later in a new preview that Tommy was in the game as an NPC.
I'd have prefered a real sequel with Tommy as the main character, literally picking right up from the originals ending.
As for Eight Days...Sony really needs to pick this up
If Amy Hennig was still at ND, I'd have loved to see her tackle it after what she did with Uncharted.
One of the lead engine programmers for Prey 2 at Human Head was my programming instructor when i was taking game design. This game was in limbo at the time and we asked once and only once about this game, the misery in his eyes when he told us "this is the 1st and only time ill ask you to never ask me about that game" was something ill never forget😅 he used a couple assets through the curriculum for teaching purposes but nothing very tangible. Just a function here, a 3d prop there. Such a shame. Years later i saw him at a magic tournament, we caught up and he still thinks about that game and how it's "practically done" probably sitting on a drive somewhere
One that's not on the list is Killing Day, I remember seeing the trailer in 2005 and being impressed at the time. Being Ubisoft you know it would have been a AAAA game too, lol
2 Days to Vegas and The Getaway 3 are two other games that seemed promising but never came out.

We go on a trip through memory lane.
Prey 2 and SW 1313 sadden me the most. The internal politics behind those decisions is sickening. Serious feels for the crews that worked on these.
Danny O'Dwyer, formerly of GameSpot, released a documentary on developer Arkane Studios today, through their Patreon-supported company, Noclip. Along with their employees and supported by 4,197 patrons, O'Dwyer managed to talk to the studio behind the Dishonored series about their projects, including three cancelled games.
I hope whatever Deathloop is ends up being amazing but then again considering who the publisher is I don't really have a lot of faith in the title.
this sums up my feelings.
I would love to string up whoever it was that came up with the idea!
I would not mind so much if they were in the occasional game, but as with most things they are slowly taking over everything. Why do I want quick time events in an fps? Just another noob friendly way to make things "accessible" for the masses. lets not give them a real combo to learn, lets do the combo for them, they just have to press A and to make sure they do press A at the right time, lets slap a big fat flashing green "A" right accross the screen. If they miss it, lets just do a rewind on the whole thing and let them try and press "A" again!!! F%"£^KING QUICK BU"^T !!
Couldn't hate them more, and I firmly believe they are the ruin of the NFS franchise, but in a game like Prey 2 when you kind of expect big bad ass boss fights, it was almost a given that they would be included. I'm not sad to hear they aren't.. or glad. It ends up being the decision of the developer to add them or not and for them to be appropriate.. Not for them to be a huge portion of the game as in NFS:TR. Especially in an action game where as mentioned above you're expected to have enough skill to use all of your moves. If you can't die and start over. Or hide in a corner and recover your health.
In something like an RPG it makes sense to pepper long levels with QTEs as a puzzle element, not a subsitute for real action with the consequence of death.