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In the upcoming survival game Prologue: Go Wayback!, the player found themselves spawning for the first time in a quaint cabin nestled against a stunningly clear river, bordered by a thick, lush forest. The serene beauty of the scene momentarily distracted them from the harsh reality of the game, where survival against nature’s challenges was the ultimate goal. However, as they turned to exit through the front door, they were surprised to discover that what they thought was a river was actually a vast expanse of water; they had unwittingly positioned themselves right in the centre of a lake.

 

After several unsuccessful attempts to construct a makeshift boat using some wooden planks and an old sweater for a sail, a developer appeared at the door to inform them that their lakehouse predicament was merely a glitch. They suggested restarting or attempting to swim to the shore instead.

 

With a sense of defeat, the player reluctantly waded through the chilly waters, emerging like a pitiful, drenched rat—cold and famished, having expended significant energy traversing the lake. It was certainly not the ideal beginning for a survival adventure.

 

In the upcoming survival game Prologue: Go Wayback!, the player found themselves spawning for the first time in a  cabin nestled against a stunningly clear river, bordered by a thick, lush forest. The serene beauty of the scene momentarily distracted them from the harsh reality of the game, where survival against nature’s challenges was the ultimate goal. However, as they turned to exit through the front door, they were surprised to discover that what they thought was a river was actually a vast expanse of water; they had unwittingly positioned themselves right in the centre of a lake.

 

After several unsuccessful attempts to construct a makeshift boat using some wooden planks and an old sweater for a sail, a developer appeared at the door to inform them that their lakehouse predicament was merely a glitch. They suggested restarting or attempting to swim to the shore instead.

 

With a sense of defeat, the player reluctantly waded through the chilly waters, emerging like a pitiful, drenched rat—cold and famished, having expended significant energy traversing the lake. It was certainly not the ideal beginning for a survival adventure.

It became clear that the lakehouse glitch stemmed from the map generation mistaking the flatness of the lakebed as an ideal spot for a cabin. The developers reassured users that they were aware of this issue and had addressed it in a recent update. However, returning to the lakehouse each time the player restarted was undoubtedly one of the standout moments during their time in Prologue.

 

Navigating through the wilderness proved to be quite challenging. Armed only with a compass and a map, along with an infamous lack of direction, the players found themselves daunted by the task ahead. The primary objective in the Prologue involved locating the Weather Station, which was situated at a random location on the expansive map. This meant navigation could not be overlooked. Before reaching the Weather Station, players also needed to discover various cabins scattered throughout the landscape, as these contained superior equipment and offered refuge from harsh weather conditions.

 

Loneliness can be encapsulated in the notion that one is indeed the most solitary number. Imagine a player attempting to ignite a flame—a solitary endeavour. Acknowledgment goes to PlayerUnknown Productions for this concept. 

However, without the intricate navigation and harsh survival elements found in the Prologue, the experience could quickly become tedious. In this game world, the player finds themselves utterly alone; there are no signs of life—no birds chirping, no insects buzzing, no animals roaming, and no other humans in sight. The game’s narrative hints that there is a purpose behind this desolation, though its specifics remain undisclosed.

 

Brendan Greene, the creator of PUBG, shares his vision: “I desire for us to have a cohesive lore and an explanation for the world’s existence,” he reveals. “The initial two games possess only a slight narrative depth, which becomes clearer over time as players uncover details. There’s a storyline I envision, but I’m not yet prepared to disclose it because I want it to be compelling.”

 

It’s important to note that Prologue is not intended as a stand-alone game. Instead, it serves as the inaugural experiment in what is planned to be a trilogy of games, which will act as test environments for the ultimate goal: a metaverse. Greene elaborates on his aspiration: “I aim to create something akin to a holodeck—a space where individuals can effortlessly design their own virtual experiences on a planet or even create their planet.”

 

Though it may appear to be a complex strategy for developing a 3D internet, Greene believes this method allows the PlayerUnknown team the necessary time and resources to gradually experiment with ideas and functionalities that will be essential in the future. Consequently, the primary aim of Prologue is not to serve as a fully developed survival game; instead, it is designed to explore machine learning-generated environments. This is why players encounter a unique map each time they launch a game and why the gameplay resembles a roguelike format more than a narrative-driven experience. The purpose of the prologue is to assess the effectiveness of infinitely generated maps and, in due course, entire worlds.

However, this does not imply that additional features won’t be incorporated into Prologue. The developers have expressed their intention to conduct community polls to gather player feedback on potential enhancements. Nevertheless, ambitious plans such as introducing cooperative multiplayer or wildlife are not currently prioritised. “Focusing on those aspects detracts from our progress toward Game Two,” Greene states. “Perhaps if Prologue performs well during early access or upon full release, and we have some financial leeway, we might consider integrating more dynamic systems, but that’s not the primary objective of this game.”

 

Prologue: Go Wayback! is poised to enter early access soon, and following several successful playtests, its potential is significant. The main attraction lies in witnessing the initial strides toward the ambitious vision of creating a metaverse. However, it is crucial to keep expectations in check. Prologue is unlikely to emerge as a groundbreaking survival game within its genre. Nonetheless, it remains an intriguing option for those seeking a challenging and realistic survival experience that avoids the complexities of extensive crafting and intricate storytelling.

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