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Talos I is split into different sections, complete with science fiction names like Hardware Labs, Psychotronics and Deep Storage. Some, such as Crew Quarters, are designed for leisure, with a huge swimming pool and cafeteria close by.

Others, like the Neuromod Division, are meant for scientific research, or day-today repairs on the ship. Wandering through the hallways and nosing around people's offices, it's easy to believe that this was, indeed, a working station where brilliant minds collaborated and lived together. There's a commitment to detail — everything, from bedside books to cluttered workstations, feels consistent and considered.

A book later in the game reveals they're part of a series designed exclusively for Transtar by former street artist Patryk O. They all convey a space-centric theme, such as orbit and eclipse, through a mixture of circles and simple, deliberate line work. The posters symbolize the importance Transtar and its staff place in art, philosophy and risk-taking.

As you move deeper into the station, this elegance fades away. Talos I is like an onion with "layers" that span several decades. The core is the original Kletka station from the s, all sparse and metal.

The first laboratories were built by the US and the Soviet Union, and often feel like an old Russian submarine. The corridors are tighter, with exposed piping and hatches that lead to cramped ventilation shafts.

Huge computers line the walls, crammed with physical buttons and switches. A needle dances from left to right on one of the readouts, while various red lights flicker on and off. These older machines also feature in the modern facilities built by Transtar. Staff have modern, touchscreen monitors on their desks that you can use to peek at emails, transfer important files and, sometimes, find important employees on the ship.

Beside them, however, you'll often find a dusty tape deck or a console that feels woefully archaic by comparison. That juxtaposition is intentional and, in some ways, historically accurate. Space travel is expensive and infrequent, which makes swapping out equipment difficult. If there's a use for something, it's better to keep it on board than waste precious cargo space shipping it back to Earth. There's also the old phrase: If it ain't broke, don't fix it. NASA hardware can often look a bit chunky because, over several missions, it's proved to be reliable.

Talos I is more than an architectural marvel, however. The station has to serve the gameplay too, which falls into an awkwardly-named genre called "immersive sim. If a monster is blocking your path, you can shoot it in the face with a shotgun, hack a nearby turret, or avoid it completely by sneaking inside a ventilation shaft.

All three strategies are equally viable, and experimentation is encouraged. The open nature of Prey is augmented by Neuromods. These upgrades, which you adopt by shoving a needle in your eye, are at the center of Transtar's research. They grant incredible powers, such as superhuman strength and lightning-quick hacking, by quickly rewriting the brain.

Partway through the game, you also gain access to Typhon-based Neuromods that let you shapeshift, control minds and launch devastating kinetic blasts. The Neuromods you enable, and how you use them to traverse Talos I is entirely your choice.

A pacifist may focus on morphing to sneak their way past the enemy; a merciless hunter might invest in the "Electrostatic Burst" instead. Talos I, then, needed to be a playground. The lobby, for example, with its high ceiling and central elevator, is a versatile battlefield at multiple points in the game.

You can hide behind a sofa and set up some turrets, or run along the chain of marble glass panels that hang overhead, getting the drop on some unsuspecting Typhon. The space, then, serves two purposes — to be visually interesting, and facilitate dynamic combat encounters. So that was a game-design constraint. Sometimes you have a fictional idea, and it informs how you want to build something, but sometimes you want to build something a certain way and then you look for a way to justify that fictionally.

So that worked out the other way in this case. Arkane's alternate history is presented in a few different ways. The environments themselves tell a story — just walking through the garden-like Arboretum, for instance, will help you understand the breadth of research that was occurring onboard Talos I.

My parents had separated when I was 4, my dad was not present and my mother was paranoid schizophrenic who did not protect me. The men played on my need for attention. Had I received healthy attention from one or both of my parents, I most likely would not have succumbed.

I am so glad you are helping to education the US and the world. Thank you so much! Your book is a wealth of knowledge for our team of advocates that wants to tackle the issue of trafficking in our community! My grandmother lived there on center street.

Every year we visited for at least a week in the summer. I have such fond memorities of the steel pier and visiting Atlantic City. Reading your book I am learning the other side but not surprised. Every year my parents talk of voting to bring in gambling to Atlantic city. Sure never helped in my option and your book may confirm it hurt.

But it's tough getting everybody together, because everybody's got their own lives or whatever. Like Robert Jackson Bennett — amazing horror author, very successful — he lives in Austin, and I've seen him twice in my lifetime, and both times were in Boston.

But when we can get everyone together, it's a very supportive group of people who just like to write scary stories. And I was like, 'Don't, Mom — don't read it. Just don't. There's laughter around the coffeehouse table, among these gathered writers of genre fiction — a laughter that speaks of recognition and shared experience.

A laughter, here in Austin with its escalating real-estate prices and struggling arts scene and heavenly taco trucks and hideous reptiloid grackles, of something like family. Those two debut novelists, Brown and Drayden, who will be presenting their books at BookPeople on Fri. Both had had numerous short stories published over the years, sure; but how did this sort of Ultimate Goal of authorship occur?

I thought I was gonna sell a novel through the network of friends I'd developed over the course of years, going to conventions, writing criticism and reviews … but there's really no substitute for writing cold queries and trying to find an agent.

The only way you can sell a book — at least a debut novel — to one of the big five publishing companies is by having a good literary agent. And there are lists you can go through, everybody has an online bio you can research, so you go and try to find a good fit.

And I got really lucky and had a quick success once I started the process of that. And once we got Tropic of Kansas out there, it sold within a couple of weeks. For me, things happened very very slowly. In fact, I was gonna warn Chris how slowly this business worked. And then, a week later, he had a deal. And the woman who ended up being my agent, Jennifer Jackson, she's awesome.

And I thought, "Okay, now things are gonna happen so fast. And two years went by, three years went by, and I was working on other things — so I wasn't discouraged or anything, I was thinking, "Well, this book didn't sell, but the next one will. And when it was pretty close to four years, Jennifer calls me, "We have some interest from Harper Voyager, they wanna talk to you.

And I have a book out now! David Chang: Space Squid 's Best Of issue, a page collection of the best we've published on the web for the past year, will be released for ArmadilloCon.



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