The Gloo Cannon is a verb
10 min read
By Eduardo Orellana ·
Arkane, 2017. Prey is full of systems. The Gloo Cannon matters because it talks to all of them: a bridge, a freeze, a ladder, a stop.
One tool should touch every system
Prey, Arkane Studios, 2017, is stuffed with ideas. The Mimic, an alien that can be the coffee mug, is enough to make you suspicious of the furniture. The Gloo Cannon is the better lesson, because it is not a new enemy. It is a verb. It freezes a foe, builds a ledge, plugs a hazard, and makes a path where the level pretended there was not one.
A tool that only does the job printed on it is content. A tool that collides with the other systems is a multiplier. You do not need many of those. You need one, and a level that refuses to require it in only one way. If every Gloo problem is a marked ledge, the cannon is a key. Keys are fine. They are not what people remember about Talos I. They remember improvising, which is what a verb plus a systemic room produces, and a lock-and-key corridor does not.
Prey runs on unusually clever systems
Good ideas are everywhere in Prey. Take the Mimic, a spindly black alien that can dress itself up as almost any object in a room. One enemy type is enough to make you suspicious of every coffee mug, chair, and health pack you walk past.
Then the game hands a version of that trick to you. Neuromods can install alien abilities, and one of them lets Morgan collapse into a small object, roll through a gap too narrow for a person, and pop back into human shape on the far side.
Nothing comes for free. Take enough alien Neuromods and the friendly robots aboard Talos I start to read Morgan as something other than human, and they open fire.
Prey keeps returning to that pattern: widen what is possible, then attach a consequence to it. The sharpest example of the pattern shows up in the opening hours, in the shape of the Gelifoam Lattice Organism Obstructor, which everyone calls the Gloo Cannon.
What makes the Gloo Cannon the signature item
The Gloo Cannon is the item Prey is remembered for, and calling it a weapon sells it short. It belongs with the Leviathan Axe from Kratos or the cap from Mario: tools that do so many jobs they never leave quick-select.
You learn the first job within seconds. Morgan picks up the cannon and Mimics attack immediately. Fire a fat blob of fast-drying adhesive at one, and you discover use number one, which is pinning enemies where they stand.
In that role it sits close to the electric bolt in BioShock or the ice missiles in Metroid. The freeze is temporary, it lowers an enemy's defense, and it buys you time to swap to something heavier and land the hit that matters.
Even inside a fight, though, the cannon does more than tee up damage. Pin a threat and you can hold it still for a psychoscope scan to advance your research. Pin it and you can also just leave. The same shot serves aggression, study, and retreat.
Gloo as an answer to environmental danger
The second job is fixing the room rather than the enemy in it. Gloo plugs gas leaks and cuts off jets of flame. It caps a misfiring electrical circuit for long enough that you can get in and repair it.
It soaks up the toxic puddles that nuisance enemies leave behind. It also leans on the physics system, giving you a way to shift heavy objects Morgan could never lift with bare hands.
None of these are separate gadgets. The blob that locks an enemy in place is the same blob that seals a pipe or makes a corridor safe to cross. Out of that comes a clear identity: obstruct, stabilize, improvise.
A lesser game would have split those duties between three pickups. Prey puts them in one device, and the result is that you start reading the station through that device's logic. Anything moving, leaking, sparking, burning, or blocking your way becomes a question about Gloo.
Turning an adhesive gun into a way to climb
The third job is what lifts the cannon from handy to indispensable. Blobs cling to nearly every surface apart from glass, they stay put indefinitely, and you can stand on them.
So you can assemble your own staircase and get somewhere high. The game plants a half-built set of steps right beside the first Gloo Cannon, leading up to a roof and a few rewards. It is a soft introduction to the idea.
The space around it has several floors and a broken grav shaft. Experiment there and you can shoot Gloo onto a wall, climb your own blobs, reach a floor you were not sent to, and walk away with extra supplies and an early weapon.
Miss the hint entirely and Prey circles back later, showing another character stacking Gloo into a staircase to reach an escape route. The lesson is offered once as optional discovery and once as plain demonstration.
How the cannon opens up inventive movement
Stairs are the floor of what the tool can do, not the ceiling. Later you can unlock a Neuromod called Lift, which throws heavy objects upward on a burst of antigravity. Gloo will then pin those objects against a wall, and you have a floating platform.
In theory you can shoot the Gloo away and drop the object onto an enemy. In practice that rarely goes to plan, but the fact that you can even try shows the cannon is part of a wider systemic design. It does not fire off scripted interactions; it produces material that other systems can act on.
The payoff is climbing to places nobody put a ladder, uncovering hidden stashes, and routing through rooms your own way. There is an echo here of the old Deus Ex habit of sticking LAM mines up a wall to make a ladder, only this time it is deliberate.
It also carries forward the movement thinking from Arkane's Dishonored. That game fenced its districts with tall walls because each one was a slice of a bigger city. A space station has no such problem. Talos I already has floors, ceilings, walls, and sealed rooms, so the team could let you flow freely inside them.
Reaching places ahead of the intended route
New climbable surfaces mean new ways past the route the designers laid out, and new ways into rooms before the game expects you there.
The Arboretum makes the case well. On your first visit, Alex's office is shut off behind a locked-down grav shaft. The keycode arrives much later in the story, and your hacking skill may not be anywhere near high enough yet.
Bring enough Gloo and enough patience, though, and you can climb the inside of the elevator shaft and stand in that office hours early. The break feels earned, because you got there by understanding a tool rather than by finding an invisible seam.
Players later pushed much further, using the cannon for extreme progression breaks that clip through walls and finish the game in minutes. Those collision exploits are not what anyone designed, but they say something true about the tool: it adds real physical objects to the world, and physical objects always create openings.
Why adding matter to a world is hard to build
The cannon is a technical achievement as much as a design one. Removing things from a game world is well-trodden ground: enemies, props, walls, whole slabs of terrain. Putting new things into one is the harder direction.
Every extra object costs rendering time, and remembering each one across a save adds up fast. That is the reason bullet holes tend to quietly vanish once you have made too many of them.
Gloo blobs are not decals. They are solid objects you can put your weight on, which makes them far more demanding than a smear of texture on a wall. It also explains why collision starts misbehaving when players push the system to its edges.
Other games handle player-made objects by fencing them in hard. Minecraft snaps everything to a grid of voxels. Dreams gives you a creation budget. Shadow Complex has a foam gun with much the same premise, protected by the limits of a two-dimensional space.
Prey had to make it work in a detailed first-person 3D station full of enemies, physics, lighting, and routes the player invents. That is a considerably nastier version of the same problem.
The limits are what let the tool ship
So the cannon comes with rules. Only so many blobs can exist in a single area at once, though ordinary ammunition scarcity means most players run dry long before they ever bump into that ceiling.
The rule you notice is the other one: Gloo sticks to almost anything except more Gloo. Steps, ledges, and short climbing routes are yours. Towers and bridges are not.
That restriction is doing real work. Blobs that stuck to each other would chain into long strings of physical constraints, and the cost of solving them would climb until performance stopped being predictable.
What shipped is a settlement between what the fantasy wants and what a finished game can carry. It runs well enough to exist, and it still leaves you room to feel clever. Where that line sits is not something you can reason out on paper; you find it by getting the thing running and playing with it.
Great tool design usually lives in exactly that territory. Keep the fantasy wide, then pick the constraints with care, so surprising things stay possible and the system never buckles under its own ambition.
A miniature version of the whole game
Choice is the subject of Prey. Who is Morgan? How much alien power is too much? Who deserves trust? Who gets saved and who does not? Which Neuromods are worth the slots? How do you want to move through the station?
The Gloo Cannon carries that philosophy because it pays off whichever way you play. Fight with it and you freeze enemies to finish them. Play cautious and you wall off hazards and cut escape routes. Explore and you climb to stashes. Think in systems and you fold it into physics and powers. Break sequence and you arrive somewhere early.
It never tells you which of those is correct. It gives you a material and leaves the thinking to you. That is a richer proposition than a key for one door or a gun that only answers enemies.
The cleverness is that it is not a single mechanic. It is a bridge running between combat, traversal, hazard control, physics, and progression, and it stays useful nearly everywhere because it speaks the language the whole simulation is written in.
Tools with many uses are the ones players remember
A genuinely multipurpose tool changes what the player sees. Once the cannon is in your hands, a dead elevator shaft is no longer simply dead. A ledge out of reach is no longer out of reach. A jet of flame is no longer only damage, and a charging enemy is no longer only a target.
Every one of those turns into the same question: can Gloo do something here? Asking it over and over is what makes the tool stick in memory. One button becomes a way of reading space, risk, and opportunity.
Prey has no shortage of smart ideas, from Mimics to Neuromods to the price of leaning too far into alien powers. But the Gloo Cannon may be the tidiest statement of what the game believes: build one coherent system, let it apply almost everywhere, and trust the player to find their own line through the station.
Build it in Flockbay
In the Flockbay app, name one tool and three jobs for it that are not the same button prompt. A freeze, a bridge, a plug. Build one room where any of the three might be the answer. Play it and try the wrong job first. If the wrong job is useless rather than interesting, the tool is still a key.
An AI immersive sim is the nearest door, and an immersive sim template is the room. One tool.
Keep reading
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- Rain in Hyrule is the argument
- A choice can skip the menu
- KAIJECT makes the kaiju the dungeon you drill yourself
- Give a shooter one tool with many uses, with the AI FPS game maker
Before you add a third gadget, ask whether the one you already have could cover the job. Then build it, play it, and judge the answer yourself.
More notes on designing game systems