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Prototype 2
E3 2011 Report: What I saw of Prototype 2 alleviated my fears that the combat would be unchanged from the original. It was always fun, initially, to drop into nest of enemies and watch the bodies fly. That fun would be quickly replaced by frustration as off-screen enemies made quick work of dropping Alex Mercer. One |
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section of the demo dropped the player into
an arena type setting -- the kind of area in the first game that would
send me running for a corner to fight from because I couldn't be taken
unawares. Heller stayed in the middle of the room, handling lesser
creatures and much larger creatures with acrobatic aplomb under the eye
of a very steady camera. It was really good to see that. |
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that has been music to my ears since
Incredible Hulk: Ultimate Destruction: weaponization. How important that
particular mechanic remains to be seen, but being able to snap the top
off a tank then spin it around and smash it into the ground, with a
little slo-mo for emphasis, I can't see ever getting old.
It was good to hear that the team also
wants to create some narrative with the visuals in the game world's
three infected zones. With a canvas as big as a city, the results could
be very interesting. It will likely mean Prototype 2 is more about macro
than micro stories, which was reinforced by the appearance of the
ironically named "Tiny." The massive beast pursued Heller, knocking cars
out of the way, and... snap to black! Demo over. (June 23, 2011)
* All screenshots taken from official Prototype 2 teaser film.
One of the titles I'm hoping that finds its
way to the E3 show floor or at least behind closed doors is Prototype 2,
mostly because I enjoyed the original.
viral infection (that Mercer caused) wiped
out Heller's family , he only has one thought on his mind: kill Mercer.
Not pictured: Subtlety.
As much as I liked the original game there was still room for improvement and this is precisely what the team has been examining closely and started making notes as far back as June 19, 2009. At that time Prototype producer Max Belanger indicated "we will certainly look at addressing concerns in our future releases." Well, only time will tell, but it's still good hear that they've taken player response and criticism to heart. Or at least listened to it.
One aspect of the original that doesn't
need a whole lot of tweaking is the locomotion. Many of the developer
comments in the Q&A mentioned above wanted Prototype to be remembered
for "its sense of freedom of locomotion." The lessons learned with
Incredible Hulk: Ultimate Destruction were refined with Prototype . As
long as Radical offers another refinement rather than a complete
overhaul of the locomotion system, Prototype 2 is already on solid
footing to be a good sandbox, exploration, kill tanks and helicopters
kind of game. (May 3, 2011)
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