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Prototype 2Score: 7.5 / 10
2nd Quarter is the calm zone of the gaming industry – the releases are sporadic, and the quality amongst them is few and far between. Most gamers look at this time of year and have time to fixate on the one or two releases that they salivate over in anticipation as opposed to the free-for-all carnage that it 4th Quarter where even good games can be lost in the shuffle of just pure volume. Prototype 2 was one of those light-house style markers for me – nothing particularly appealing on |
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the horizon in the months before, and nothing until Diablo 3 drops. Plus you can’t discount the draw of those “M for Mature” moments where you can beat an enemy to death with their own arm while dodging missile fire. The rating is quite apt, as you can’t do much of anything without a double-digit body count, copious amounts of blood and more dismemberment that a CSI marathon. |
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A full side-mission and collectable
run-through took about 12 hours for me – and about 3 hours of that was
just looking for those items and completing the obligatory race-missions
included in every sandbox-style game.
The gameplay itself doesn’t deviate too much from the predecessor; the fight system has a few needed tweaks to fix some of the issues. Correctly timed blocks will buy you breathing space against the swarm of attacks that generally follow you wherever you seem to go. With the collection of crazy powers, the fights themselves quickly degrade into a free-for-all of thrown objects, flying bodies, and ordinance lobbed in all directions.
The pace at times can be frantic, and the best you can do is to try and make sure you can isolate a manageable group of enemies before you get chewed up.
The gameplay and combat system is
definitely the big strength in the Prototype franchise, especially in
later levels where you can pretty much pulp an entire division of
Airborne Cavalry and support divisions without too much trouble. The
“hunting” mechanic was an interesting addition – using a type of
echo-location you can identify your targets’ position relative to
yourself as you move through the city after them. It was reminiscent of
the Predator movies somewhat, an apt metaphor considering the context.
(May 4, 2012)
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