Review: [PROTOTYPE]

7 September 2009 ,    No Comments

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[PROTOTYPE] launched earlier this year on PC, Xbox 360 and PS3, developed by Radical Entertainment. Released during June 2009, it was part of several largely hyped, third person, sandbox games launching this year, including inFAMOUS and Red Faction: Guerrilla. I’m late on my review, I know.

This genre has really been defined and refined by the Grand Theft Auto series – the only true standout in the genre thus far, so there are some unavoidable comparisons.

Story

The story goes something like: You’re Alex Mercer, you wake up in a morgue remembering little other than your name, and discover you’ve got two problems: one, you’ve got super powers, two you’re being hunted because you’re infected/have super powers. These super powers give you the ability to shape shift your body into various weapons and armour, as well as take the form and memories of other people by consuming them.

Given the game is of the sandbox genre, it would be fair to expect [PROTOTYPE] to suffers the same as all sandbox games when it comes to pacing. It’s hard/impossible for the developers to set the pace of the game and story when the player is the one who is ultimately calling the shots. It also makes it harder to tell the story as its being interrupted by the pesky player going off and doing side missions. Unfortunately, Radical took it upon themselves to make it even more difficult on themselves by not revealing all of the story unless you “consume” certain VIPs – who are weak and fleshy and will die if you run into them a little too fast.

Gameplay

Like the majority of the Grand Theft Auto series, [PROTOTYPE] is 3D, but unlike GTA, that really does mean every possible direction and dimension – half the game is played on the rooftops or climbing skyscrapers. While it looks and feels awesome to be gliding or scaling huge buildings at first, it becomes tedious as its a rather slow way to move around a rather large city. Red Faction: Guerrilla suffered from the same problem where transport (cars) was the weakest element in the game.

For the most part the difficulty curve is… absolutely broken. The first level is “somewhat towards the end” of the game, a psuedo-tutorial if you like, where you have all your powers/abilities at your disposal. When the level ends, you go back to retell your story to a shadowy figure, losing all your abilities. Assassins Creed did the same thing, and frankly I find it more frustrating than anything. However, this isn’t what breaks the difficulty curve. The game flipflops between being stupidly easy, and setting you up against boss fights or the like which require 10-30minutes because the opponent has so much health/armour that your weaponry – which carves through tanks – is ineffective. Then throw in a section where you lose your abilities? Yeah. Great.

The control system wasn’t exactly intuitive either, which didn’t help the combat system. The combat system lets you activate a variety of powers, the more powerful “moves” resembling more of a Street Fighter/Tekken combo system which (at least on PC) lead me to do one thing – spam light attacks. It was far too easier just to use the “Blade” and just a general “attack” rather than the “twenty five button combo that cuts everything down, but takes three minutes”.

Overall

There are some genuine highlights in this game that you are very unlikely to see in other games, such as the ability to kick a chopper and make it explode. The novelty of these sort of features runs out quickly as the game shows its a little too repetitive.

Overall the game isn’t bad, I’m happy saying that it is good – but it is not great. The poor story, repetitive gameplay and dull graphics (again, they weren’t poor, but they were certainly not great, and the repetitive scenery did not help) are the main detractors, while sense of freedom, encouragement to destroy everything, and some unique gameplay movements are the attractors.

2.5/5


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