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Prototype

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Prototype
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First things first, I normally like open world games... for about the first third of their playtime. My dwindling enthusiasm stems from the mission-style gameplay that usually degenerates into an endlessly repeating set of similar objectives. Once the initial fun of playing around with the mechanics and exploring the world wears off, I'm often left with a very boring point to point mission system primarily consisting of three objectives: go kill this person, go save this person, and run a menial five minute errand that never ever goes according to plan. To further dissuade me, mission objectives are usually spread out needlessly over the entire world. When combined with the insane staple of the genre which I creatively call "collecting orbs hidden in every crevice of the city", it's almost as if the developers are making a Godfather-esque deal with players. It's easy for me to imagine a 'digital' Don Corleone stating, "You want to finish the game? I think we can arrange that. We'll progress the story for you, if in return, you go see the hard work our good friend Ed put into that beautiful texture; the one inside the dumpster on top of the residential building on 5th street." Thankfully, although Prototype has many of these problems, Radical Entertainment avoids common pitfalls through a few key design choices.

The game opens in Manhattan where a viral outbreak is turning citizens into mutated creatures with a slightly angry disposition. A black ops military unit along with the Marines have been called with a single objective: quarantine and eliminate the infection. Predictably, the civilian population confined to the island is considered expendable. Through a long series of cutscenes this unique (and by unique I mean as generic as possible) story unfolds into a needlessly complex and ultimately pointless drama. The apathetic and selfish nature of Prototype's main character, Alex Mercer, makes it impossible to care about anybody or anything that happens.

However, Prototype's story isn't nearly as important as Radical Entertainment thinks it needs to be. Its gameplay stands on its own and provides a feeling of true freedom and excitement that doesn't require an excuse or rationality. Alex is one of the most powerful characters to grace the genre and it's that raw power, especially his mobility, that makes Prototype succeed despite its genre's trappings. Being able to fly over short distances; run anywhere at 50 mph (including straight up buildings); jump 100 feet in the air; and land unharmed after falling from any distance creates a system where all of Manhattan can be covered within about three minutes. If Alex is in a rush, simply skyjacking a helicopter with a fifty foot whip-like arm can get players to their destination in no time.

In Metroid fashion, the opening level provides players with almost all possible abilities and then proceeds to take them away once the real game starts. While a minor annoyance, core skills are regained very soon after and the rest is icing on the cake. The process of unlocking and upgrading skills is primarily done through earning and spending experience points. Players earn these points for performing almost any action and the amount given is governed by the action's difficulty. For example, killing an enemy usually nets about five exp. points while completing a story objective often yields exp. points numbering in the tens of thousands. What makes the system work so well is the primary purpose for collecting orbs and completing side missions: earning exp. rather than receiving tangible skills or assets. In other words, players can skip almost any side mission they find annoying and be bothered to collect orbs only when the mood strikes (which, if your like me, means never). This system both allows players to avoid tedious missions and dispenses skills at a perfect pace. Playing the game organically provides all the exp. necessary to earn complete badass status by the last few missions.



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