
More interesting than the halfhearted side events are the undirected diversions. These don't pop up on your city map and aren't missions in a traditional sense. These diversions merely exist within the world -- even while playing through one of the main missions -- for you to tackle. The concept of collectibles has been extended to what's called the Web of Intrigue. These are people that, by being hunted down and consumed, reveal splintered visions of the infection's history. They're slick and wonderfully tantalizing -- little in Prototype is more exhilarating than being in the midst of a tough mission only to see one of these targets stroll by.
There are a couple of other diversions that I found interesting, as well, including army bases that must be stealthily infiltrated to score weapon and skill upgrades. It's through these that you can even unlock the ability to call in airstrikes. I quickly had this skill maxed out -- infiltrating the bases is pretty darn fun -- only to learn that the airstrikes look rather poor. Which brings us to one of the biggest problems with Prototype.
Unfortunately, there's the rest. The blandness is seen throughout in a city recreated with few landmarks and instead filled with generic, lifeless buildings. It's seen in the drab color palette. And it's seen in a city filled with what appears to be a dozen or so identical clones all wandering the streets together. Just climb a building or get in a helicopter and look out at the skyline to get an eyeful of Prototype's ugliness. The draw distance in Prototype is atrocious. Move quickly along the building tops and trees, bushes, cars and other structures pop in and out as the game struggles to draw them. Everything else is shrouded in an ugly fog. In a game where you spend much of the time pouncing from one roof to the next, this ugliness is felt throughout.
It isn't just the streaming world that suffers in the looks department. Aside from specific infected buildings, no structural damage can be done. You can't even knock over billboards. And when you do take down the few buildings you're allowed to damage, the resulting explosion is laughably bad. All of the real chaos you can create is limited to vehicles and passing pedestrians. Your cool powers don't feel quite so cool when you can't even break a window by throwing a tank at it.
It seems Prototype's developers didn't know when to say when. Tons of enemies are tossed into the mix, and so the visuals suffer and the gameplay occasionally becomes too chaotic and unfocused. Some cutscenes feel out of place and pointless while others are well done. Nobody ever put the finishing touches on Prototype to tidy it up and make it fully presentable.
A case in point is the power set. There are a ton of upgrades to nab in Prototype and improving your character is some of the most rewarding gameplay offered here. There are so many powers, in fact, that cramming them all on a controller proved difficult. The most disappointing moment I had while playing Prototype came when I finally earned enough EP to unlock the Cannonball move. I don't think I need to point out how cool that sounds. And then I looked up how to do a cannonball: Hold the X Button and then hit B at the same time while in the air.
Closing Comments
Prototype is a game with many cool features. However, it lacks many of the finishing touches that make for a great and memorable game. To say the graphics and game engine need work is a massive understatement and many of the missions are cookie cutter in design without any real focus or attention to detail. Thankfully, Alex Mercer's absorbing and shape shifting powers manage to overcome many of the shortcomings of Prototype. Though the missions themselves aren't anything special, the vast array of powers provides their own variety and flair.
©2009-06-09, IGN Entertainment, Inc. All Rights Reserved
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Posted: 9 Jun 2009