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Review: Prototype
by Anonymous


After escaping a morgue with no memory, Alex finds himself warding off copious groups of soldiers, tanks, and aerial strike teams – a situation that permeates the entire game. Initially, you have a few basic punches and kicks and can throw objects, including trees and cars, basically wherever you want (at helicopters, too). Travelling is a matter of sprinting and leaping through the streets and up the faces of buildings. You don’t have to worry about falling off even the tallest skyscraper because it can’t hurt you. Plus, at any time, you can snatch people and feast on their bodies for a quick health boost. This also allows you to disguise yourself as the person you most recently consumed, and not only is this entertaining but a creative way to evade the armies and helicopters that ceaselessly pursue you.

You’re probably noticing that there are many facets to Prototype’s gameplay, and this is true: Prototype is more complex than the typical beat-em-up game. The only problem is that all these posits of gameplay come at you like an oncoming train. There’s a lot of tutorial early on, and even toward the end of the story mode there’s always some new interface option to warm up to or combo to learn. And the high-maintenance control scheme doesn’t help. Button-mashing will often invade your tactical plan simply because the controls have a hard time keeping up with the break-neck pace of the combat. Even basic moves, such as grabbing a foe while sprinting, have you pressing three controls at the same time (R and L are used most often). You can pick up guns that soldiers drop but there’s really no point, except for during the early stages, because using guns is often a sloppy process due to the finicky targeting system. Even when not using guns, targeting is a completely random affair that can make for some stressful battles. For instance, if you want to kill a soldier who’s calling a strike team, you just have to pray that you target him first and not a distant police officer or irrelevant object.

However, this isn’t necessarily true for the side missions scattered about the city, though they’re still satisfying in their own respects. At anytime between the thirty-one storyline missions you can visit certain locations which challenge you to a sort of time attack. There are missions that have you soaring across rooftops against the clock, devouring random pedestrians, and even military base infiltrations which grant you with new abilities. Since these side missions each focus on one aspect of Prototype’s gameplay, they prove to be a decent break from the whiplash of the storyline missions. They also boost the amount of time you’re inclined to spend hurdling through the infected streets of Manhattan, adding to the twelve-hour campaign without it feeling padded.

It may seem like a macabre fascination, considering Alex’s lack of sympathy for the hundreds he kills, but Prototype is an intriguing experience. It’s hard to ignore all its noticeable quirks, but unravelling its whodunnit story and finally gripping the slippery pole of its stockpiled features is a satisfying venture. There’s nothing wrong with a little - or, in this case, a lot - of blood thirst from time to time. Luckily, Prototype can fulfill that and more.
8/10
Jacob
Labels: Jacob, Prototype, Review
- Anonymous
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