Prototype 2 on the PC is almost identical to its console counterparts, which makes for a brutal and exciting adventure.
A solid port is nothing to scoff at. Prototype 2 finally makes its way to the PC after debuting on the Xbox 360 and PlayStation 3
back in April, and the transition has been kind to this brutal
open-world adventure. The biggest difference between this version and
its console brethren is the slightly improved visuals. Greater draw
distance and a higher frame rate showcase your murderous rampage in a
more impressive light. Because the technical aspects have been
translated with nary a hitch, it's easy to lose yourself in the
destructive glee of this unrepentant sequel. Prototype 2 isn't the least
bit novel, but it's so utterly ridiculous that it's hard to wipe the
smile from your face.
One thing you should keep in mind is that Prototype 2 is at its best
with a controller. The fast-paced fighting and empowering exploration
come together seamlessly when you have a couple of analog sticks and
responsive buttons. If you're using a keyboard, you can still blow
through the papier-mache enemies, but the actions don't play out as
smoothly. Holding down three keys to glide through the city takes a bit
of finger gymnastics, and zeroing in on one attacker in a crowd is even
tougher with a mouse. It's easy enough to get used to these quirks with a
little practice, but Prototype 2 doesn't feel as as natural with a
keyboard and mouse.
In contrast to the devil-may-care attitude showcased in the majority of
the adventure, the story does take itself seriously. A military force
has quarantined a major metropolis under the guise of protecting
citizens from a viral outbreak, but their occupancy is far from
altruistic. In reality, they are conducting bioweapon research, and the
people are just unlucky cattle being led to slaughter. It's a morbid
situation that makes it satisfying to kill your opposition--defense
contractor Blackwatch--as you hunt down the higher-ups who ordered this
atrocity.
The initial rush you feel when the central plot comes into focus
dissipates as you learn more about the conspiracy. Evil stereotypes
permeate the cast of characters, but even though there's proper
motivation to murder them all, you rarely feel as if you understand whom
you're tracking down. Scenes of redemption toward the end of the story
breathe life into some of these individuals, but by that point you won't
even care what happens to the villains. While character development is
lacking, the storytelling is interesting. Most of the dirty details
surface when you consume certain people, and the flashes of memory piece
together a terrifying puzzle about the inner machinations of
power-obsessed heretics who rarely question their horrific actions.
Dialogue-rich sequences explain your objectives before each mission.
Plentiful swearing and unrestrained anger highlight most of these
conversations, and the vulgar cutscenes force the carefree action to
take a backseat far too often. Furthermore, protagonist James Heller
holds his hand to his ear and slowly walks around when a contact talks
to him, contrasting wildly with the crazed sprinting and leaping that
make up his normal locomotion. Problems with the story aside, the
artistic style used in the many cutscenes is certainly eye-catching.
High-contrast black and white with flashes of color (blue eyes, red
flames) add a dramatic pitch to the proceedings. This style is also used
when your health gets low in combat and does a great job of
communicating your struggles without obscuring your view.
Prototype 2 takes place in an open-world environment where you can run
wherever you wish without artificial barriers reining you in. From the
moment you're set loose, you don't need any urging to sprint through
this city gone to ruin. Movement is free-flowing and empowering. Running
up the sides of buildings, bounding down blocks in a single leap, and
gliding like a manic flying squirrel make for quicker transport than a
tired vehicle ever could, and the unabashed joy of careening through
this virus-plagued town is hard to deny. Things do become a little
tricky when precision is necessary, though thankfully you rarely have to
move with exactitude. Instead, you sprint pell-mell until you crave the
sweet satiation of your bloodthirst, and in a snap you're beating a
poor sucker so badly his mother wouldn't be able to recognize him.
The convergence of movement and combat makes for instances of
unrepentant brutality. While gliding over occupied streets, you might
spy a fear-mongering soldier down below. Lock on to him from your safe
vantage in the sky, and with a tap of a button, grab his squirming body
before he has a chance to scream for help. With one more tap of a
button, you can pound him into the unforgiving cement, hurl him into his
fellow troops, or infect him with a viral bomb that causes him to
explode in a fountain of blood, and then flee from the scene as if you
were never there.
There's little reason to perform such an act other than the delicious
enjoyment you get from tormenting those weaker than you. As your
opposition becomes better equipped and more plentiful, the door opens
for even more ridiculous sequences of gleeful violence. Like an
anthropomorphic arrow of hatred, you propel yourself from tormenting
tanks on the ground to hellfire helicopters in the air, mashing them
into a flaming ball or ripping off their imposing guns to lay waste to
those stupid enough to tag along beside them. Eventually, you gain the
ability to pilot these craft, and though moving is slow going compared
to the chaotic sprinting you're used to, it's a fair trade-off
considering the impressive firepower you're given access to. Destruction
exists everywhere in Prototype 2; you just have to decide in what way
you want those who challenge you to perish.
Hand-to-hand combat is just as effective as the murderous weapons. Your
arms transform into a bevy of handy killing contraptions such as
tendrils, blades, and hammers, and you map two of these to two buttons.
Depending on a number of factors, such as whether you tap or hold the
button, you perform different moves, and these all finish your enemies
in spectacularly bloody ways. The most sadistic of these is a black hole
you create with tendrils. Enemies and environmental debris explode at a
central point, causing a geyser of blood to shoot from anyone unlucky
enough to be at the center. The controls have been streamlined from the
original Prototype,
so you no longer have to contend with the finger gymnastics the more
powerful moves demanded. Instead, your kills are varied and gruesome,
and it's so easy to initiate the moves that you happily test out
different combinations while dead bodies pile up at your feet.
There's a sadistic joy to brutally murdering your enemies in Prototype
2. You're blessed with such a powerful repertoire that you can cause
excruciating pain with ease. Although much of the excitement exists
because of this savagery, your enemies are such pushovers that you
rarely feel the satisfaction of a hard-fought victory. In many ways,
Prototype 2 encompasses the design philosophy normally associated with
quick-time events (even though that control method doesn't often
surface). In other games, frequent QTEs make you feel like a badass
without much work, and that sense of unlimited power is Prototype 2 in a
nutshell. Your overpowered enemies keel over after barely even
scratching your durable skin, so you tear them to shreds without any
fear of dying. Even when you start a New Game+ on the unlockable Insane
difficulty, you progress through missions without any serious
opposition.
Your biggest challenge comes from overcoming twitchy controls and a
camera that falters under certain circumstances. Killing dozens of
enemies is no problem in Prototype 2, but when you want to hurt just one
attacker, things become a bit more complicated. You move so quickly
that homing in on just one man is a crapshoot, and this means you might
pick up a box or stray rocket launcher when you desperately need to grab
on to a specific person instead. In tight spaces, the camera doesn't
know how to properly showcase the actions. Characters become obscured
behind obstacles because your view zooms in too tight, making it tricky
to get your bearings. Neither of these issues is detrimental because
even with hiccups you rarely confront death, but they do get in the way
of the freewheeling action during the most intense moments.
These are small problems in a game that's overflowing with simple
pleasures. Maybe the best of these flashes of joy come from the way you
escape from the military. When you cause too much damage, troops are
alerted to your presence and hunt you with extreme aggression. If you
escape their line of sight and shape-shift into someone you previously
consumed, they immediately call off their manhunt. In theory, this is a
fine solution, but in practice, it's so delightfully illogical that it
only adds to the ridiculous fun of the rest of the game. The military
quits the chase abruptly and is too stupid to understand reality. So, if
you transform into a scientist while running up the side of a building,
no one will think twice that a medical professional is defying gravity.
This leads to a number of hilarious situations in which your pursuers
happily ignore gliding hobos and artillery-toting doctors while you
giggle at their buffoonery.
The freedom in how you traverse the city and kill your foes is the main
draw in Prototype 2, and though the missions give you the flexibility to
complete them in unique ways, they lack the inventiveness that could
have added variety to your objectives. Just about every mission boils
down to exterminating a person of questionable morals, so you rarely
have to exert much effort in planning your attacks. At least stealth
elements do give you a new way to approach things. Picking off enemies
(either by consuming them or planting a viral bomb in their skull) is
deviously satisfying and gives some challenge to completing missions
even though stealth is usually optional. Plus, secondary objectives give
you bonuses for completing missions in specific ways, ensuring you
can't just rely on the same technique if you want to excel.
Outside of missions, there are oodles of collectibles to nab. The map
sends out a radar pulse in the approximate location of hidden black
boxes and secret lairs, so you don't have to explore much to uncover
them. But it's fun to traverse the city locating every spare part, and
the upgrades you receive for doing so are worth your while. The pacing
is handled well in Prototype 2. You learn new abilities every few hours,
so you always have something new to play around with, and bumping your
stats makes you stronger and faster as you get deeper into the journey.
It's a shame the challenge doesn't scale with your newfound powers, but
that doesn't detract from the excitement of learning new ways to tear
your enemies to pieces.
Prototype 2 is a safe sequel. It doesn't add anything particularly new
or inventive to the genre, but small tweaks make it more accessible than
the original game. Most importantly, it's an unabashedly fun adventure
that doesn't have any doubt about what it wants to be. This is a game
about killing enemies in an open-world environment, and little stands in
the way to hinder your enjoyment. Mindless violence is all the rage in
Prototype 2, which makes for a stupid yet entertaining experience.
By
Tom Mc Shea,
source-Gamespot
No comments:
Post a Comment