Proof of concept

If I had to make a list of things in Prototype to whinge about, the ridiculous title styling would make the top five. Because it’s not Prototype - it’s [PROTOTYPE]. Square brackets are back in vogue, baby.

Other than that, I experienced a complete about-face on this game. My first impressions after the linear “tutorial” level and the first few minutes of “parkour” (which…isn’t, as I’ll explain later) were that this game was half-finished. The graphics were disappointingly sub-par; the AI was awkward; and the controls were initially cumbersome. The so-called street running kicks in whenever you hold down the right trigger, which sends your character sprinting up the sides of buildings, tumbling over obstacles, hopping on cars and flying around corners. It’s not the same kind of parkour as you’d see in, say, Assassin’s Creed, Mirror’s Edge or Prince of Persia. Alex Mercer is simply too powerful and too wild compared to the graceful elegance of Altair.

Instead, Mercer looks like he’d be better placed in Crackdown. He can jump several stories, propel himself through the air, and glide between buildings. And if he’s equipped armour, he simply barges through obstacles instead of jumping over them.

But once I got over the initial expectation that he was supposed to be this precise acrobat, I quickly warmed to the idea that he was an untamed animal, summoning weapons at will and dismembering both innocent and guilty alike. I relished in the free falls from skyscrapers that ended in meaty impacts, sending cars flying (although I would have loved to get the same impression of falling as in Mirror’s Edge).

The gritty graphics simply allowed for excessive amounts of chaos to fill the screen. Strike Teams of attack choppers filled the sky unloading payloads into the street, supporting tanks that focused their fire on Hive Buildings. Jarheads rush onto the field of battle, firing at infected civilians that have choked the streets. Hunters emerge from Hives, rushing towards the soldiers as they cut blindly at the air in front of them. Explosions surround you, barely stifling the screams and the radio chatter. And you’re in the middle of it all, with the game hardly skipping a beat.

There is a surprising amount of variety in the side missions to keep you distracted, and there are plenty of upgrades that unlock some vicious attacks. Mercer’s takedowns are brutal and violent, and the game doesn’t let up on action, pace or sweet sweet blood.

The story was standard “Gubmint-conspiracy” fare, bogged down by the bizarre emotional delivery of Mercer’s lines, but it’s good for some mindless enjoyment.

And that’s the aim of the game, here. Other than the upgrades, there is nothing to truly aspire to in this title. There is no high learning curve, nor reward for time invested. (Those “stealth” missions would be a dead giveaway.) It’s to fulfil your dreams of being both ridiculously agile and near omnipotent. It’s the reason why media producers make things with big explosions and bad-ass characters - to appeal to the baser emotions in us.

Playing [PROTOTYPE] (sigh) is like eating copious amounts of average quality chocolate. It’s not good for you, and it’s not even the best stuff out there…but it tastes damn good. Not bad for a sandbox title.

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