Utter, bloody chaos
When I began playing Prototype, however, some of that
fascination felt missing. Lost, perhaps, along with the innocence and the
overactive, gullible imagination of childhood. The selling point was still the
same – I could indeed change my character’s hands to blades and claws and take
the form of another human being, but compared to the newer games that are
crazily innovative with their premises, Prototype didn’t feel as fresh as it
did when I heard about it 11-odd years ago.
Of course, I didn’t let that take any enjoyment away from my
experience. I still played it with all the innocence and fascination I could
find within myself, and also with the adult wisdom required to make sense of
the story. Not that it is very complex; though. In many ways it reminded me of
Resident Evil in terms of biological testing for human augmentation and the
results looking like zombies.
Prototype begins with a guy named Alex Mercer who finds out
that he has acquired superhuman abilities to morph his hands into weapons and
to take the form of someone else by consuming them, but he doesn’t remember
anything about his past so he sets out on a quest to rediscover his life.
There’s also a virus outbreak in New York to which he is directly connected. He
soon finds out about a more sinister scheme in the works involving the military
and some organisation named Blackwatch and sets out to foil their plans. Aided
by his sister Dana, he consumes one person after another to infiltrate their
minds and gain information about the next clue. This is a common progression
mechanic in both Prototype 1 and 2. You consume someone, you learn about their
contact, then you consume that person and you learn about their contacts, and
so on.
While we are on the subject of movement, getting around
feels quite cluttered in Prototype 1. At times it gets difficult to get Alex to
do what we want him to. This is significantly annoying in boss battles when you
desperately and quickly want to get out of reach of the enemy but the clunky
controls ensure that you end up landing in a completely different spot than the
one you were aiming for. This is somewhat polished and improved upon in
Prototype 2, but it could still be better.
The open world in Prototype 1 is bathed in a red hue, and
the city is completely chaotic. There is so much going on around Alex that it
sometimes feels overwhelming. But then, chaos is supposed to be like that.
There are explosions all around, mutated human beings and Venom-like zombies
eating people, tanks and helicopters raining bullets and rockets and esoteric
military orders blasting through the radio. It’s a perfect setting to realize
how much deadly and devastating the virus is.
Combat is great in Prototype, and even better in the sequel.
You can turn your hands into claws, hammerfists, whip etc. and there are
different attacks and special moves associated with each weapon. The animations
for these are amazing, but too long. And for a major duration you are open to
attacks so there is not much impetus to execute these special moves or
“devastators” except when it is really necessary and you want to cause a large
amount of damage and don’t mind losing a fourth of your health in the process.
Hijacking vehicles has the same problem – you climb aboard a tank and are
pulling open the lid and all the while there are shots being fired at you and
you are losing health. This is what makes Prototype feel too chaotic.
The stealth element is exciting, especially in closed
spaces. Pretending to be someone else and going about your work, even consuming
someone and taking their appearance right under everyone’s nose has its appeal.
Think about it – a patrol guard walks behind a truck and when he emerges he may
not be the same person anymore. This is an incredibly powerful skill to have
and yet, the military in the game seems conveniently ignorant to it which enables
Alex to carry out many of his activities without raising any alarms. Sure,
there is biometric verification, but is it enough to prevent someone who can
completely disguise himself as another human – down to the genetic level – from
accessing the military’s top secret information? Weirdly enough, the military
and other human enemies carry on as if Alex didn’t have this transforming
ability. They still trust each other to be the same person they know, without
showing even a sliver of suspicion about their identities.
Perhaps they are too reliant on their detectors which can
tell if Alex is in the vicinity. However, Alex can sabotage even these, so they
are not of much use in the end. Then there are the super soldiers, who are humans
but can recognize Alex even when he is in some other form. These are like the
Captain Americas of Prototype – physically and mentally enhanced soldiers who
can give Alex a tough fight.
In spite of so much power, the boss battles still feel
challenging. Though in my case this may have been because I didn’t express too
much interest in completing all the random events and challenges scattered
throughout the map, which could increase my character’s damage area and effect.
So the abilities and strength that I possessed remained strictly within the
limits of what the game’s story offered me.
Nevertheless, I managed to help Alex uncover his past,
battle all the different types of beings infected by the strange virus slowly
spreading through the city, and raising my eyebrows at the periodically occurring
reveals and plot twists, helped the story reach its conclusion.
When the game ended, Alex was standing on the edge of a roof
and the whole open world of New York was before me, but there was little
motivation for me to explore it because a) I had already completed the story,
b) the world looked dull and uninteresting and c) I wanted to play Prototype 2.
To be frank, I had wanted to play Prototype 2 from the
outset but didn’t want to miss out on the events of Prototype. I had had a
glimpse of Prototype 2 and its hunting mechanism on a friend’s laptop and had
my heart fixated on this game ever since. So when Prototype ended, I was quick
to move on to its sequel without trying a filler game in between like I usually
do when playing games in the same series.
The second game is a huge improvement over the first, especially
in terms of visuals and controls. The sky, for one, is not red. It starts off
blue, and gets more ominous as the game progresses. The New York in this game
is divided into zones. We start in the yellow zone, then the action shifts to
the green zone and finally the red zone which is the worst affected. The red
zone is more reminiscent of the city in Prototype 1. In comparison, yellow zone
feels like a peaceful monastery where the sky is a clear blue and the city, much
brighter. The world is designed in a better way and feels a lot less monotonous
to traverse. There is more variety in the buildings and landmarks and you can
hear NPCs talking in the background. Such subtle details breathe more life into
the city.
It follows the same Prototype pattern – get clues, consume
someone, get more clues, consume someone else and keep going until you solve
the mystery of Alex Mercer and his role behind this new outbreak. I must
mention, though, that the link between both the games feels a little weak to
me. For the events in Prototype 1 to lead to Prototype 2, the motive on Mercer’s
side had to be pretty strong and convincing which I don’t think was the case.
On their own both games have an interesting sci-fi story, but I personally feel
that the bridge from Prototype 1 to 2 could have been sturdier.
Apart from the main story, there are side quests and events
to be completed, much like in Prototype 1. It might just be me, but I felt the
events in Prototype 2 were much more doable and the rewards, much more achievable
than its predecessor. Then again, rewards included BTS videos of the game like the
mocaps and sound designing, so there was more to look forward to which may have
driven me to work harder at the events and challenges.
Once I had gotten a taste for completing the events, the completionist
in me woke up and I decided to complete all events and challenges needed to
unlock these BTS videos. There are also collectibles such as Black Boxes in P2 which
are radio recordings obtained from deceased soldiers. As opposed to the 100
location collectibles in P1, Black Boxes are much fewer in number. Only around 50
over the whole of New York, much easier to find and less exhausting to collect.
Then there are the Field Ops, which are gatherings of scientists researching the
dead remains of an infected creature, and a bunch of soldiers guarding them. Each
of these barely takes 5 seconds to complete. Heller goes through the gathering
in a couple of swift slashes and there you go – one Field Op eliminated. You
also have underground Lairs of the infected wherein you have to eliminate all
of its inhabitants. Completing these makes Heller more powerful and since I was
always more focused on completing these side quests, I never had any difficulty
in most of the boss battles in P2 as my Heller was always sufficiently adorned
with new abilities causing high damage and a large effective radius.
So once I had completed all these side missions, events,
challenges and collected all the collectibles, I proceeded to decimate my
opponents with ease. This is not to say that the story missions were a breeze,
the increasing difficulty could still be felt, but failing a mission once gave
me enough insight to complete it in the second or third try. The last boss
battle still felt difficult, though, but compared to the last battle in P1, it’s
a piece of cake.
You see, the battle in P2 takes place in three stages, and each stage is a checkpoint. If you die, you resume from the last checkpoint. However, in P1, if the boss kills you, you have to begin all over again. From square one. And that’s why completing P1 took me a lot longer than P2. I just couldn’t defeat the last boss. Although the final battle in P2 is easier due to the checkpoints, the game tries to make up for it by having the boss change his strategy in each round. This forces the player to change their style as well, since the moves they were using in the first round may not work as effectively in the next. This provides a fleeting sense of accomplishment when Heller finally defeats the boss.
There it is, my experience of playing one of the most anticipated games in my life. I am glad I took my friend’s advice and gave the Prototype series a try. I cannot say it was an exceptionally unique experience as it did remind me of other games and movies – it looks to be heavily influenced by Spider Man and Resident Evil in particular – it was still enjoyable. Also Alex Mercer will remain one of the most stylish protagonists in my memory.
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