When sequels are announced, we immediately think about what would make the game better the second time around. But with some games, like Kane and Lynch 2 for instance, the developers created a second game that stripped down some of the cooler elements from the first game (rappeling, commanding a squad, etc.) and ultimately left out any soul the sequel could have had. Now, Prototype 2 has just been teased and has no official announcement, but I’m hoping, that if it ends up being announced and detailed, that there should be aspects from the first game that are kept intact. Let’s head onto the list!
Oh the Power!
Obviously, Alex Mercer’s inhuman powers were Prototype’s main attraction and it will most likely make it into the sequel. From slicing folks in half with the arm blade, to slicing groups of more folks in half with the arm whip, you felt immediately supreme. And those are just two of the powers as Alex also utilizes hammer fists to pulverize foes and create full body armor to knock around cars on the road like a linebacker. It’s a small taste of what Alex can do. Alex is a force to be reckoned with and when numerous foes are inbound, he is capable of unleashing several area of effects powers that decimates anyone within the radius.
I don’t think I’ve ever seen as huge a crowd walking about the streets of Manhattan as I’ve seen in Prototype. In certain areas, the crowd gets extremely dense. Vehicles also start to thicken up in the streets with dozens of yellow cabs at times. It makes for a chaotic environment and some cool moments as fighting the military inadvertantly sends some of the poor bystanders exploding with buckets of blood or randomly flying after tank blast. Let’s not forget that having a huge population on screen on anytime is used for quick grabs of health and the shapeshifting abilities that Alex uses.
These are technically collectables in the game, but give the player more insight on the main story, by absorbing someone, and with it, their memories. Every now and then a red marker appears above a random person on the map indicating that person has an important memory that Alex needs to investigate. When it’s done this way, by adding to the story, it doesn’t feel like a trudge just trying to collect something, they actually feel like mini-sidequests. I know whenever I saw a red marker appear, I immediately parkoured my way down to see what clues that person had that would reveal the truth.
These are just three aspects of the game that I would like to be kept intact. What do you guys think should be kept intact? But let me flip the question around as well. What do you guys think would improve the sequel? Also, read my original Prototype impression here.
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