Prototype 2: 10 Things It Can Do To Better Its Predecessor

Posted By | On 25th, Aug. 2011

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Better stealth sections

While we’re on the topic of those stealth sections, I reckon they could do with a bit of fine tuning as well. It wasn’t that they were bad as such, but something about them felt very unrefined. They offered some of the more tense moments in Prototype, something I was very much glad for, but there were far too many times where I was almost positive all the enemies had eyes on the back of their heads. More balanced and focused stealth mechanics will help give Prototype the edge it needs in the increasingly saturated open-world genre.

Easier exploration

Exploration would have been more rewarding if you didn’t have strike teams on you the whole time

In essence, travelling around Manhattan was an absolute breeze in Prototype. With Mercer’s powers you could leap tall buildings in a single bound etc. and it was damn fun to do as well. The supposedly uber-aggressive policing in Manhattan cut the fun rather short though, with strike teams being called in on you for anything and everything. The police chase is a standard component of a lot of open world games, but Radical need to tone it down a notch in order to maintain a swifter pace for Prototype 2.

A more even pacing

A breather here and there might be nice

Whilst I want your ability to manoeuvre around Manhattan to stay untamed and swift, I’d say the opposite of the gameplay in general. Prototype was enjoyable for its chaotic and tense gameplay, but it took this element too far, to the point where you never really seemed to get a break. Any game I can think of that offers intensity knows that you need to balance this out with moments of respite. Hell, even Sonic the Hedgehog isn’t fast 100% of the time. Prototype on the other hand, generally never lets up. Prototype 2 will need to give players some kind of reprieve from the usual mind-screw, if only occasionally.

Better side missions

In a game that generally repeats objectives over and over, side missions that offer identical objectives are pretty much redundant. Nothing makes a game more repetitive than monotonous side missions. There were a few definite exceptions to this though, with some really cool quests that made proper use of Mercer’s powers. These were few and far between however, so let’s hope Prototype 2 can sort this out once and for all.


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