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

Posted By | On 25th, Aug. 2011

Page 3 of 3

Better visual effects

The explosions really looked like they belonged on an N64

Prototype had all the trappings of an action epic, with cool powers and fight scenes, an intriguing protagonist and an engaging story. What it lacked to really stand out, however, were the awesome production values most games have these days. Sure, superpowers are pretty cool by default but, when you can’t destroy buildings and explosions look like pure ass, you’re enthusiasm tends to wane pretty quickly.

Increased draw distance

Just look at that crappy draw distance; and that’s on PC as well

This probably comes under the above point, but I felt that the draw distance was so poor that it deserved its very own category. Not all games require a particular large rendering breadth, but when you’re making an open world title, it becomes a pretty important feature. Why then do we get so many textures popping in as you speed through the city? Why does anything in the distance look like a washed out mess of colour? Radical need to address these questions by the time Prototype 2 gets its April 2012 release.

More focused gameplay

Some definite cuts need to be made so that the core mechanics of Prototype can be further improved

Have you ever heard of the expression “less is more?” Apparently Radical Entertainment haven’t, ramming a huge amount of content into the original Prototype. It certainly lead to intense combat scenarios and a huge roster of moves, but there were also a lot of times where the game just felt really unfocused, both in terms of combat and character development. Radical need to have a long hard think about what they want to do with the Prototype franchise and trim the fat accordingly for Prototype 2.


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