Very few sequels have ever changed so little, yet come so far. “Prototype 2” looks and feels much like its ancestor, and yet where the original was frustratingly incomplete, the sequel is the real deal. It’s not perfect, but its victories overpower its weaknesses, resulting in one of the best sandbox mayhem machines ever built.

Hit the jump, and let’s get down to it.

Presentation. The menus are easy to navigate and cleanly stylish, and I love the little flair of the background being wherever you left off in your last play session. The cut-scenes have a cool, “Sin City” look to them as well, although they lack sorely in the coherent logic department (more on that later). 8/10

Graphics. Sandbox games are kind of expected to take a hit in the texture department, and “Prototype 2” is no exception. Everything here is strictly functional: pretty and clear enough not to get in your way, but never jaw-dropping. The draw distance won’t blow your mind, either, although Radical never cheats with “Turok” style fog, so kudos. On the other hand, the game holds a remarkably steady frame-rate, and when you see the kind of chaos you’ll be getting up to, that will impress you all the more. I’m also impressed by the short load times and low incidence of graphical or animation glitches. The point is, “Prototype 2” won’t win any beauty contests, but the graphics never pull you out or get in your way. That’s to be commended.  8/10.

Sound. The score is pretty standard stuff, but the sound work is nicely evocative. I’m a stickler for recorded dialog, I hate hearing the same phrases over and over again, and “Prototype 2” does a nice job of avoiding that trap. 7/10.

Gameplay. Here’s where I really got impressed. First of all, the annoying combo system from the original is gone; even your most powerful moves are never more than two button-presses away, which allows you to improvise and react quickly while Radical drops boat loads of chaos on you. Secondly, the campaign meters out new powers and upgrades throughout its entire length, which is a great way to keep the experience fresh. As soon as you start to get bored of your claws, boom, you’ve got a razor arm; maybe driving that tank is getting a little stale, oh look, now you’re flying helicopters. “Starcraft 2” did this as well, and it really is the only way to structure a campaign.

Now I won’t deny, by the end of the game you’ll have seen every mission type more than once, but there’s such a great variety of them that it hardly matters. Everything from rooftop chases, time trials, chaotic brawls, stealth infiltrations (believe it or not), massive boss fights, the list keeps going. My personal favorites are the ones where the player is forced to pretend to be an enemy soldier and complete a mission without using any of Heller’s godlike powers. It sounds annoying, but it’s actually a refreshing change of pace, and since you get to pilot tanks and helicopters in the process, you can hardly complain.

Okay, but some nitpicks. There’s a new dodge button, and that’s all well and good, but sometimes the game cheats with the bigger enemies and lets them hit you even when you feel like you got away. Also, the “stealth” in this game is a little wonky. While in disguise, I’ve dropped onto the ground from five stories and run straight up walls at a 90 degree angle in plain view of my enemies, and somehow that doesn’t bother them. “Did you know Bill could do that?” they seem to remark to one another. Piggy-backing off of that, the A.I. in this game are absolute morons, and I’m always amazed that none of the soldiers know what Heller bloody looks like, no matter how many of their friends I slaughter. I admit, Radical was wise to err on the safe side with the stealth, because God forbid it become overly punishing and I spend every ten seconds dodging an Alert, but still. 9/10

Story. The cut-scenes are skippable, and thank God, because this story is tangled web of plot holes and moronic characters. I’m pretty sure no one was looking to the “Prototype” franchise for an evolution in storytelling, but frankly I think we should set the bar a little higher than this. 4/10

Replay. Not amazing, but come on, it’s a sandbox game. I know everyone’s making a mad dash for multiplayer these days, but I think “Prototype 2” was wise to focus entirely on the single player, and make that as robust as possible. The campaign is plenty long, there are many little side missions to do. Nothing as addicting as those sweet, crack cocaine orbs in “Crackdown,” but enough to be worth the price of admission. 6/10

Verdict: A high-octane, balls-to-the-wall blast, and arguably the best superhero/sandbox hybrid yet made.

Total (Not An Average, Get A Calculator if you Want an Average): 8.5/10

_AA

1969 in the sunshine

 

 

 

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