Prototype 2 (Xbox 360) review"While Prototype 2 is a definite improvement, it’s not like fixing the first game’s flaws unearths some hidden masterpiece here. It’s not a great sequel so much as the game we should’ve gotten in the first place, and now it arrives several years too late to the party." |
The problem with Prototype was that it only had one volume. I get that “empowering” was the adjective that they were going for, but when you’re already wall-running up skyscrapers and punching tanks into the dirt with your bare hands in the opening sequence, where do you go for the remaining 20 hours? MadWorld and Bulletstorm, two games I loved, both capitalized on similar visceral pleasures but had the decency to keep it short and sweet, calling it a day before they overstayed their welcome. It was cool the first time I ripped the AC unit off the roof of an apartment building and threw it at an attack helicopter, but as it pressed on, Prototype just became wearying.
Prototype 2 is realistically no less loud, chaotic and (shall we say) grisly than its predecessor. A non-gamer would look at it and think it was made by crazy people. Yet this time, it actually paces itself, ramping its difficulty at a more steady pace and saving some of its biggest surprises for the final act. Is that enough? Not really. The lousy visuals, bad dialog and barren sandbox world are all still in full swing, and they’re even less justifiable with an additional three years’ worth of raised standards. Prototype 2 fixes its predecessor’s most central problems, and now the issue is that it took us so long to get here.
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Freelance review by Mike Suskie (April 29, 2012)
Mike Suskie is a freelance writer who has contributed to GamesRadar and has a blog. He can usually be found on Twitter at @MikeSuskie. |
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