Prototype 2’s Developers Figured Out That Alex Mercer Was, Well, Kind of A Jerk

Illustration for article titled Prototype 2’s Developers Figured Out That Alex Mercer Was, Well, Kind of A Jerk

I did not like the first Prototype. Radical's open-world action title put you into the mutated skin of a super-cannibal that ate people in his quest for vengeance. Playing as aggrieved scientist Alex Mercer made me feel creepy, as I generally am not interested in eating people. The story and the reasons it gave for eating other humans didn't make much sense.

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Turns out that Radical glommed on to those facts. In an interview at Gamasutra, design director Matt Armstrong talks about the Activision dev team's re-evaluation of the first Prototype:

"It was clear from the outset we needed to tell a story more people could understand, ideally with a protagonist that was more relatable as well, with a motivation clearly understandable to the player," he added. From Prototype 1, the team learned it had to present mission challenges in better context. "There was a massive missed opportunity to take the world that we've built and start to give it a lot more in the way of personality."

I was surprised when Prototype 2 was announced, given the stumbles of the first game. More than any pre-order ability or urban hunting mechanics, the statements above get me excited for Prototype 2. The idea that Radical will get a second chance to improve the Prototype universe is a rare chance and, from the interview with Armstrong, it seems like they're trying to make the most of it.

Interview: What Prototype 2 taught its design director [Gamasutra]

DISCUSSION

furiosothe
FuriosoThe

Well, I didn't really care about the writing and character development.

What bothered me about Prototype was the poor world design.

I don't care what anyone says, running around a photocopied NYC is boring, even when you can glide and run up buildings, IT"S BORING. NYC was designed to be a city where people commute and go to work, not leap around while tossing people off buildings.

Combine that with annoying mission design and I'll be honest, I didn't really like the game.

That makes me sad because I loved Hulk: Ultimate Destruction, which managed to avoid these problems (mostly).