Prototype
- June 09, 2009 14:59 PM PST
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For most of us, walking around a crowded metropolis is a hellish experience. Being surrounded on all sides by jostling people, honking cars and immense buildings can make you feel powerless and trapped. Prototype's virtual Manhattan also seethes with a veritable wall of humanity -- along with soldiers, infected creeps, and other menaces -- but Alex Mercer is anything but an ordinary pedestrian. For him, the madding crowd isn't an annoying fact of life: it's an all-you-can-eat buffet.
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Medicine Man
As soon as the game loads, I'm thrust into a world brought low by some horrible biological crisis, and I'm at the height of my wrath. For a few minutes I'm practically unstoppable, crashing through military hardware and doing grotesque things to my fellow citizens with my insane powers. When this short tour of the possibilities and a besieged Times Square ends, I'm thrust 18 days into the past to piece together what happened to New York City and how I came to be this angry and inhuman demigod.
I encounter more satisfying action and memorable unscripted moments in the first five minutes of Prototype than I have in the entirety of many lesser action games, and the whole experience is serviced by a sense of flair and meaning that's compelling without ever becoming suffocating. While so many free-roaming sandbox games commit their resources to ho-hum day/night cycles and dozens of generic four-door sedans, and then bore you to tears with endless errands and uninspired tedium, Prototype makes abundantly clear within moments that you're in for a lightning-paced and intensely cinematic exaggeration of a profoundly damaged urban life.