Posts Tagged ‘prototype’

More Protohype

By Jim Rossignol on April 10th, 2008.


Looks like I am in a grumble-place this morning. What is up with the new Prototype website? Could it take any longer to get at actual information? Sheesh. Anyway, I’ve grabbed a bunch of the best screenshots and posted them after the jump. You can click on any of them, including the one above, for the high-res image.
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Prototype Multiplayer Scrapped

By Jim Rossignol on March 30th, 2008.


From this interview:

Why was multiplayer cut from PROTOTYPE?

Tim Bennison: From its inception PROTOTYPE was planned first and foremost as a single player open-world/action game. Naturally, with Alex’s genetically mutated shape-shifting abilities, we started to explore what would happen if he were to sub-divide into two PROTOTYPEs and what kind of multiplayer gameplay we could create around that concept. We’ve been looking at this potential multiplayer idea much more closely as PROTOTYPE’s development has been progressing, and while it’s a great concept and gameplay bonus, our conclusion is that we won’t be able to pull it off with the same level of quality and polish that we’re aiming for with the original single player story.

And yet something tells me that a slightly rough-around-the-edges city combat game where you’re playing alongside a friend would still be more compelling than the single player game, no matter how polished. Just look at Crackdown. This seems like a really unhealthy decision, and I wonder whether co-op actually broke something major in the game’s innards.

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Prototype: The GDC Presentation

By Jim Rossignol on February 25th, 2008.


One of the most impressive sessions I was able to attend at GDC was the discussion of Open Worlds in the context of the development of Prototype, as hosted by Tim Bennison and Eric Holmes of Radical Entertainment. Much of the presentation was focused around the nature of developing open world environments and the way in which systems interconnect to provide options for players within those kinds of game worlds. Interesting stuff, if spider-diagrams of game systems and possible player actions are the kind of thing that draw you in.

The showpiece of the session, however, and the reason many of us were there, was to watch Holmes play through a large slice of the game. And, well, I think my interest in this game has now been validated.
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Radical Redesign: Tim Bennison on Prototype

By Jim Rossignol on February 12th, 2008.


Time to take closer look at Prototype. After the jump we talk to one of Radical’s key producers about what makes this game one of the more interesting action titles in 2008.

It might not have found its way to the PC, but Hulk: Ultimate Destruction remains one of our favourite games of recent years. It was a rough, tough attempt to bring the Angry Green Giant into a freeform game world in satisfyingly destructive way. Smashing stuff up in an urban environment, while /still/ getting dragged along by the overall story, was superbly engrossing. It delivered the comicbook concepts of leaping across the cityscape and brutalising your enemies (and nearby scenery) with enormously over-the-top superpowers in a way that few games have managed. (Although City Of Heroes had better super-leaping, arguably.) Ripping up lamposts to use as a bat or scrambling up the sides of buildings might not be a completely original idea, but it was joyously realised Ultimate Destruction. It’s also the main reasons why we’re so interested in Radical’s next game: Prototype. Once again you’re facing unlimited urban carnage, this time with all the physics and texturised prettiness than modern machines can handle. Executive producer on the project, Tim Bennison, was kind enough to take some time out and talk to us about the game at length.
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Games For 2008: Prototype

By Alec Meer on January 21st, 2008.

The idea is exactly what we all bay for – free-form play in a destructible urban environment, with gloriously unbound superpowers to flex and smash and crush and speed and ultrajump with. The heritage… well, that’s less compelling. Radical Entertainment’s most recent game, Crash of the Titans, may be nominated for a game writing award of dubious democracy, while The Incredible Hulk: Ultimate Destruction and Scarface may be fine examples of Here Is Your Console, Here Is Your Gamepad: Go, Be Violent, but they’ve hardly taken us to incredible new places. I can’t believe this will either, but it should offer superior brain-free fun. In a year shaping up to offer many more cerebral delights, such a presence is to be welcomed.
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Prototype

By Jim Rossignol on December 10th, 2007.

Another game to keep an eye on in 2008 is Prototype from Radical Entertainment. While their development history is a bit patchy, they did make the awesome The Incredible Hulk: Ultimate Destruction, which gives me great hope for prototype. Where Hulk was all about going mad in an urban environment, so Prototype is a kind of hyper-accelerated free-running, with the superhuman protagonist fighting and leaping his way through a futuristic New York city. Think Assassin’s Creed starring a superhuman shape-shifter. If they can avoid draping the action in knuckle-gnawing exposition it might actually be good fun too…


Thanks, Game Trailers. You’re our favourite superhuman amnesiac.

We’re hoping to bring you some more news on Prototype after Christmas.

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