Let's Play Prototype 28: One Thousand Suns (Finale)
We have finally caught up to the beginning of the game, and reach General Randall and the nuke. Can we stop it, and the thing that gets in our way?
Thanks everyone for watching Prototype! The LP is not yet done, as we continue to complete the remaining events, as well as other special things. Please let me know what you think about this series, and what I did right, or wrong, in your opinion. It will really help me out in the future.
This episode contains the ship, the nuke, the regeneration, the speech, the return, and the walk away.
Take care everyone!
Prototype: Good game. Not great, but the places that it shines outshines the negative aspects.
The Disguise Mechanic is a very unique system that I find to be a great change to wanted levels of other sandbox games. If you unfamiliar with sandbox games, usually if you commit a criminal offense, or cause an alert that makes people come after you, they become an obstacle you have to avoid, and the wanted level generally only goes down if you evade them for long enough, or start a mission.
The disguise mechanic gives an alternative that makes sense, because if you are in an alert, people will keep coming until you make sure no one is looking at you, evading, or killing everybody in the area, ending the alert, which you cannot do in other games, where killing more makes the alert go higher.
This could be taken as a message about the behaviour of the player, but that is a discussion that can be addressed another time.
It is a cool feature though, but sometimes unpolished, when it is really easy to perform acts that should get you spotted, so it just needs some fine-tuning, tweaking, and more testing, and it can definitely be a good system.
Consumption is a really nice feature that encompasses multiple areas of the game, and is also a unique feature. The ability to become almost anyone in the game is a great attracting feature, but unfortunately it has to be within the limitations of the game.
Some limitations include the small amount of civilian NPCs you can consume. At first, it is funny to see three to five of the same NPC together in one area, either identical or sometimes with just a colour change being the only difference between them. However, it gets old quickly. In addition, you are only able to consume people who are similar to Alex, meaning you cannot consume targets with different body sizes or types, including infected targets, supersoldiers, and hunters. This could have changed the gameplay greatly, allowing you access to different movement types and abilities.
Plot, while structured in an interesting way, is a low point in the game. The plot is generally confusing, especially when you tear it apart to understand the logical progression of the game. There are topics and characters that are brought up in the game that do not get presented in the game, leaving large holes in the plot that do not get filled. In fact, the game does not pull its own weight when telling the story, by not discussing characters, locations, and others plot points that are simply name dropped and expect that you know it, by expecting the player to engage in completing the unique Web of Intrigue.
While I find that the Web of Intrigue is unique, it is not a great system for story telling. Presentation of bits of story through the minds of those you consume is presented well through a stock/found footage style, but are not presented in a coherent order, requiring effort from the player to piece together what nodes go together in themes, and players may not enjoy that structure, and want an alternative to putting the clues together.
In addition to the Web of Intrigue, the main story is told over the course of 18 days, and is all told in flashbacks, returning to Day 18 periodically to attempt to summarize plot points. While this is also a cool way of conveying the story, it is not as effective as it could be, and also hurts the story, especially when days are skipped between an important event and the next scene. It is really bothersome when the player attempts to really get invested in the story.
Overall, Prototype is really fun, and should be played for the sake of playing it. The gameplay is incredibly fun, fast-paced, and chaotic, and while there there places that are weak, confusing, or unpolished, the game also contains unique systems that should be remembered for pushing the envelope for how story and interactions can be presented.
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