PROTOTYPE
Rampaging mutants, trigger-happy armies and
butchered civilians. New York gets terrorised yet again,
but this time you’re not the one coming to the rescue…
Gamers can be a nasty bunch. On
the surface we’re just like everyone
else. We laugh, we love, we ethically
interact with fellow citizens and we abide by
the laws. But as soon as we find ourselves in
a virtual world that gives us even a fraction
of the freedom afforded by reality, we’re
compelled to do very bad things. “Did that
pedestrian look at me funny?” Smash. “Did
that car cut me off?” Bang. “Did that hoochie
really give me my money’s worth?” Thud.
It’s not that we’re some morally corrupt
sub-culture (not unless you believe the Daily
Mail that is), it’s just that a world without
repercussion really does seem to bring out
the worst in everyone. If you put a player
in control of a car, and plonk a gaggle of
pedestrians in front of him, his first thought
will inevitably be “let’s paint the pavement
red” (this macabre impulse even forms the
basis for an entire game – Carmaggedon).
So what turns us gamers into such
bastards whenever a control pad is plonked
into our hands? Perhaps it’s the same morbid
fascination that slows down traffic around
car crashes. Or maybe it’s some dark impulse
caused by the constraints and trappings
of modern society. Whatever the reason is
(and before this preview turns into a National
Geographic article), players behave badly
in games which allow them to get away
with it, and this assumption is one of the
core elements of Radical’s new open-world
extravaganza Prototype.
“Can you make the average gamer care
about the teetering schoolbus on the edge
of a bridge about to fall into the ravine,” asks
Prototype’s lead designer Eric Holmes. “We’ve
done conclusive testing and decided that…
no you can’t. In fact every player would push
that bus off the side of the bridge, swim down
in the ravine to look at the carnage, and then
expect to be given points for it.”
Whereas most open-world games, such as
GTA, penalise you for
indiscriminate killing,
Prototype intends
to “go with the flow”.
Radical is creating an
entire city in which
causing horrific multi-car pile-ups is not only
allowed, but encouraged. A city where brutally
decapitating groups of innocent civilians is
permissible, and where wanton destruction,
mayhem, and urban terrorism are simply
further ways to achieve your goal. It’s full-on
stuff, and although Prototype is indeed giving
players what they want, it’s no less jarring to
watch protagonist Alex Mercer stick his foot
through an innocent bystander’s head, while
blood-splattered onlookers scream in terror
– in fact, it’s pretty horrific.
“You have to take into account that the
player is going to be an absolute son of a
bitch in every single scenario,” says Holmes.
“Anything you put in the game they will try to
blow up, break, batter it, drop things on top of
it, anything they can do they will try. So that’s
why Prototype fully embraces the spirit of
players behaving badly.”
So, Prototype isn’t a game for moral
crusaders, nor is it for the squeamish. But
the brutal and resolutely unethical behaviour
of Alex has a somewhat rational basis (well,
sort of). You see, Mercer isn’t tearing apart
passers-by just for giggles, he’s a shapeshifter,
and must kill and ‘consume’ his targets in
order to assume their form. By slaughtering
someone and nicking their identity our hoodie
protagonist can gain extra skills, powers,
memories and, importantly, a new disguise.
“So the core of our game is really our
character,” says Holmes. “What’s happened to
him, what he can do, and who’s responsible.
That’s the core of the story, and the core of
the experience is what comes out of that
character. And the whole play experience is
coming out of that character. He’s a grey man,
he’s not a hero, he’s not a villain, but he is fully
equipped to do very bad things – the way the
player wants him to. But there is also a reason
for him to do that given the setting he is in.”
That setting is New York City, which
is under siege by a rampant virus that
transforms its victims into zombie-like
stalkers, and unleashes rampaging, reptilian
beasts that thunder through the pedestriancrowded
streets. Obviously the government
isn’t about to take any of this lying down and
has brought in the military to put the city on
lockdown, drafting everything from rocketfiring foot soldiers to Apache choppers,
Bradley APCs, and hulking M1 Abrams tanks.
If you’re thinking “hmm, that sounds a bit
like a giant warzone”, then have a gold star
and a smile, you’re absolutely correct. The
Big Apple’s bustling boulevards, avenues
and blocks have become a raging battlefield
for these two highly destructive forces.
In Radical’s eyes, Prototype’s real-world
setting grounds the outlandish violence and
otherworldly ‘Infected’ and, in doing this,
glosses the whole experience with a more
unpredictable and disturbing tone.
“Think ‘Tom Clancy meets Stephen King’,”
says Holmes. “Clancy is cutting edge, military,
and real world, Stephen King is something
disturbing. You put it all together and you
get Prototype. It’s important to make this
thing feel grounded, make it feel real, set it in
a familiar place. That makes it more intense
than if it was, for example, a shapeshifter on
Mars in the year 3000. If the shapeshifter is
in New York then there’s something not quite
right about that, it’s a bit too close to home,
and the events that take place will therefore
also become disturbing, too.”
A major portion of Prototype’s
action will therefore be the
territorial struggle between
the military and the Infected, a
battle that Radical technically
terms the ‘meta game.’ New York
has been divided into three zones: ‘Secure
Zones’ which are under the tight watch of
the military, Infected-controlled ‘Outbreak
Zones,’ and ‘Neutral Zones’ in which neither
side has established a strong foothold.
Most importantly, these zones aren’t static,
Prototype has almost an RTS-style ‘ebb
and flow’ between the two warring sides.
Even more interesting is that the city itself
aesthetically evolves to reflect this power
struggle. So, once the Infected overrun an
area, sleek skyscrapers, and up-market
boutiques give way to smashed windows,
dilapidated buildings and a zombie populace,
all wrapped in an eerie blood-red fog. During
our demonstration we watched a lone civilian
car hurtle through the streets; it had taken a
wrong turn into this urban malaise, panicked,
and become fodder for the zombies and other
monstrosities. Radical has admirably created
the atmosphere of a city under siege.
So how does our man Mercer fit into
this sinister conflict? Well, we’ll get to the
plot in a moment, what’s more important
– in gameplay terms – is that Alex is able to
influence the war for his own ends, either
by turning fortified zones into neutral ones,
or by luring one faction against the other.
Perhaps he’s got a couple of Infected Hunters
on his tail, he could tackle them head-on, or
he could lead them into a military zone and
escape in the ensuing chaos, pick off the
weakened victor, and revert the area back to
a neutral, and enemy-free, state. Or maybe
Mercer has a mission objective in an Outbreak
Zone, and clears out the Infection so he can
complete it without being constantly under
attack. So while the game is based around
GTA-style missions and objectives, which
Alex must complete to progress the plot,
the free-roaming aspect of Prototype’s open
world allows the player to dip in and out of this
ongoing war, either to aid his progression, or
just for kicks.
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DANGER ZONES
Big battle in the Big Apple
Catastrophic disasters often plague New
York in popular entertainment, and in
Prototype, the city of yellow cabs, bagels,
and bums has become a virtual warzone
between the military and the rampaging
Infected. The good thing is that the player
can use the war to his own advantage,
and conduct subterfuge to bring the
military down from the inside. We expect
a lot of explosions.
1. This is an Outbreak Zone where New York’s
bizarre virus has taken hold. On the ground you’ll
find shambling hordes of zombies, on the roofs are
the infected water tanks, which is how the virus is
spreading. Get too close to these tanks and they’ll
explode, unleashing mutant, lizard-like Hunters.
2. Ooh look, it’s all nice and sunny. This is a Neutral
Zone, where Alex has ousted whichever faction
had taken root. Here Alex is free to run around and
slaughter civilians without having to constantly watch
his back. Eliminating an entrenched enemy also makes
it easier to hunt down memory fragments. Brilliant. |
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“The cool thing about the meta game is
it’s a bit like a game of Risk,” says Prototype’s
senior producer, Tim Bennison. “One
neighbourhood might be neutral at the
beginning of the game, it may then become
a Secure Zone for two missions, and then the
Infected move in and it becomes an Outbreak
Zone. Our world evolves through the story in
a way that is unique to open-world games.
Other open-world games are normally a
snapshot at the start of the game, you get an
introductory cut-scene, and then at the end of
the game, when you see
the final cut-scene, you
usually see the same
world, with exactly
the same geometry.
But we’ve gone for an
evolutionary world throughout our story.”
Now, back to the small question of, ‘who
the hell is Alex Mercer?’ Well, that question is
kinda the whole point of the game – you don’t
know who he is, and Alex Mercer doesn’t
know who he is. At the beginning of the game
Alex finds himself in possession of some
awesome and horrific powers, but without
any memory of how he got them. All he knows
is that he’ll do pretty much anything to get
his identity back. The whole ‘bollocks, I’ve got
amnesia’ plot contrivance isn’t particularly
new to the world of videogames. In fact, it’s a
downright cliché, but Radical has a trick up its
sleeve in terms of how Prototype unravels its
mystery, and that trick is pretty original.
One thing Alex’s shapeshifting ability
allows him to do, other than cause mayhem,
is access the memories of the unfortunate
individuals he morphs into. It is via this
memory-consumption talent that Alex begins
to learn about the infection that’s spreading
throughout New York, what role he plays in
this deadly virus and, ultimately, who he is
and why he holds these demonic powers. But
the player won’t unravel this conspiracy plot
through the typical rigmarole of cinematic
– and rather dislocated – cut-scenes. Radical
wants to deliver its narrative with a bit more
panache than usual, and although it resorts
to cut-scenes at times, most of the plot is
extrapolated via the ‘Web of Intrigue’. The Web
is a virtual interface that players can access,
which displays each relevant memory that
Alex has collected – the more you collect
the more coherent the story becomes. It’s
a bit like a jigsaw, but instead of ending up
with a picture of some West Country cottage,
or a morose duck, you get a sinister and
convoluted conspiracy yarn for your troubles.
“The thing about this game is that it has
a new kind of story being told in an openworld
structure,” says Bennison. “It’s a
conspiracy, it’s a thriller. The two things that
have been done in an open-world structure
are superhero games, or some kind of urban
crime game. Our game is an original story.
The Web of Intrigue displays different nodes
and the memories you’ve collected so far, and
what is out there that you can go and collect.
You can choose to interact with it as much as
you want. The basic player doesn’t give a crap
about story, they’ll play through this thing
and they’ll probably unlock 40 web nodes
– the basic plot. But if you are a collector
then you have hundreds of nodes to collect.
And we have a giant world to plant them in,
and they’re all people in New York. Instead of
collecting glowing orbs or flags, you collect
people and their memories, and you get a
piece of the puzzle.”
Radical wants Prototype’s sinister story
to, above all else, be unpredictable. The Web
of Intrigue will even try to throw players off
track by dropping ‘red herring’ memories, ie
memories taken from individuals who think
they understand the root of the conspiracy,
but have been misinformed or don’t actually
have access to the full picture. The plot,
characters and setting also draws inspiration
from numerous cinematic sources according
to Radical, including the Hannibal Lecter
series, Scorsese’s Taxi Driver (which directly
inspired Radical’s envisioning of New York),
and Christopher Nolan’s enigmatic magic
flick The Prestige. “I’m a big fan of the movie
The Prestige,” says Holmes. “A lot of people
bring out movies that sort of copy one or
another, but The Prestige was something
really different. I didn’t know where it was
going right up until the end and that’s a
really valuable experience, and I think that
is something that is relevant to what we’re
trying to do with Prototype, we’re trying to
show people something new.”
But enough about the story, we’re sure
you’re all craving to know just how Alex
will dish out his remorseless brand of
violence and destruction. Radical is going
for a customisable combat experience,
which allows Alex to mix and match his
shapeshifting skills to approach a variety
of different situations, as well as giving him
the ability to turn his enemies’ weapons
against them. Alex has three different types of
shapeshifting powers, which are grouped into
attack, defensive and sensory categories.
During our presentation Alex spent most
of his time on the offensive, making judicious
use of his attack powers. While stalking his
way through an Outbreak Zone, a horde of
zombie-like civilians shambled towards him
Dawn Of The Dead-style. These enemies
were more of a hindrance than a real danger,
groping, grabbing, and generally slowing
Alex’s progress through the infected streets
of New York. So it was all the more satisfying
when, with a quick wrist flick, Alex’s arm
morphed into a giant, spiked tentacle, and
tore its way through the diseased throngs,
decapitating, halving, and butchering
anything that got in its way.
All this carnage soon attracted the
attention of a Hunter, which came thumping
down the side of the building with Alex’s
hooded head in its sights. Rather than face
the beast head-on, Alex took a more defensive
tact. By morphing into the human equivalent
of an armoured tank and power-running his
way into a military-controlled zone, pretty
soon the barren and eerie streets gave way
to hustle, bustle, and a road chock-full of
cars, providing a backdrop for some of the
most badass jaywalking we’ve ever seen.
Alex ploughed through the oncoming civilian
vehicles in his armoured form, propelling
them through the air, and crushing fleeing
pedestrians along the way.
It didn’t take long for the skyline to fill with
the whirring blades of Apache helicopters,
and for the tarmac to heave under the strain
of Abrams tanks and UAVs. The military
had come out in full force. Foot soldiers
soon became chew toys for the marauding
Hunter and Alex demonstrated his distinctive
‘groundspike’ move, erupting a carpet of
spikes metres in front of him that gruesomely
impaled two hapless soldiers. As rockets from
the airborne Apache whistled a hair’s-breadth
away from him, Mercer took a leaf out of
Peter Parker’s book and sprinted vertically
up the side of a skyscraper, before leaping
onto the chopper, cracking open the cockpit,
and consuming the pilot. After a snappy
shapeshift into something more ‘airforce chic’,
Mercer now had full control of the Apache
– and the level of chaos on the streets below
was ramped up tenfold.
“We have an automatically balancing
system,” says Holmes. “So, if an enemy turns
up with a weapon, that weapon can be yours
too – whatever they turn up with can be used
against them. Our process for the action
starts with ‘doing stuff that’s cool’. The player
will never complain if you’ve got cool stuff in
there. It’s that sense of liberation, so you say
to yourself, ‘can I do that? Yes I can, wow that’s
cool.’ We’ve even got characters crapping
themselves when someone attacks them. But
making stuff cool is the hardest part.”
One of our early concerns over Prototype,
after we caught our first glimpse of the
game’s steroid-fuelled combat last year, was
that the action was a bit too chaotic, and a bit
too full-on. The unremitting pace didn’t seem
to leave any room for a varied experience,
and gave the game a somewhat onedimensional
dynamic. But during our latest
preview Radical gave us an exclusive look at
Prototype’s ‘deception’ feature, and our above
concerns were well and truly allayed.
As well as morphing massive claws and
spike-tipped whips, shapeshifting is also quite
handy for stealing the identities of others. In
fact, if we had such powers we’d be far too
busy morphing into members of the opposite
sex and hanging out in the lavatories. Luckily,
Alex uses his powers of disguise to deceive
his enemies (not
his sexual targets)
and can cause
havoc among their
ranks without
having to resort to
brute force tactics.
So he can track down a military sergeant,
consume him, then attach himself to a squad
of foot soldiers. Using this tactic, the player
could then infiltrate the enemy base and
bring it down from the inside, or perhaps
discreetly achieve a mission objective.
Obviously, the military are well aware that
Alex is a shapeshifter and if he does anything
untoward while disguised (such as, you know,
running vertically up a wall) they’ll waste no
time in peppering him with lead. But Alex can
also use this paranoia to his own advantage
and try to deceive a squad of troops into firing
on their comrades – so not only can you play
the two factions against each other, you can
also play a faction against itself. It doesn’t
always work though, and in the demonstration
we were shown, Alex’s Machiavellian tactics
were met with a resounding “f**k you” by the
soldiers he was trying to deceive.
“The idea is that the player can control the
pace of the action,” explains Bennison. “In our
previous game, the Incredible Hulk game, you
were a big green guy, and people are firing
missiles at you. In this game you are able to
use your disguises to literally take the enemy
base apart by stealth, and trigger attacks
when you want to.”
It looks like Radical is on to a winner. Openworld
games may no longer invoke the same
wonderment and awe that they once did, and
GTA IV is certainly going to set the benchmark
for the genre incredibly high, but Prototype
is making a concerted effort to bring
something different to the table. So far our
demonstration of the game has been handsoff,
so we’ve yet to see its adaptive combat
system, deception, and uniquely delivered
narrative all come together, but if Radical can
make these elements gel then behaving badly
will be more fun than ever before.