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March 17, 2008 - In November of 2007 the gaming industry was formally introduced to the fourth installment in one of the most popular first-person franchises of the last decade. The hype train had …

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March 10, 2008 - BioWare released the first round of downloadable content for Mass Effect
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    Prototype

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    Registration date : 2008-02-16

    Prototype Empty Prototype

    Post by Admin Tue Mar 11, 2008 2:20 am

    February 21, 2008 - Easily one of the most anticipated -- and full -- conferences at this year's GDC was "Prototype:
    Open World, Open Mind, Next Generation Thinking." Hosted by Tim
    Bettison (the Executive Producer) and Eric Holmes (Lead Game Designer)
    from Radical Entertainment, the hour was an extremely fast paced romp
    through the basics of open world destruction, the motivations of the
    main character Alex Mercer, and the brutal power that players will have
    at their fingertips. The highlight of the conference was when Eric
    stopped everything and played the title for fifteen minutes straight,
    bashing his way through New York streets, highjacking tanks and
    helicopters, and slaughtering Army troops by the dozens. Shortly after
    the conference, we managed to get a demo of the upcoming action title,
    which should redefine how open world gameplay is made.

    Players take on the role of Alex Mercer, a powerful shapeshifter with a
    significant problem -- he has no clue who he is. To attempt to regain
    his memory and discover the truth of his identity, Alex will need to
    absorb the memories of people who possibly know what happened to him.
    This can only be done by killing them and absorbing their bodies into
    his own, making their personalities part of his. As a result, Alex will
    quickly uncover a massive conspiracy that reaches farther beyond what
    he could have imagined, and defeat those hellbent on stopping him.


    This "web of intrigue," Tim told us, was part of a key design pillar
    for the game, and will expand on the story elements and provide a new
    way of experiencing the game without removing players to traditional
    cutscene exposition. Set on a grid interface, players will be able to
    see the web of intrigue at any point in time and get a sense of what
    missions you've done and what you haven't accomplished yet. This lends
    a new air of freedom to the player, as they can dictate the speed and
    level at which they complete tasks and push the game forward.

    This new freedom takes the part of the incredible abilities that Alex
    possesses. While he appears to be normal, he is definitely anything
    but. At any point in time, he can break out into a 60mph run, scale
    vertical surfaces and buildings, propel himself forward dozens of feet
    and lift objects that are easily thousands of pounds. What makes him
    different from any other game character is that he can create or even
    combine new powers based on the situations he faces. This means that he
    can turn his hands into razor sharp claws and slice a person in half,
    perform a ground pound attack that erupts in a pile of spikes at its
    intended target, or even turn his arm into a tentacle and whip enemies.
    All of these abilities are gained by completing missions, which provide
    him with experience that can be used to acquire or upgrade powers.
    What's very cool is that once you have a power, you can use it whenever
    you want -- no acquiring energy orbs or waiting for power recharging
    before you can trigger something.

    Prototype Prototype-20080221092233562-000
    The last thing your enemies will ever see.



    Similarly,
    Alex can absorb the bodies of civilians and even soldiers, disguising
    himself to look like normal individuals. There are multiple advantages
    to this, such as restoring health in case he's been damaged. Another is
    that it can allow him to avoid detection by the military, making it
    much easier to infiltrate and carry out his tasks. Eric pointed out one
    specific ability that Alex can do -- if he imitates a soldier that he's
    absorbed -- called a Patsy Move, during a base infiltration mission. By
    pointing out another soldier, he can get an enemy squad to open fire on
    a hapless grunt, who, in turn, will fire at someone else. This rips the
    unit apart from the inside as they're not sure who to believe, allowing
    you to proceed along your way.

    Speaking of gunfire, you can easily acquire these weapons and use them against your opponents. Unlike most games, Prototype
    won't have ammo packs, crates or other replenishing stores. If you run
    out of bullets, you can always kill another soldier and get a fresh
    weapon. This means that you'll frequently find handguns, rifles and
    other firearms around. Other, more powerful items, like RPGs, will be
    much easier to fire at targets, thanks to their "Fire and Forget" lock
    on systems, which should help cause a ton of damage

    However, this isn't a friendly character that's simply looking to right
    some wrongs. No, this is an extremely pissed off guy. In fact, during
    the conference, Tim and Eric highlighted some of the character's
    motivations, such as seeking revenge with brutal methods with only one
    desire: to retrieve his memory. To give a sense of the depths at which
    Alex will go, the inspiration driven to create this character was
    pulled from the dangerous skills and abilities of Darth Maul, the aloof
    nature of Travis Bickle from Taxi Driver, and the calculating nature of
    Hannibal Lecter. Let's just say that you don't want to meet this guy in
    a lit alley, much less a dark one.


    But you can't wreak all of this havoc without some kind of group trying
    to stop you. We were told players will face a three way battle between
    Mercer, the military and a third group known as The Infected. See, New
    York has been infected with a mysterious virus (again, adding extra
    layers to the web of intrigue), and boroughs have succumbed to this
    mysterious disease. The military, attempting to contain the spread of
    this outbreak, has moved in and is attempting to assert control,
    scanning for infected individuals with unmanned aerial devices and
    attempting to quarantine them. While we weren't told specifics, we did
    find out that Alex has some kind of connection to The Infected, and
    that the Hunters, dog like creatures that chased him around the city,
    could sense him and his abilities.

    This hectic state of affairs establishes four different zones that are
    continually changing within the city, Tim said: secure zones that the
    military controls with gates and fences, neutral zones where people try
    to live their life as normal as possible, Outbreak zones, where The
    Infected have overrun the city, and War Zones, where all hell is
    breaking loose. As a result, you can trick one group into fighting
    another and then move in to clean up the remains, or crush one side in
    a section of the city and see how that changes the dynamic of the
    overall game.
    Prototype Prototype-20080221092234218-000
    Prepare to die.

    We
    witnessed this during the conference demo, as Eric lured a group of
    Hunters to the middle of Times Square, where a significant military
    presence had gathered. The streets were quickly obliterated as
    Blackhawk helicopters and Abrams tanks attempted to target and attack
    the Hunters, only to fall victim to Alex as he highjacked them and used
    these weapons against both sides. As more and more destruction was
    caused, more troops came into the square and added to a larger body
    count. In fact, we were told by Eric during our demo that as the game
    progresses and things get steadily worse and worse throughout the game,
    more strident military forces will respond to the degrading conditions
    in New York. At one point, even the USS Ronald Reagan will sail in and
    deploy elite troops known as Blackwatch that have no compunction
    eliminating civilians and Infected alike (or shapeshifters, for that
    matter)to accomplish their mission. We'll have more on Prototype soon.

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