
Open world games have a habit of closing off much of the world and revealing it bit by bit as an indicator of progress. We’ve seen it with GTA’s islands and Assassins’ Creed’s horrible glowing blue walls. As we talked about in our last podcast, this is counterintuitive in a game where there’s so much joy in sandboxing. Prototype gets it right by giving you the whole city straight away. Then there’s an issue with keeping the player’s interest in the environtment. Prototype’s shifting influence structure provides an answer to this, you don’t unlock new environments, you change the existing one.
It doesn’t go quite far enough. Currently there’s a few changes that you’ll notice in the infected areas. There’ll be infected running around and causing havoc and there’s a fierce bit of colour correction turning the skies a suitably apocalyptic blood red. The actual geometry of the city changes little, which seems like a missed opportunity to properly warp the world.
The quest design is really uninspired as well. Kill X number of hunters. Destroy X number of water tankers, out of which Hunters will appear. Disable X number of viral detectors. Absorb this target. The objectives feel as though they have nothing to do with plot progression, character progression, and nothing to do with the territory system which goes for the most part completely unused. The story is pretty weak too. Cutscenes interject every now and then with no relevance to the missions that surround them. The web of intrigue montages are for the mmost part devoid of real information.
So, the task is to properly utilise the territory system to incorporate it with the story and create a more unified experience. This is going to involve a fairly heavy rehaul of the game. here goes.
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