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– Prototype 2 gir spilleren total makt

Se hva Radical Entertainment svarte leserne våre i nettmøtet.

Prototype 2 er oppfølgeren til det spinnville, tøffe og gjennomførte actionspillet som lot oss kontrollere Alex Mercer – en fyr med hukommelsestap og superkrefter. Nå er Mercer tilbake, men denne gangen er det du som jakter på hovedpersonen fra originalspillet.

Sandkasse-action

Du må hanskes med både mutanter og militæret i Prototype 2.
Du må hanskes med både mutanter og militæret i Prototype 2.
Dave Fracchia vier en time av sin tid på fredag, for å svare på våre leseres spørsmål om Prototype 2.
Dave Fracchia vier en time av sin tid på fredag, for å svare på våre leseres spørsmål om Prototype 2.

Viruset som skapte trøbbel i det første spillet har blusset opp igjen og alt tyder på at Mercer har skylda. Nå må vår nye helt, James Heller, ta tak for å ta knekken på viruset og drepe protagonisten fra sist. Akkurat som Mercer kan sersjant Heller skifte utseende. Han tilegner seg folks identitet og hukommelse ved å konsumere dem. Vår nye mann har også fått tilgang på tentakkelarmer som gir ham en rekke egenskaper Mercer ikke hadde.

Gamer.no kikket på den lovende oppfølgeren allerede i fjor høst og det er god grunn til å vente seg flere spektakulære kamper i høyt tempo, med ekstremt overdrevne animasjoner. Utviklere forsøker også å gjøre sandkassespillet mer taktisk enn tidligere.

Hva lurer dere på?

Fredag klokken 19:30 møtte Dave Fracchia fra Radical Entertainment opp for å svare våre lesere på spørsmål om Prototype 2. Fracchia er nestsjef i det Vancouver-baserte spillstudioet og har jobbet der siden 2007. Med seg hadde han deres «Community Manager».

Se alle spørsmålene og svarene rett nedenfor.

Prototype 2 kommer i salg 24. april for Xbox 360 og PlayStation 3. PC-utgaven kommer 24. juli.

  1. Apache

    Spørsmål fra Tom Olsen:

    Have you removed those pesky Apache helicopters?

    Svar:
    [Adam] One of the things that we're proudest of is that we genuinely listened to the feedback we received from our fans of Prototype 1. The Apache helicopters are still very much a part of Prototype 2, however we've tweaked the frequency in which they appear, and empowered Heller with new abilities to deal with their threat. For example, Heller can now climb aboard any chopper foolish enough to get within reach and literally tear its rocket pods off to turn against it, or use a finishing move to destroy it completely.
    Besvart: 13. april 2012 19:33
  2. Repetetive gameplay

    Spørsmål fra Nikolai:

    Prototype was a brilliant game though I as many other players felt it was very repetitive, each quest just involved another round of the same style of battles.

    Have you taken any measures towards improving this?

    Svar:
    [Dave] Actually, repetition was called out the most from fans and press about the first game. And we've worked hard to add variety. What's important is varying the combination of powers, enemies, and location. For example, we've increased the types of enemies, we've broadened the powers, made combat more meaningful, and created three very different zones in terms of art direction, ambience, and story.
    Besvart: 13. april 2012 19:36
  3. Game length

    Spørsmål fra Torstein Aakvaag:

    How long will Prototype 2 last in contrast to the original Prototype game?

    Svar:
    [Dave] It is longer than the first game. For the entire game including open world missions you're looking at 2.5-5 days depending on your skill and difficulty level.
    Besvart: 13. april 2012 19:38
  4. Sup?

    Spørsmål fra Cleng:

    Whats new contra previous game?

    Svar:
    [Adam] That's a HUGE question Cleng, we could talk all day about that - but, in short, a LOT. Have you seen our Youtube channel? Check it out, we've got a lot of videos that might answer this question for you.
    http://www.youtube.com/user/prototype

    In general, we have a new protagonist (Heller), a new story that pits Heller against Mercer, new powers and abilities, new enemies, and a revisioned New York with 3 very different zones. Some of our favorite highlights are the new Tendrils power, the biobomb power, Hellers hunting ability, the huge bad-assed Goliath... The list goes on. You're gonna love it!
    Besvart: 13. april 2012 19:43
  5. Prototype 2

    Spørsmål fra Argoniel:

    Hey! Really enjoyed the first game, hopefully this gets even better :D

    Will there be less repetive missions like in number 1? Will i have to do the same mission over and over again but just on a new place?

    Are we gonna see some new creatures?

    Can i still run up buildings like King Kong with a chick in my hands and then toss her into a helicopter?

    Svar:
    [Dave] Thanks Argoniel! And yes, we are definitely addressing the repetitiveness of the missions in the first game. They key is to create varied scenarios that increasingly challenge a player. If you look at any game, there is always a core set of abilities, enemies, and locations that a designer will use - like a painter using a palette of selected colours. The idea is to combine them in unique and cool ways. We learned from the first game to not just provide the player with all their powers too early and ask them to "make their own fun." It's too easy for a player to then just rely on thier "best" power over and over again...which leads to repetition. To help with that, we also tuned enemies to respond differently to different powers...

    And yes, their are new creatures, like the Juggernaut and the massive Goliath! She's a handful!

    And yes, you can run up the side of a skyscraper and throw your "friend" into a helicopter. BUT, if you have a change of heart, you could also put her down (just be careful it's not over a ledge...).
    Besvart: 13. april 2012 19:50
  6. Abilities

    Spørsmål fra Sindre.N:

    Will there be new abilities in this game?
    Do you have an unlock tree for the abilities?
    Are there any new vehicles that we can use in the game?

    I loved prototype (1) ;)

    Svar:
    [Adam & Dave - two guys, one keyboard] Hey Sindre! Glad to hear you loved Prototype 1 as much as we do. Great question! Yes, their are new abilities such as the tendrils power, the bio-bomb, hunting, new stealth mechanism, etc...oh, and the ability to put anything you pick up down (people, cars, etc.)! The last one is fun because it allows me to put helpless pedestrains down...for the top of a skyscraper *8^)

    There isn't an unlock tree visible to the player. Upgrades occur in three forms: (1) major powers and some upgrades come from completing story missions where you may get them through consuming or defeating key enemies, (2) other upgrades through the mutation of abilities/powers are rewarded by completing open world missions, and (3) general character upgrades (such as increasing maximum health) through evolution points gained throughout the game by using your abilities/powers.

    In terms of vehicles, we have updated them as well as allowed for local damage. And of course the player can chose to hijack, tear off the main weapon systems, or finish any of the military vehicles. The last two are new to P2!
    Besvart: 13. april 2012 20:02
  7. City design

    Spørsmål fra Robert:

    Hi I have played prototype 1 and liked it but the city looked really boring, so i wonder if u have made any changes so it will feel more like a real city?? Maybe something like infamus 1,2 sry for bad english

    Svar:
    [Adam] You're going to be blown away by the level of graphical fidelity that we managed to squeeze into the improved NYZ environment. Our entire rendering engine was rewritten, and we split the city into 3 incredibly varied zones (Yellow, Green and Red). Each zone is widely varied in look, atmosphere and story. Even our ambient pedestrian system was upgraded to be more immersive: NPC's now react with each other and with Heller in very realistic and convincing ways appropriate to the zone. It's amazing!
    Besvart: 13. april 2012 20:06
  8. City design

    Spørsmål fra Robert:

    Hi I have played prototype 1 and liked it but the city looked really boring, so i wonder if u have made any changes so it will feel more like a real city?? Maybe something like infamus 1,2 sry for bad english

    Svar:
    [Adam] You're going to be blown away by the level of graphical fidelity that we managed to squeeze into the improved NYZ environment. Our entire rendering engine was rewritten, and we split the city into 3 incredibly varied zones (Yellow, Green and Red). Each zone is widely varied in look, atmosphere and story. Even our ambient pedestrian system was upgraded to be more immersive: NPC's now react with each other and with Heller in very realistic and convincing ways appropriate to the zone. It's amazing!
    Besvart: 13. april 2012 20:06
  9. Bodysurfing

    Spørsmål fra Kevin:

    Will I still be able to use old ladies as surfboards in Prototype 2? That was by far my favourite part of Prototype. Also, will there be any more mutations in addition to the original four? (blade arm, claws, hammerfists, whips)

    Svar:
    [Dave] Yes, absolutely! We couldn't get rid of bodysurfing - it's way too much fun! And we have a great new power called tendrils. They are so visceral and visual in their carnage! Check them out on our official Prototype 2 youtube channel: http://www.youtube.com/watch?v=Bk5FXndhejM&list=PL2873173BCCAC56CC&index=6&feature=plcp
    Besvart: 13. april 2012 20:10
  10. Console power limitations

    Spørsmål fra Emil Danielsen:

    What things did you want to do, but couldn't, due to the limited power of current gen. consoles?

    Svar:
    [Dave] I always like to think that it's our own creativity that limits us rather than the technology...BUT that said, there are definitely tech limits like the ability to support DirectX11 for even more improved graphical fidelity. And there are obviously memory limits around how much we can draw onscreem and cpu limits on simulations, etc. For example, our protagonist moves very quickly so we had to really push our streaming system. That being said, we are very proud to say that, among other things, we did increase our graphics fidelity, increased the number of character and explosions on screen dramatically!
    Besvart: 13. april 2012 20:15
  11. Difference

    Spørsmål fra Kristoffer:

    What's the biggest difference between Prototype 1 and Prototype 2? Other then a new main character

    Svar:
    Hey Kristoffer, there are MANY huge differences between Prototype and Prototype 2. You mentioned our new main character Heller which is in itself a massive change, but some other big highlights include our new epic story, a new location (it's not the same new york from the first game) that is split into 3 distinct zones, awesome new sound track, new powers, weapons and abilities to name a few.

    One of the most important changes we made was to game structure and the pacing and progression of the game, something that we are proud to say we focus tested and polished to a remarkable level. I think once you have your hands on the game you'll understand exactly where all our time and attention was spent - you're gonna be blown away!
    Besvart: 13. april 2012 20:19
  12. Heller's aligment

    Spørsmål fra Kristoffer Angen Wikre:

    With Alex Mercer we met a guy who was sort of an anti hero, going between doing what's best, and doing some very unethical things. How's James Heller? Is he going to be a good guy whose come into some unfortunate position where he has to do some bad stuff for the greater good? Or is he the devil himself? Enlighten me!

    Svar:
    [Adam] Thats a great question, and one that we put a lot of thought into when designing Prototype 2. Alex Mercer was at odds with his powers, whereas James Heller is a man on the edge who has lost it all and embraces his new found powers as a tool for revenge. I think it's important to mention that we did not include any type of morality system in the game, because we believe that Prototype should be about the ultimate power fantasy. If your fantasy is to be an evil bad ass that throws innocents from the top of buildings, you can. All we can do is communicate Hellers character through the story, which encourages players to think as Heller would.
    Besvart: 13. april 2012 20:23
  13. requirement

    Spørsmål fra Steinar R:

    what is the requirement for the pc verson?
    and is the story longer that it was i the first one?

    Svar:
    [Adam] Hey good to hear you're excited for the PC version! We haven't released any specifics regarding the minimum system requirements yet, but rest assured we're finalizing everything now and will be sharing the details soon through our regular channels (facebook, twitter, youtube).

    Regarding to your question about the story - yes, our focus tests showed the game to be longer than the original, you're looking at around 2.5 - 5 days (for 100% completion), depending on your skill level and selected difficulty.
    Besvart: 13. april 2012 20:25
  14. Co-op

    Spørsmål fra Hans:

    Will there be any cooperation modes in prototype 2?

    Svar:
    [Dave] We thought long and hard about multiplayer and c-op but decided to focus on making the very best single-player and highest polished experience possible. Once you get your hands on it, you'll see why. BUT, the Radnet edition does include leaderboard challenges so you can compete with your friends across multpile events, challenges, races, etc for high score! It's very addictive!
    Besvart: 13. april 2012 20:28
  15. Details

    Spørsmål fra Snake:

    Hi Dave

    Will the game have alot higher details city wise?
    Are there any major changes to the easy abilitysystem?

    and most important will the game have a co-op on pc? no splitscreen just a simple co-op freerun mode?

    Regards
    Snake

    Svar:
    [Dave] Hi Snake! (nice!) Yes, we've rewritten our rendering engine in order to greatly increase the visual fidelity of Prototype 2 and it shows! We've also split NYZ into three distinct zones with very different looks and feel, which allowed us to squeeze exponentially more detail into each unique zone.

    In terms of ability system we have tuned combat in order to ensure that players aren't hit from behind without warning as well as tuning the enemies to respond differently to Heller's powers. Furthermore, it will be clear which enemies are going to do more damage so they can be prioritized in battle. The whole idea is to give players control over combat so that it's not just about running away and recovering anymore. PLus, we've ensure that the levels of difficulty (easy, normal, etc...) reflect those categories more fairly.

    And no, there isn't any co-op. We've focused on delivering the very best single-player experience possible. Once you play it, you'll see! Also, you can challenge your friends for high score through leaderboards in different events in the Radnet edition. Cheers!
    Besvart: 13. april 2012 20:34
  16. More focused

    Spørsmål fra Ole Martin Fjellstad Røsholt:

    Dear Dave.
    One problem I had with Prototype 1 was the fact that the story was so split up. Will the story be more focused this time? And will the missions tie into each other better?

    Svar:
    [Dave] Hi Ole! Yes, the story is much clearer and focused, and also much more engaging. We're very proud of how cohesive we've mamnaged to keep the story in an open world game. And the missions and story support each other very well. And there are some fun twists (no, not in the M. Nightshamalon (spelling?) way *8^)
    Besvart: 13. april 2012 20:36
  17. PC - version

    Spørsmål fra Axel:

    Why was the PC-version delayed for 2 month?

    Svar:
    [Adam] We made the decision to launch the PC version on July 24th so that we had time to give it the love and level of polish that it deserves. We're PC gamers too, so it's important to us to do right by our PC fans. I'm sure once you have your hands on the game you'll understand where the extra time was spent :)
    Besvart: 13. april 2012 20:38
  18. Prototybe

    Spørsmål fra Khashayar Khalili:

    How big is the Campain map and how long is the campain?

    Svar:
    [Adam] NYZ is split into 3 large and graphically distinct zones which all tell their own unique visual story. Depending on your skill level and difficulty, the game should take you from around 2.5 to 5 days to complete (but you'll probably want to go back for at least 1 more playthrough... ;)
    Besvart: 13. april 2012 20:40
  19. Prototype 2

    Spørsmål fra IngiS:

    I just want to say that first prototype game was AWESOME! you doing a great work! And thank you for createing that awesome game. And here is the question, is it possible to play Alex Mercer in Prototype 2?

    Svar:
    [Adam] Thanks so much! Yes - the Alex Mercer skin is included for free with RADNET editions of the game. All you have to do is complete all RADNET events and the Mercer skin is yours. Think of it as the ultimate shapeshifting halloween disguise. RADNET is guaranteed for all pre-ordered copies of the game, and while supplies last. Have fun!! :)
    Besvart: 13. april 2012 20:42
  20. Prototype 2 Exclusive

    Spørsmål fra Christoffer Einvoll:

    P2 have alot of pre-order exclusives from different stores. Is this the only way to get those abilities? Or will them be in the game, or as a download you can buy later on?

    Svar:
    [Adam] We're very excited by the opportunity to give our fans retailer specific pre-order incentives. These are free bonus gifts for fans who decide to pre-order, unique to the retailer of their choice. I'd advise you to give the retailers in your area a call and see what they're offering - good luck!
    Besvart: 13. april 2012 20:44
  21. pc version

    Spørsmål fra pk:

    any reason the pc version is delayed?, and will it include any special features because of the delay?

    Svar:
    [Adam] Hey PK, we decided to launch the PC version on July 24th so that we had time to give it the love and level of polish that it deserves. We're PC gamers too, so rest assured we're working on something very special for our fans. We'll share the details on our normal channels (Facebook, twitter and youtube) so stay tuned for more details :)
    Besvart: 13. april 2012 20:46
  22. Protagonist

    Spørsmål fra Einar Børdnes:

    WIll you be able to customize your character in the sense that you may change skincolor/ethnisity to suit your preferences?

    Svar:
    [Dave] We don't have character customization as this is the specific story of Sgt. James Heller.
    Besvart: 13. april 2012 20:48
  23. Good entry point?

    Spørsmål fra Stian Husby:

    Hey guys. Unfortunatly I didn't play a whole lot of the original Prototype, as it got very mixed reviews, and Infamous came out at the same time and was met with fantastic reviews. I figured the games were pretty similar and I ended up choosing Infamous.

    My question is if the story makes sense for someone who jumps into the Prototype universe for the first time with the second game?

    Is the new protagonist meant to reflect the view of someone who's coming into the series fresh? And did you keep Mercer to let returning players feel a certain connection?

    Lastly, was Prototype meant as a franchise from the get-go, or was the second game a result of decent sales?

    Thanks for your time and good luck! Certainly seems like a better launch window than the previous game had!

    Svar:
    [Adam] Yes, absolutely this story is very accessible for old fans and new alike. It is the unique story of Sgt. James Heller, you'll be able to jump in with no prior knowledge of the franchise but still feel at home if you're a fan of the original. If you'd like to catch up, we've actually compiled a "need to know" video you can check out here: http://www.youtube.com/watch?v=vieCWwjCOqA&list=PL2873173BCCAC56CC&index=9&feature=plcp

    We always thought of Prototype as a franchise - the story of the Blacklight virus resonates with us and so many others and there is so much depth to what we can do with the story line.
    Besvart: 13. april 2012 20:52
  24. Hapless goons to vent my frustrations on.

    Spørsmål fra Sindre Sørebø:

    This is more of a wish than a question really, but I'll type it out anyway.

    Something I always enjoy in games where you play a superpowered murder-machine is to find as many fodder (Or soldiers, stormtroopers if you will) and just go nuts. While I certainly appreciate the inclusion of more varied enemies with varying levels of power, I would like to see Heller be bombared by hordes of soldiers that pose little no no challenge but allow me as a completely healthy and sane player to vent my frustrations by tearing them all to shreds of red chunks.

    I could of course do this with civilians, but they have a tendency to run away, and they have a tendency to cry a lot which is only satisfying for so long. Shrugging off a barrage of bullets while going about your slaughtering just makes you feel all the more like a badass. Some times the lack of challenge is made fun by the sheer number of suicidal goons fighting you.

    Will I, as the completely stable player with no sociopathic tendencies at all at any point be able to fullfill this violent power-fantasy? Or will I have to settle for butchering innocent people on their way to work to support their families and/or sick children?

    Feel free to ignore this question if it bores or disturbs you, either way I am buying and enjoying the game when it comes out.

    Also, please let me throw a porta-potty at someone, just a few hundred times...

    Svar:
    [Adam] Sindre, it's not often we find someone as sick and twisted as us... and we love it! ;)

    One word for you: Rampage. It's an awesome game mode included with RADNET that pits Heller in a high score time trial based killing frenzy, squaring off in a variety of awesome locations against a mix of interesting enemies. You're gonna LOVE it.
    Besvart: 13. april 2012 20:54
  25. Prototype vs prototype 2

    Spørsmål fra Joakim Eriksen:

    what changes have you made to gameplay compared to the first prototype?

    Svar:
    [Dave] There are several key changes including the pacing, progression and control of the missions as the game progresses. One of those changes revolves around giving players more control over the battle. We've tuned enemies to react differently to different powers as well as made it clear which attackers are going to unleash the most damage so players can prioritize targets. Also, we've added warning systems and better enemy attack tells so that the player isn't hit from the side or behind unfairly.
    Besvart: 13. april 2012 20:57

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