Hey, a game with uglier trees than GTA IV.
That's impressive.
Prototype's screenshots there are actually looking about the same as the HULK movie game's NYC, which I thought was OK for two years ago. it doesn't break apart very well, but in its pristine state it's not bad.
Prototype is more like Hulk UD than the movie based game was. Big difference is that you don't cause nearly as much destruction, but you have more varied abilities.
It's not Hulk UD2 if that's what you expect. Prototype is a lot of fun and I'd say it's worth playing.
(snip)
I never got my hands on Hulk UD, actually. Every time I've tried to find it, it's been sold out. In a moment of weakness, when I heard that the movie tie-in game is "close" to the Hulk UD model, I picked it up. There are so many places where the Hulk movie game
just misses being good, I think I know what
"close" means now, when I visualize it pronounced with those air-quotes around it.
The game spends so much time encouraging you to jump/fly around, but then forces you to babysit the camera to do it correctly.
There's that "aftertouch" Hulk can do when he's jumping, a gradual left/right rotation. It adds a good sense of in-air control, but while Hulk neatly turns the camera stays facing the same direction. Same goes for pitch: when Hulk's ascending or descending, just a hint of that rotation would be helpful, to get a clearer idea if you're going to be landing on a rooftop and continuing your soaring leaps, or if you're about to smack into a wall.
So many times I've been heading along neatly across rooftops, and the front facing camera suddenly presents me with a fullscreen view of the repeating wall texture, as Hulk has fallen
just short of a rooftop lip, and I'm sliding halfway down the face of the building. And even if I can see it coming, there's a moment or two before it registers "grab" to cling to the wall, so I'm forced to freefall. Actually, half the time, the delay between pressing and it actually taking effect is long enough that I assume the input didn't register but it did, so the moment Hulk grabs the wall, the 2nd input registers, releasing the grip and sending me downward again... this could have been solved by automatically grabbing the wall on impact (or removing the delay), but would have even been better served by adding just a tiny funneling action to drag hulk /onto/ the rooftop because it's a decent assumption that it's where the player wants to go.
In short, any game where the player is supposed to be a superhero, it helps if you can make them feel cool instead of faceplanting into a wall. If Prototype looks exactly the same as HULK, but has addressed all these pissant TUNING issues with the controls, it's probably a decent game.