Another review for Prototype has come in, and Game Front has also scored the game at 90%! (The "85%" at the top of the article is aparently a user determined, hype rating or something).
Unfortunately, I'm 90% sure these guys have not actually played the full game yet, but I'll take what I can get at this point.
I was watching TV last night and saw a Prototype commercial! I didn't even know they were out there, so it was a pretty awesome surprise. It's actually done by GameStop to promote their pre-order campaign. Check it out below.
Last week, Activision hosted what will probably be the last big preview event for Prototype before launch. From what I understand, we won't be at E3, so this is it!
The resulting preview articles have started to hit the web and so far have been extremely positive!
Powers dictate pace, just as clearly as kills used to mean skills, as you set about doling out violence in Jackson Pollock tangles of blood and brain: most enemies are mere flies, so Radical sends swarms after you, and soon the shattered streets of New York are filled with huddled groups of soldiers, and rampaging mobs of raw-skinned mutants.
If you asked me to think back to the last game I had so much fun playing that I actually let loose with a sound generally reserved for the moment you go flying down a rollercoaster while playing it, I would have been hard-pressed to come up with one. After all, many games are fun, but there's a difference between the kind of fun you have in a silent-but-enjoying-oneself kind of way and a loud, excited, unable-to-keep-it-to-yourself kind of way.
We spent much of Bionic Commando (our review, from E202, will be posted here tomorrow) pining for Treyarch's Spider-Man 2 and querying the dearth of worthwhile successors. There's Crackdown, of course, but the presence of its own imitators makes the lack of particularly good ones even more frustrating. But then, in a dark corner of Activision’s recent London games presentation, our champion appeared. Prototype was basically finished, and it took a Radical employee to yank us off the controls before we played 'too much'.
The very first review for Prototype has just been released. It's from the UK magazine, PSW. And they gave it a 9/10!!
We actually got a digital copy of magazine last week, and it looks amazing! They've given us a multi-page review with a ton of thought and effort put into the look and layout. Not to mention our review is the Cover Story for that issue!
It came in at just the right time too. That morning, the reviews for inFAMOUS started popping up online, and it was getting really stellar reviews.
Regardless of whether they should or not, people seem intent on comparing our games. So seeing that it was being so well received by the press, really kind of put some of us on edge.
I don't think we need to beat them or anything like that, but I really think because of the perception that we're competing, it is really important that we are at least in the same ballpark of review scores.
This first review goes a long way in releasing some of that pressure!
A ton has happened in the month and a half since my last post, the most significant for me: Prototype has gone Gold! We sent our first attempts at certification (builds of the game which need to be tested for bugs and compliance to certain rules) to Sony and Microsoft late last month, and managed to pass all of them on the first pass! That's pretty impressive from my experience, and it really shows how solid the game has become. I guess an extra year of development might have helped a little...
Tons a press has gone out as well. Too much for me to remember actually, but here are my favorites:
First off we have released the opening cinematic of the game. It obviously all prerendered but does an amazing job of capturing what the game is all about.
This trailer, Breed Something New, is probably my favorite trailer yet. I didn't actually like it the first time I saw it, but it's grown on me.
The box art for the game has been released, I really love what they did. This actually came out of Activision (although it used pieces of art done at our studio) and I think that's maybe what we needed to get something a little outside the box; at least as far as it's concerned compared to everything else released so far for the game. It's really nice to see something that isn't black, brown, or 'grungy'.