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Astalano Novice 429 posts since
May 1, 2009
Currently Being Moderated

Jun 20, 2009 4:27 AM

Prototype 2-New Ideas, Improvements and what should stay.

What should be improved:

-The textures and graphics in general. Although they don't bother me PERSONALLY, improving the graphics will definitely win the favour of reviewers and players alike.

-Make destructibility a bit better (not more destructible things, just better looking destruction). Again, things don't bother me how they are.

-Give each building some sort of individual character.

-Improve pop-in and draw distance.

-Put more posters and stuff on the walls (for instance, "A cure is coming!").

-Make the Web of Intrigue targets less arcady. Either give them each their own small cutscene/story or put the address of where each one lives or where they're generally located.

-Add side missions. I mean doing jobs for people (who are willing to help you so you don't consume them) in order to get information and assistance, that sort of stuff.

-Less graphical glitches. I mean, less hands and feet going through objects and such. Doesn't bother me, it's just something that would be beneficial.

-Improved AI (I'll get to this in a bit).

-Improve the climbing of buildings so that Alex doesn't always move from one side to the other automatically and then subsequently not be holding on to anything anymore so he falls.

-Stealth (this is linked to AI as well). I understand why it's so forgiving, but I'll introduce an idea to fix that in a moment.

-When WALKING or JOGGING, don't make Alex punch away everyone he comes close to lol.

Mainly though, I would like you to work on graphics. Everything else isn't such a big deal for people.


What should stay:

-The combat system should not change.

-The targetting system is great if you learn how to use it and don't fight it.

-The hyper parkour is perfect.

-Climbing buildings is a nice touch.

-The way the story is conveyed is brilliant. I love the Web of Intrigue.

-Don't decrease the density of the city.

-Keep the amazing sounds.

-Keep the same scale of the city, don't make it bigger or smaller.

-Keep the weapons.

-Keep the disguise mechanic.

-Keep the same powers.

-Keep Barry Pepper.
(and all the other voice actors that will be relevant in Prototype 2)

-Keep the great cutscenes.

-Keep the structure of the buildings (mostly flat for great parkour, but each one different).

-Keep the controls.

-Keep vehicles.

New ideas:

Powers:

-Invisibility power. What will basically happen is that Alex learns how to make his molecules vibrate so fast that the human eye can't track him. This will allow you to improve AI, making for a more immersive experience. The military will counter this will special goggles IF THEY SEE a disturbance. So as long as you stick to buildings in the beginning you should be fine, until you get this power and the next power...

-Light-footedness. Basically, this will allow Alex to jump on vehicles and touch the ground silently. This upgrade is not available at the beginning.

-Flails. Alex will turn his arms into two flails with clubs on the end, ideal for light vehicles, crowds of enemies and even some heavier mutants. You can't pick up anything with this power activated though.

-Mega jump. Introduce this please, allowing us to upgrade the jump even more so that we can leap to the top of any building! Of course, this will take longer to charge.

-Greater speed when sprinting.

-Ultra sprint. This is basically an attack power that allows Alex to sprint EXTREMELY quickly. When the special attack is activated, Alex will make his molecules vibrate so fast that he goes right through anything on the way to his target. Cars and people will be brushed to the side as he carves a path straight through them. Think of this as the dash attack in Advent Rising on an insane new level.

-Spikes. This defensive power will counter anyone attacking or trying to grab Alex by making many small spikes appear out of his body almost immediately.

-Boomerang. This short ranged offensive weapon just rips apart enemies, then returns to you. It's like a rotating blade in flight. It can take out the weapons of helicopters if aimed correctly.

-Wall. This defensive power will allow Alex tol lay down a wall that can take a considerable amount of damage from anything, but is stationary. You can increase it's width, height and resistance. It also is a good way to block vehicles when full upgraded, since it can take up most of the space on certain streets.

-Disable vehicles. This will make Alex tear out the engines of vehicles. He will even tear off the rotors or engines of helicopters, which is pretty cool and mixes up the gameplay.

-Let Alex use objects as weapons. Remember the 2007 trailer, when he hit the military with the trash collector? That's what I mean.

More ideas:

-Let more advanced enemies be standard enemies in free-roam (e.g. there will be leader hunters as well as regular ones).

-Let us use the pistol of military personnel when our ammo runs out.

-Let us pick up ammo instead of discarding weapons all the time.

-Give military units objectives. For instance, you might want to join the Marines helicopter division for a day and you will be given targets based on the situation in the city.

-Let us lead our own troops as commanders, with "Suppress", "Flank", "Retreat" and "Form up" orders.

-Give a new targetting system when we want to hang out with the military.

-When hanging out with the military, only the dive roll will cause you to remain unnoticed. Super jumps will not.

-Allow us to disable UAV's. There will be 2 sequences. The top one will be if we just want to disable the UAV. The second one is to screw up its detection system so that it detects military units instead of Infected ones.

-Give the three-way war meaning. Make territories constantly shift. During missions territories will default back to normal for the purpose of the mission, but during free-roam, Hives and Bases need around 2-3 days to come back.

-When Bases are being repaired, let us see the builders during that repair process. It would be a nice touch. Also, let us see Hives slowly Infecting buildings.

-Civilians report your activities to the police, who then report them to the army.


Hey guys, I have some more ideas, please comment on em!

-I think New York should still be the focus of the second game. When Alex's sister heals, he helps her hide away in New York, helping her with survival as well, securing her a place to stay, food and water. When Blackwatch realise that he's not dead yet, they find him and try to eliminate him. Then the story starts to unfold.

-When Blackwatch discover that everyone who knew something about Pariah in Manhattan is dead, they send Pariah to a family there. They hope to mask Pariah's presense in the densely populated city and hunt Alex down before he discovers more. However, when Alex finally finds Pariah, the child moves to exact revenge on Alex for killing his mother, and unleashes the Infection again, infecting everyone around him until two days later, the Hives are born again. A random event that happens when Alex walks into a specific part of the city is that Cross is still alive. A boss fight occurs, where Alex must lead Cross to a furnace, Terminator 2 style, to finish him off for good. When Alex finally kills Pariah, he discovers that as the plot progressed, Dana became more and more infected herself. Greene had transferred a part of her to Dana, and slowly transformed her into a being even more powerful than Alex and Pariah. Alex hesitates to kill his sister, and she escapes. We then prepare for Prototype 3.

-Make the Web of Intrigue the campaign. What this will allow is Radical to please the story addicts, immersing them in a great story-driven experience and winning the favour of the majority of reviewers. With around 200 Web of Intrigue targets, Alex's new goal is to find out more about his past, destroy Blackwatch and kill Pariah, effectively erasing the Infection from the face of the planet. Give some main targets their own cutscenes and missions, and let memories unlock side missions. Give each target his/her own address. For instance, John Webber, a scientist, may be located in Times Square. However, he doesn't frequent the area unless he needs to study the infection in the field. So, what you need to do is assume a military disguise, and acquire a truck with some equipment to spread the infection in times square. When you consume him, he reveals both the next web of intrigue targets and people who can help Alex, but are not directly related to the Web of Intrigue. Now, on to the next method of gaining abilities.

-The upgrade system will be scrapped, replaced with a design that improves Alex's powers through continuous use. The more profiecient he becomes with the blade, the more damage it does, and it becomes a little larger and more serrated and deadlier as a result. Some powers are unlocked through use of your existing abilities (for instance, the super speed ability which lets you move so fast on the way to your target anything in your path gets violently thrown to your sides), but others are acquiered with other means. Sometimes through side missions, where a particular scientist will tell you of an infected creature with a unique ability (one of the earliest is invisibility, which you gain by hunting down an invisible infected and consuming it), which will initiate some kind of hunt or mini-boss fight.

-Other new powers include the biomass bubble (defensive power that shields you from harm with a bubble of impenetrable armour for a few seconds, but you are stationary), flails, boomerang, a defensive wall, knife shaped biomass that you throw (weaker than boomerang, but faster) and a liquid form. Moreover, some powers, like the shield, can be dual wielded if used enough and then upgraded (for instance, double shields).

-The stealth in the game will be deeper. For example, you can hang from a building, invisible, wait for a patrol to pass by, and ambush them. Your liquid form could allow you to hide under objects and consume targets by wrapping around them. In interior spaces you can stick to the ceiling and consume targets silently underneath, etc.

-The AI will be better. If you use any superpowers you will be discovered. You can also switch between stealth and non-stealth with the back button. Non stealth means Alex will push people out of the way, and generally be aggressive and super. In stealth mode his landings will be quieter and when running and jumping he won't use his superpowers. This will allow you to blend in with military forces. Also, that ridiculous alert posture of Alex when holding a gun will be replaced with a more relaxed one, and when moving in non-stealth mode he will point his gun forward like a real soldier.

-Examples of good AI are that if you jump on a building, they will surround both sides in case you decide to flee using one. Pedestrians will try to call the police and evacuate areas if you're spotted using superpowers. Also, the Blackwatch will instantly recognise you or a disguise you've previously used.

-Some changes to the gameplay are the following. Clicking on the right thumbstick will increase the slow down of time during targetting (as Alex becomes more aware of his surroundings), and a second click will turn off the slow-down so that you can quickly switch targets. The targetting reticle will disappear and be replaced by a sort of yellow outline denoting Alex's focus on the target, something like predator vision. Also, the diveroll will be replaced with the cartwheel and the dash. When locked on to a target at close range (e.g. a hunter), press of the right trigger in its direction you will cartwheel over it or to the sides if you aim in those directions or backwards. You will diveroll if not locked on to a target. At further range, Alex will dash to the target to close the distance and keep the combat flowing. If you combine the super slow-down and cartwheel, you can cartwheel over a rocket fired at you and grab it with B in mid-air, then choose a new target and throw it at them.

-There will be a greater variety of enemies for the infected especially. One type of infected is the spitters, which are basically large armour-plated globes which spit armour-piercing projecticles, primarily at helicopters. Also, there will be invisible infected and infected with some of Alex's powers (Infected with flails for arms and hammerfists). Leader Hunters and weaker Supreme Hunters will return as regular enemies. The invisible infected can only be detected with infected vision, and you have to pay close attention for any signatures they give off. The Blackwatch will get ammo that is especially effective against Infected forces, including Alex. The following Blackwatch unit (after the ammo explanation) has even more deadly ammo.

-This new ammo means that even the most basic squad can take Alex down. If Alex takes damage from 6 regular Blackwatch for 10 seconds, he will be stopped in his tracks, requiring you to truely be quick on your feet. The next unit needs only 5 seconds of continuous fire from 6 Blackwatch soldiers, so you have to be even quicker.

-Edit: Le Prototype gave me a great idea for camouflaged Blackwatch squads called Ghosts. They can be detected using thermal vision, but give off very little heat so you need to pay close attention to spot them. A Ghost squad consists of 2 rocket launchers, 6 assault rifles, 3 machine guns and 3 grenade launchers. A squad of 14, sometimes they may split up to cover more ground.

-You will be able to do missions for the military (complete their objectives, assist in evacuating or transporting civilians, etc).

-Lastly, the three-way war will truely be realized. The way to make sure that the player will never truely eradicate any one faction, the faction losing will fight harder and harder, deploying tougher enemies. Bases and Hives will remain in their ruined state for two days before the area changes sides or is retaken. Areas have a limited number of civilians and enemies and streets CAN be cleared out.

-Next is the presentation. Prototype 1's presentation was excellent overall, but this time, it has to be even better. I'll list my ideas.

-The graphics need a major upgrade. Let me paint the picture in my mind so you can understand. You're facing a road, a few cars are driving by. Standing on the pavement, a few rays of light are shining through the clouds onto some stairs, which lead to a house your target is leaving. I'm saying that the normal areas need more colour, the military areas need to be more grey and uninviting, and the infected areas need to have an apocalyptic feel. A unique style combined with great graphics will definitely impress.

-Not all areas are war zones. A Director (such as L4D's AI director) will count the results of the ongoing war, and split the city into areas. The diversity will make for a more immersive and less repetitive game. The areas are:

-Militarised and normal zones that are becoming infected (red growth is spreading before your eyes, slowly, while the military zones try to hold it back).

-Infected areas that are warzones.

-Half-infected areas that are deserted. This is where my idea for squads doing more damage with new ammo comes in. Only camouflaged Blackwatch Ghost squads will roam these areas, along with hordes normal infected and lone invisible infected. The Ghost squads are extremely deadly. These areas are extremely atmospheric.

-Militarized/Normal areas that are under attack by infected.

-Normal areas that are being evacuated.


-Also, Infected and military areas, as said before, only have a limited number of enemies. Enemies will not continuously respawn forever.

-Blackwatch will often do random things, as well as Marines. Examples are:

-Blackwatch will put civilians into trucks and take them to warehouses for execution(the trucks CAN be followed and the warehouses can be entered). This is useful if you need to flush out a Web of Intrigue target. You could even shapeshift INTO a cilivilian and be transported to the warehouse.

-Blackwatch will execute civilians on the spot. They will line them up and shoot them or they will kneel and they will be executed anyway. Very immersive screams and sobs are needed from the team that is behind the sounds of Prototype. Ambulances will then take the bodies to safehouses to be transported away.

-Blackwatch may execute their own men and fire next to their own men in combat, they will do anything to complete an objective and stop the spread of the infection.

-Marines will aid civilians and help them get away from Infected areas, risking their own lives and talking to them.

-Marines will not kill their own men.

-Both Marines and Blackwatch will have their own objectives that you can take on and help complete in disguise.

Other ideas:

-At docks, there will be boats, and at helipads, there will be helicopters. What is significant is that fences are put around these means of escaping the quarantine and marines and Blackwatch are constantly fighting off both civilians and infected. The Blackwatch however, will shoot civilians as well as Infected forces.

-The repeating buildings that were in Prototype 1 should be varied.

-On buildings, the surface should not be flat, but stand out to appeal more.


Some more ideas!

-Attack power: Tentacles: What this basically is is an attack power that allows you to grab multiple targets and consume them (or throw them in different directions, grab helicopters and pull them down to the ground (just for you Sampson , etc). A special type of infected needs to be consumed to attain this power and it uses this power to capture humans and take them to hives.

-Sensory power: Control: This allows you to control a certain number of infected. This upgrades through constant use. By pushing the right button, you can order your squad of infected to attack a target. Since Alex is a leader himself, this makes sense. To get this power you have to consume a leader.


When I think of more, I will add more.


AND GUYS, DON'T FORGET TO POST YOUR OWN IDEAS!




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Removed the other users ideas section, there's just too many! 0.o
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