- Release Year: 2012
- Platforms: PlayStation 3, Windows, Xbox 360
- Publisher: Activision Publishing, Inc.
- Developer: Radical Entertainment Inc.
- Genre: Action, Free-roaming, Open World, Sandbox, Shooter
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Base infiltration, Combat, Exploration, Open World, Shapeshifting, Stealth, Supernatural powers, Tendril powers, Upgrade system, Vehicle driving
- Setting: City – New York, Futuristic, North America, Post-apocalyptic, Sci-fi
- Average Score: 88/100

Description
Prototype 2 is an open-world action game set in a virus-ravaged New York City, now called New York Zero, divided into infection zones. Players take on the role of James Heller, a soldier seeking revenge after his family is killed in a new outbreak of the Blacklight virus. After being infected, Heller gains supernatural abilities—like shapeshifting, superhuman strength, and tendril-based powers—and uncovers a conspiracy involving the military organization Blackwatch and the corporation Gentek. The game blends a main storyline with open-ended exploration, allowing players to hack into military networks, choose missions, and unleash chaotic combat against mutated enemies and oppressive forces.
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Prototype 2 Reviews & Reception
metacritic.com (100/100): Prototype 2’s James Heller out superheroes every other superhero that’s ever appeared in a videogame.
ign.com : Forgettable fun.
trustedreviews.com : Prototype 2 feels a little like it’s come along too late.
gamepressure.com (76/100): Prototype 2 for PC, PS3 and X360 introduced new plot and character development systems, and the people from Radical Entertainment studio decided to focus on smoothness and – relatively speaking – realistic gameplay.
Prototype 2: A Flawed but Ferocious Power Fantasy
Introduction: The Evolution of a Monster
Prototype 2 (2012) is a game that thrives on contradiction. It is a sequel that refines its predecessor’s mechanics while stumbling over its narrative ambitions. It is a power fantasy that revels in destruction yet struggles to justify its protagonist’s rage. It is a technical marvel of open-world chaos that, at times, feels hollow beneath its gore-soaked surface. Developed by Radical Entertainment and published by Activision, Prototype 2 shifts focus from the enigmatic Alex Mercer to James Heller, a U.S. Marine sergeant whose family is slaughtered in a renewed Blacklight virus outbreak in New York City. Heller’s quest for vengeance against Mercer—and later, the shadowy forces of Blackwatch and Gentek—unfolds in a city divided into three zones of infection, each a playground of carnage and conspiracy.
At its core, Prototype 2 is a game about feeling powerful. The sheer kinetic joy of leaping across rooftops, ripping tanks apart with your bare hands, and consuming enemies to absorb their abilities is intoxicating. Yet, for all its visceral thrills, the game is hamstrung by repetitive mission design, a muddled story, and a protagonist whose moral compass is as shaky as the buildings he demolishes. This review will dissect Prototype 2 piece by piece, examining its development, narrative, gameplay, world-building, and legacy to determine whether it stands as a worthy successor or a missed opportunity.
Development History & Context: The Rise and Fall of Radical Entertainment
The Studio Behind the Monster
Radical Entertainment, founded in 1991, was no stranger to open-world action games by the time Prototype 2 entered development. The studio had cut its teeth on titles like The Simpsons: Hit & Run (2003) and The Incredible Hulk: Ultimate Destruction (2005), the latter of which served as a spiritual precursor to the Prototype series. Prototype (2009) was Radical’s first major foray into the mature, sandbox-style action genre, blending parkour, shapeshifting, and brutal combat in a way that felt fresh amidst the dominance of Grand Theft Auto and Assassin’s Creed.
The success of Prototype—which sold over 2 million copies—greenlit a sequel almost immediately. Development on Prototype 2 began in earnest in 2009, with Radical aiming to address the first game’s criticisms (clunky controls, repetitive missions, and a confusing narrative) while expanding its scope. The studio’s ambition was clear: Prototype 2 would be bigger, bloodier, and more polished, with a new protagonist to differentiate it from its predecessor.
Technological Constraints and the Titanium Engine
Prototype 2 was built using Radical’s proprietary Titanium 2.0 engine, an upgraded version of the technology powering the first game. The engine allowed for improved physics, more detailed character models, and enhanced destruction mechanics. However, the limitations of the PlayStation 3 and Xbox 360 hardware meant that Radical had to make compromises. The game’s draw distance, while impressive for its time, still suffered from pop-in, and the frame rate could dip during intense combat sequences.
One of the most notable technical achievements was the game’s animation system, which allowed Heller to seamlessly transition between running, climbing, gliding, and combat. The “Tendril” mechanic—a new addition that let Heller lash out with bioweapon appendages—required intricate motion-capture work to ensure fluidity. Yet, despite these advancements, Prototype 2 struggled with the same issues that plagued many open-world games of the era: repetitive AI behaviors, occasional glitches, and a world that felt alive but not necessarily dynamic.
The Gaming Landscape in 2012
Prototype 2 launched in April 2012, a year that saw the release of several high-profile open-world titles, including Sleeping Dogs, Dishonored, and Far Cry 3. The market was saturated with games offering player freedom, but few could match the sheer destructive freedom of Prototype 2. Where Assassin’s Creed emphasized stealth and Grand Theft Auto leaned into crime simulations, Prototype 2 was unapologetically about power—the power to tear through armies, the power to reshape the battlefield, and the power to consume your enemies.
However, the game’s release was overshadowed by the impending launch of the next console generation. The PlayStation 4 and Xbox One were on the horizon, and many players were already looking ahead. Prototype 2’s sales, while strong initially, quickly tapered off, leading to Radical Entertainment’s downsizing later that year. Activision’s decision to reduce Radical to a support studio was a stark reminder of the industry’s ruthless economics: even a game as technically impressive as Prototype 2 couldn’t guarantee survival in an era of blockbuster expectations.
Narrative & Thematic Deep Dive: Revenge, Infection, and Moral Ambiguity
The Plot: A Tale of Two Monsters
Prototype 2’s story begins with Sergeant James Heller, a Marine returning from Iraq to find his wife and daughter dead in the wake of a new Blacklight virus outbreak. Heller’s grief and rage drive him to re-enlist, only to be infected by Alex Mercer himself, who sees potential in the soldier’s resilience. Heller’s transformation grants him Mercer’s abilities—superhuman strength, shapeshifting, and the power to consume others—but also sets him on a collision course with his creator.
The narrative unfolds across New York Zero (NYZ), a city divided into three zones:
– Green Zone: The “safe” area, heavily militarized and patrolled by Blackwatch.
– Yellow Zone: A quarantine zone where civilians live in squalor, subjected to Gentek’s experiments.
– Red Zone: A wasteland overrun by infected mutants, where Heller first encounters Mercer.
Heller’s journey is one of revenge, but it’s also a journey of discovery. As he consumes key figures in Blackwatch and Gentek, he uncovers the truth: Mercer, far from being a villain, is orchestrating a grand plan to “evolve” humanity by spreading the virus globally. The game’s climax reveals that Heller’s daughter, Maya, is alive and holds the key to Mercer’s ambitions. In a final confrontation, Heller defeats Mercer, consumes him, and seemingly purges the virus from NYZ—only for the post-credits scene to hint at a larger, unresolved conflict.
Characters: Heller vs. Mercer
James Heller is a stark contrast to Alex Mercer. Where Mercer was an amnesiac antihero grappling with his humanity, Heller is a man defined by loss and rage. His voice actor, Clancy Brown, delivers a performance dripping with venom, making Heller one of the most viscerally angry protagonists in gaming. Yet, Heller’s character lacks depth. His motivations are clear—revenge, then saving his daughter—but his moral compass is inconsistent. He kills indiscriminately, often with dark humor, yet the game expects players to root for him simply because his enemies are worse.
Alex Mercer, now the antagonist, is far more compelling. His plan to “evolve” humanity is presented as a twisted form of salvation, and his interactions with Heller drips with condescension. Mercer sees Heller as a tool, a means to an end, and his eventual defeat feels like a tragedy—he was right about humanity’s flaws, but his methods were monstrous.
Supporting characters like Father Guerra (Heller’s moral compass) and Dana Mercer (Alex’s sister) add layers to the story, but they’re underutilized. Guerra’s death is meant to be a turning point for Heller, but it’s rushed, and Dana’s role as a potential ally is squandered in favor of a rushed finale.
Themes: Power, Corruption, and the Cost of Revenge
Prototype 2 grapples with several themes, though none are explored with the nuance they deserve:
1. The Corruption of Power: Heller’s abilities make him nearly unstoppable, but they also erode his humanity. The game’s side missions often involve Heller consuming civilians for upgrades, reinforcing the idea that power comes at a moral cost.
2. Revenge as a Double-Edged Sword: Heller’s quest for vengeance blinds him to the bigger picture. His single-minded focus on Mercer prevents him from seeing the truth until it’s almost too late.
3. The Failure of Institutions: Blackwatch and Gentek are portrayed as irredeemably evil, with Blackwatch soldiers committing atrocities and Gentek scientists conducting unethical experiments. The game’s audio logs (found in “Blackboxes”) reveal the depths of their depravity, from sterilization plots to casual cruelty.
4. The Illusion of Control: Mercer’s plan to create a hive mind of evolved humans is framed as both a salvation and a tyranny. The game never fully resolves whether his vision is noble or monstrous, leaving players to decide.
Dialogue and Writing: A Mixed Bag
The writing in Prototype 2 is uneven. Heller’s one-liners are often hilarious (“I hate computers”) but can also feel forced. The game’s reliance on profanity—while fitting for a rage-fueled Marine—sometimes crosses into self-parody. Mercer’s dialogue, by contrast, is sharp and menacing, with lines like “Welcome to the top of the food chain” lingering in the player’s mind.
The game’s biggest narrative flaw is its pacing. The story rushes through key moments (Guerra’s death, the reveal of Maya’s survival) while dragging during repetitive side missions. The lack of a strong emotional core—Heller’s relationship with his daughter is barely explored—makes the climax feel unearned.
Gameplay Mechanics & Systems: The Joy and Frustration of Being a Bioweapon
Core Gameplay Loop: Destruction as a Playground
Prototype 2’s gameplay is built around three pillars:
1. Traversal: Heller’s ability to run up walls, glide across the city, and leap vast distances makes movement fluid and exhilarating.
2. Combat: A mix of melee attacks, ranged abilities, and environmental destruction.
3. Consumption: The act of devouring enemies to gain their abilities, health, or disguises.
The game’s open-world design encourages experimentation. Players can approach missions in multiple ways—stealthily infiltrating a base, going in guns blazing, or causing chaos to draw out targets. The “Blacknet” system (a hackable military network) allows Heller to choose missions dynamically, though many devolve into variations of “kill X enemies” or “destroy Y objects.”
Combat: A Symphony of Violence
Heller’s combat arsenal is divided into four categories:
– Powers: Abilities like the Tendril (a whip-like bioweapon), Hammerfists (ground-pounding attacks), and Shield (a defensive barrier).
– Skills: Passive upgrades like increased health regeneration or faster movement.
– Abilities: Active techniques like the Devastator (a screen-clearing attack) or Pack Leader (controlling infected Brawlers).
– Mutations: Temporary boosts unlocked via the “Radnet” challenge system.
The combat is brutal in the best way. Ripping a tank turret off its mount and mowing down soldiers never gets old. The Tendril mechanic, in particular, adds a new layer of strategy, allowing Heller to yank enemies toward him or tie them up for easy kills. The game’s physics engine ensures that every punch, throw, and explosion feels weighty.
However, combat suffers from repetition. Enemies follow predictable patterns:
– Blackwatch Soldiers: Weak to melee but dangerous in groups.
– Brawlers: Tanky infected that require heavy attacks.
– Evolved: Mini-bosses with unique abilities.
– Goliaths: Massive mutants that serve as mobile bosses.
The lack of enemy variety becomes apparent in the late game, where fights devolve into spamming the same few abilities.
Character Progression: A Shallow Evolution
Heller’s progression is tied to consuming enemies and completing missions, which grant XP to unlock new abilities. The system is straightforward but lacks depth. Many upgrades feel incremental (e.g., “10% more health”) rather than transformative. The “Radnet” challenges—time-limited DLC missions—offer unique mutations, but their temporary nature makes them feel like missed opportunities for permanent upgrades.
UI and Controls: A Step Forward, But Not Enough
The UI is cleaner than the first game’s, with a minimap that highlights objectives and enemies. The “Viral Sonar” (a pulse that reveals nearby targets) is a useful addition, though it can feel like a crutch. Controls are tighter, with improved dodging and targeting, but the camera still struggles in tight spaces, and the lock-on system is finicky.
Innovative Systems: Blacknet and Disguises
The “Blacknet” system is Prototype 2’s most interesting innovation. By hacking terminals, Heller can access side missions, track targets, and even manipulate Blackwatch operations. It’s a clever way to integrate side content into the narrative, though many missions feel like padding.
The disguise system returns from the first game, allowing Heller to impersonate soldiers or scientists to infiltrate bases. However, the AI’s suspicion meter is inconsistent—sometimes Heller can glide into a base unnoticed, while other times walking too fast triggers an alert.
Flawed Systems: Repetition and Missed Potential
The game’s biggest flaw is its mission design. Main story missions are engaging, but side content is repetitive:
– Field Ops: “Destroy this base” or “Kill these enemies.”
– Lairs: “Clear out this infected nest.”
– Blackboxes: “Find this audio log.”
The lack of meaningful variety makes the open world feel empty despite its size. The “Radnet” challenges—while fun—are gated behind time-limited DLC, a frustrating design choice that locks content away from latecomers.
World-Building, Art & Sound: A City of Chaos and Decay
Setting: New York Zero
NYZ is a masterclass in atmospheric world-building. The three zones each have a distinct identity:
– Green Zone: A militarized police state with checkpoints and propaganda.
– Yellow Zone: A slum where civilians live in fear, surrounded by Gentek’s experiments.
– Red Zone: A post-apocalyptic wasteland overrun by mutants.
The city feels alive in a way few open-world games achieve. Civilians react to Heller’s presence—fleeing in terror if he’s disguised as a monster, or ignoring him if he’s in a soldier’s uniform. The environmental storytelling is excellent, with Blackboxes revealing the horrors of Blackwatch’s rule and Gentek’s experiments.
Visual Direction: A Gritty, Bioluminescent Nightmare
The art style is a mix of realism and grotesque body horror. Infected creatures glow with viral biomass, and Heller’s transformations are visceral and disturbing. The game’s color palette is muted, with splashes of orange (viral energy) and red (blood) standing out against the grimy cityscape.
Character models are detailed, though facial animations can be stiff. The game’s cutscenes use a mix of in-engine and live-action footage, a stylistic choice that works well for the game’s cinematic tone.
Sound Design: A Symphony of Screams and Gunfire
The sound design is superb. Heller’s grunts and roars feel powerful, and the crunch of bones breaking is satisfyingly gruesome. The game’s soundtrack, composed by Scott R. Morgan, is a mix of orchestral and electronic tracks that heighten the tension.
Voice acting is a highlight. Clancy Brown’s Heller is a standout, and Barry Pepper’s Mercer is chillingly calm. The supporting cast—particularly the Blackwatch soldiers—deliver lines with a mix of menace and dark humor.
Reception & Legacy: A Game That Couldn’t Find Its Audience
Critical Reception: Praise for Gameplay, Criticism for Repetition
Prototype 2 received generally positive reviews, with critics praising its combat, traversal, and open-world design. However, many noted its repetitive mission structure and weak narrative.
- GameSpot (7.5/10): “Mindless violence is all the rage in Prototype 2, which makes for a stupid yet entertaining experience.”
- IGN (7/10): “Fun, but forgettable.”
- Destructoid (8/10): “A brutal blockbuster that improves over the original in every way.”
The game’s Metascore averaged around 76, indicating a solid but not groundbreaking experience.
Commercial Performance: A Sales Disappointment
Despite strong initial sales (it topped charts in April 2012), Prototype 2 failed to meet Activision’s expectations. The game’s dwindling player base and lack of replayability led to Radical Entertainment’s downsizing, effectively killing the franchise.
Influence and Legacy: A Cautionary Tale
Prototype 2’s legacy is bittersweet. It refined the formula of the first game but failed to innovate enough to stand out in a crowded market. Its influence can be seen in later open-world games like Dying Light (parkour + combat) and Infamous: Second Son (superpowers in an urban setting), but it never achieved the cultural impact of its peers.
The game’s biggest contribution was proving that power fantasies could thrive in open-world settings. However, its flaws—repetitive missions, a rushed story, and a lack of meaningful progression—served as a cautionary tale for future developers.
Conclusion: A Flawed but Ferocious Beast
Prototype 2 is a game of contradictions. It is a technical marvel that stumbles in its storytelling. It is a power fantasy that occasionally forgets to be fun. It is a sequel that improves on its predecessor while failing to escape its shadow.
Verdict: 7.5/10 – A Brutal, Blood-Soaked Sandbox That Lacks Depth
For players who crave destruction, Prototype 2 is a masterpiece. The thrill of tearing through NYZ as an unstoppable bioweapon is unmatched. However, those seeking a compelling narrative or meaningful progression will find it lacking. It is a game that excels in the moment-to-moment experience but falters in the long run.
In the pantheon of open-world action games, Prototype 2 stands as a flawed but fascinating experiment—a game that dared to let players be the monster, even if it couldn’t quite justify why they should care.
Final Thought: If Prototype was a question (“What does it mean to be a monster?”), then Prototype 2 is an answer: “It means you get to punch helicopters.” And sometimes, that’s enough.