Hubbry Logo
Prototype 2Prototype 2Main
Open search
Prototype 2
Community hub
Prototype 2
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Prototype 2
Prototype 2
from Wikipedia

Prototype 2
Cover art depicting protagonist James Heller
DeveloperRadical Entertainment
PublisherActivision
DirectorTom Legal
ProducerKenneth Rosman
DesignerMatthew Armstrong
ProgrammerBryan Brandt
ArtistChristopher Sjöholm
WriterDan Jolley
ComposerScott R. Morgan
PlatformsPlayStation 3
Xbox 360
Microsoft Windows
PlayStation 4
Xbox One
ReleasePlayStation 3, Xbox 360
Microsoft Windows
  • NA: July 24, 2012[2]
  • EU: July 27, 2012
PlayStation 4
  • NA: August 11, 2015
  • PAL: August 20, 2015
Xbox One
August 12, 2015
GenreAction-adventure
ModeSingle-player

Prototype 2 (stylized as [PROTOTYPE2]) is a 2012 action-adventure video game developed by Radical Entertainment and published by Activision, and the sequel to 2009's Prototype. First announced at the 2010 Spike VGA Awards,[3] it was released in April 2012 for the PlayStation 3 and Xbox 360, and in July 2012 for Microsoft Windows. In July 2015, the game was re-released alongside its predecessor as the Prototype Biohazard Bundle for the PlayStation 4 and Xbox One.[4] Separate versions of the two games became available in August 2015.[4]

Prototype 2 shifts the focus towards a new protagonist, former U.S. Marine Sergeant James Heller, who seeks revenge on Alex Mercer, the protagonist of the original Prototype, after the death of his family during a new outbreak of the Blacklight virus in Manhattan, which was started by Mercer. Heller is infected with a strain of the virus that allows him to keep his humanity while granting him powers similar to Mercer's, including shapeshifting and consuming people, which he uses in his mission to stop Mercer and the Blacklight outbreak.

Upon release, Prototype 2 received generally positive reviews for the PlayStation 3 and Windows versions, and mixed reviews for the Xbox 360 version. Most critics praised it for its entertaining gameplay and improvements over its predecessor in certain areas, although the game's repetitive nature and the main storyline attracted criticism. While the game was a top seller at the time of release, its dwindling sales eventually resulted in the downsizing of Radical Entertainment.[5] A tie-in comic book miniseries, which bridges the gap between the two Prototype games, was published by Dark Horse Comics.

Gameplay

[edit]

Similarly to its predecessor, Prototype 2 is an action-adventure game played from a third-person perspective and set in an open world based on modern-day Manhattan. Like Alex Mercer in the first game, the player character, James Heller, can shapeshift and assume other people's identities and memories by consuming them, although in the sequel this has become more tactical. Due to Blackwatch's actions in the Yellow Zone, if the player assumes the role of a soldier, people will react to him in a way that shows that they want nothing to do with him. To make sure that enemies do not overwhelm the player, a dodging system and new, more realistic AI were introduced. Heller is able to use weapons in the game, such as ripping the Gatling cannon off a tank and using it against enemies. He can also sneak up on unsuspecting human enemies and inject them with the Blacklight virus, turning them into a "BioBomb". Heller also possesses superhuman strength and agility, near-invulnerability to harm, near-flight leaping and gliding, infinite stamina, increased speed, and a sonar sense. The sonar includes a new pulse ability that highlights the key features of an environment to make it easier for the player to find someone, instead of looking in a large crowd for a person with an icon above their head. Before release, the developers stated that the powers in Prototype 2 would be more meaningful than in the first game, appearing as mutations and upgrades that let players decide how they want to play as Heller.[6]

To give players more power in the game, the developers have added tendrils which sprout from Heller's arms and can be used for a variety of purposes, like smashing objects into other objects, such as a car into a tank, utilising the 'Black Hole' attack. Players are also able to dismember enemies, a force that becomes more useful as the game progresses. There are many more ways to kill enemies, ranging from throwing a car at a group of soldiers, hacking off a mutant's head or using powers. Consuming people has not changed since the original Prototype, with the exception of some enemies, which are consumed upon grabbing them (e.g. Supersoldiers, Brawlers). Heller can additionally control a pack of Brawlers (similar to Prototype's Hunters) to attack anything he desires (note: this power is limited to main variant of Brawler). In the game, players can no longer find 'Events' throughout NYZ (New York Zero, the name given to New York after the Blacklight outbreak), instead starting side-missions by hacking into Blacknet, Blackwatch's system that details military operations in the three areas of NYZ. Heller can choose from a small list of missions at each terminal, allowing him to find operations that he can disrupt or take control of for his own purposes and find important people that will allow him to learn more about what he has become because of the Blacklight virus. It will also help him find out more about Alex Mercer and how he is connected to his family's death. The missions that are selectable can be sidequests or extensions to one of the main quests.[7]

Plot

[edit]

The story of Prototype 2 begins in 2009, one year after the events of the first game, when U.S. Marine Sergeant James Heller, returning from a tour in Iraq, discovers his wife and daughter to be declared dead, causing him to rejoin the military in the fight for NYZ against the Blacklight virus. Heller finds out that Alex Mercer, who stopped the original Blacklight infection in 2008, is behind the new outbreak, having lost his faith in humanity and wishing to wipe it out to usher in a new golden age. Heller pursues vengeance against Mercer for the death of his family, but during a confrontation between the two, Heller is infected with Mercer's strain of Blacklight that imbues him with superhuman abilities, and blacks out. He later awakens in a Yellow Zone lab where Gentek scientist Dr. Anton Koenig and Blackwatch Col. Douglas Rooks are experimenting on him. Heller escapes and is confronted by Mercer, who claims that the former should take his revenge on Gentek and Blackwatch, since they are responsible for recreating and cultivating the Blacklight virus. Revealing his plans to take down Gentek and Blackwatch, Mercer offers a truce to Heller. Unsure of Mercer's intentions, Heller goes to his local pastor, Father Luis Guerra, for advice and help.

Using information supplied by Guerra, Heller hacks into Blacknet Terminals to find out about and sabotage their operations. Gradually consuming his way through Blackwatch, Heller eventually finds and confronts Koenig, who claims to be on his side and reveals Blackwatch's super-soldier program, codenamed "Project :Orion". Heller prevents the project's progress by killing a super-soldier who was injected with his DNA, as well as the DNA of the special infected type known as a "Hydra". After consuming one of the head scientists, Heller discovers that Koenig was observing him in order to find his weaknesses. Enraged at Koenig's betrayal, Heller tracks him down, and discovers that he has powers similar to his and Mercer's, and is one of several "Evolved" agents planted in Gentek and Blackwatch by Mercer. After defeating and consuming Koenig, Mercer reveals to Heller that he intends to recruit him in an attempt to control NYZ. His doubts growing, Guerra then shows Heller a video tape of Mercer releasing the virus for the second time in Penn Station.

Enraged at Mercer's deception, Heller sets off to the Green Zone to hunt down Mercer's henchmen, including an Evolved agent in Gentek named Sabrina Galloway; upon confronting Galloway, however, Heller reluctantly teams up with her when she reveals she can help him take down Mercer. With Galloway's help, Heller finds that Mercer plans to infect the entire world through "Whitelight", a contaminated vaccine released by Gentek that accelerates the infection.

Frustrated with Heller sabotaging his plans, Mercer confronts him. The two fight, and Mercer easily overpowers Heller. However, Mercer is unable to consume Heller due to his 'annoyingly resistant DNA', solidifying Heller's status as a virus-human hybrid. Mercer flees, and Heller receives a call from Guerra, who informs him that a horde of infected have amassed outside his apartment. Heller rushes to save Guerra, only to find him already dead. Heller uses Guerra's phone to reach Athena, Guerra's contact, who is revealed to be Mercer's sister Dana. Dana explains that Heller's daughter, Maya, is still alive, prompting Heller to head for the Red Zone to save her. After Heller prevents Blackwatch's second attempt to level Manhattan, Rooks takes Maya hostage in the Gentek Headquarters. Heller storms the base and confronts Rooks, who reveals that he also has a daughter and grants Heller free passage to leave NYZ.

Before Heller can take Maya, Galloway arrives and kidnaps her, having joined forces with Mercer once more. Upon confronting Mercer, he reveals that he plans to solve international conflicts and world problems by infecting the entire human race, effectively creating a superorganism, with Maya's unique DNA acting as the catalyst. After Mercer absorbs Galloway and the remaining Evolved, the two fight once more. Heller defeats Mercer, and consumes him. Subsequently, Heller wipes out the infected in NYZ along with most of the Blacklight virus; using Mercer's absorbed memories, Heller then locates and frees Maya and Dana from a vault. The game ends with the three overlooking New York, before Dana questions what to do next.

Development

[edit]

Development of the game started soon after the success of the first game and was in development for three years. The game was first shown at the Spike 2010 VGA Awards in December.[8] The game was revealed to be the main focus of the April 2011 EGM Issue. It was displayed in EGM and EGMI in 2011 revealing many new details about the game's plot, characters and gameplay.[9] The game's graphics have been completely updated with buildings being much more detailed and deformation of vehicles, mutants and humans being much more visual. The game was also partially written by Dan Jolley.

Prototype 2 was built using the Titanium 2.0 game engine.[10]

Radnet

[edit]

Prior to the game's launch, Radical Entertainment announced Radnet for Prototype 2 users who would either pre-order the game or buy a new copy. Radnet offers the player weekly in game abilities, events, challenges and avatar items. Upon the launch of the game, first-run copies and pre-ordered copies of the game would include 55 pieces of additional add-on downloadable content (DLC) at no extra cost. Included in the pre-order/launch content was in-game events, additional and optional challenges, avatar items for the Xbox 360 and themes for the PlayStation 3 and behind the scenes videos. In order to make Radnet coherent to players, Activision announced that the events playable in Radnet would be outside of the game's main storyline.[11]

The 55 pieces of DLC would be launched by Radical weekly from April 24 until June 7, with content available forever once unlocked. To earn the rewards given for an event or a challenge for a given week of DLC, players had to achieve at least a bronze medal in events and a minimal score threshold in challenges. To make Radnet more accessible, content will be available to all profiles on the console where Radnet was unlocked.[12]

Promotion

[edit]

To promote the game, Radical Entertainment launched a Facebook app for the game. The app is called Blacknet, named after the game's mission system, and it allows fans to work together to "hack" the interface. Hacking it will allow the fans to uncover a series of videos, interviews and other behind the scenes content, all in the run up to the game's launch. Also via Facebook, Radical unveiled that they would announce something huge for Prototype 2 at ComicCon. This was the ability to let people play the game, they also released the first of three trailers detailing the story of Prototype 2.[13] At ComicCon, Activision held a raffle in which the winner won either the jacket worn by James Heller, or Alex Mercer's jacket; and a custom skinned Xbox 360. At ComicCon, Activision employees were handing out Prototype 2 themed merchandise, including T-shirts, posters, giant foam Heller Blade Arms and more materials based on the game.[citation needed] Activision released for iOS an official game titled ProtoSlice, available free to download.[14] Activision has released a couple of trailers, Radical Entertainment's team also went to Paris to promote the game in February 2012, and had a video interview with JeuxVideo Live.[15]

A popular commercial for the release of the game used the song "Hurt", as sung by Johnny Cash, in the background.

Comic book

[edit]

Ahead of the game's release, Radical Entertainment revealed that, just like the first game, Prototype 2 would receive a comic book prequel miniseries that bridges the gap between the two games. Published by Dark Horse Comics, the miniseries comprises three volumes, each consisting of two issues. The first volume, titled The Anchor, follows Alex Mercer as he travels across the globe to eradicate any remaining traces of the Blacklight virus while questioning his own morality and whether the virus has turned him into humanity's killer or its savior. Alex slowly begins to decide that he is the planet's savior and will usher it into a new age of prosperity once he wipes out humanity. While he temporarily changes his mind after falling for a woman, that woman ends up betraying him, causing Alex to vow to wipe out humanity. He then returns to New York City and turns it into New York Zero (NYZ) once again by unleashing the Blacklight virus upon its population.

The second volume, titled The Survivors, focuses on a former police officer, Conrad, who joins up with Ami Levin, a religiously tolerant person, and Marcie, an art student. The three run afoul of Lieutenant Riley; he would, however, agree to let Conrad see his wife, so long he agrees to work for Gentek. Unbeknownst to Conrad, his wife is dead, and he ended up in a project called Orion. The third and final volume, titled The Labyrinth, introduces the characters of James Heller and Mike Marcos.[16]

Reception

[edit]

Pre-release

[edit]

Out of all Activision's titles displayed at Comic Con, Prototype 2 was the most well received. Greg Miller of IGN awarded Prototype 2 as Activision's best game at Comic Con and did not mention anything negative in his preview for the game.[38]

Release

[edit]

Prototype 2 received "generally favorable reviews" on all platforms except the Xbox 360 version, which received "average" reviews, according to the review aggregation website Metacritic.[35][36][37] PlanetXbox360 called the game a "wonderful sequel that surpasses the original".[39] At the time of his departure from the show, Community creator Dan Harmon considered Prototype 2 a great game.[40]

GameZone gave the PlayStation 3 version a score of nine out of ten and said it was "everything you could expect from a sequel, really. While there are certain elements that once again hunker back to the old days of Ultimate Destruction, Radical Entertainment has stepped up with a piece of sheer rollicking, do-whatever-you-want entertainment."[41] Edge gave the same console version eight out of ten and said, "There's a dazzling seamlessness to every aspect of Prototype 2. You feel it as you traverse the world, sprinting powerfully up buildings, bounding high into the air just as you reach the lip of the roof and then transitioning with a tap of the right trigger into a glide that will take you to the next rooftop."[42] 411Mania gave the game a score of eight out of ten and called it "a decent game. It's less frustrating than the first, with more options for customization, better abilities and more stuff to do. It's hampered though by a garbage storyline and a serious lack of Barry Pepper. It's worth a look if you liked the first game, or if you like super hero games at all."[43] The Guardian gave the Xbox 360 version a similar score of four stars out of five and stated, "The very purity of purpose which makes the game such a fine arcade killbox also renders it unengaging on any level that isn't soggy and littered with stray organs. So while as a destruction simulator Prototype 2 scores very highly, there's a chance that, just like those toddlers in the dirt, you'll get bored after a short while and wander away."[44] The Digital Fix gave the same console version a score of seven out of ten and said, "It's really not the AAA title it wants to be but that said it's also far from bargain bin fodder, landing somewhere just above the middle."[45] The Escapist gave it a similar score of three-and-a-half stars out of five and called it "a decent action-adventure with fun combat, but gets a little too samey here and there."[34] Digital Spy gave it three stars out of five and said that it "excels as an open-world killing field, in which you can wrench anyone asunder in gory cascades of blood and guts. Underneath, it's a pretty standard action game featuring mundane missions that offer no real challenge, wrapped in a story that lacks substance and originality. But those players who can turn off their brain and just enjoy the ride will find Prototype 2's flavor of blood-soaked action a rather guilty pleasure."[33] Metro UK similarly gave it a score of six out of ten and said, "In small doses Prototype 2 is a perfectly enjoyable game but in the end, because Heller and Mercer don't care about anyone else you never end up caring about them."[46]

Sales

[edit]

Although Prototype 2 was the top seller for April 2012, beating Kinect Star Wars and Call of Duty: Modern Warfare 3,[47] its sales were considerably down from the sales of games released in April 2011.[48] Prototype 2 would continue its strong sales into the month of May, garnering more sales than the highly anticipated Dragon's Dogma, but failing to beat Max Payne 3 and fellow Activision Blizzard game Diablo III.[49]

On June 28, 2012, Activision announced that despite the "substantial investment", the game "did not find a broad commercial audience", and as a result, developer Radical would encounter layoffs and the studio would be reduced to a supporting role towards other Activision projects.[5]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Prototype 2 is a 2012 open-world action-adventure video game developed by Radical Entertainment and published by Activision Publishing, Inc. It serves as the sequel to the 2009 game Prototype, shifting the focus from the original protagonist Alex Mercer to a new character, Sergeant James Heller, who gains shape-shifting abilities after being infected with the Blacklight virus. The game was released for PlayStation 3 and Xbox 360 on April 24, 2012, in North America and April 27, 2012, in Europe, with the Microsoft Windows version following on July 24, 2012; it later became available on PlayStation 4 and Xbox One in 2015 through backward compatibility. A compatibility update for the Windows version was released on Steam in September 2025. Set twelve years after the events of the first game, Prototype 2 takes place in a quarantined and restructured , now called New York Zero (NYZ), which is divided into three zones: yellow (quarantined), red (infected), and green (safe). The story centers on Heller, a U.S. Army whose wife and daughter are killed during a viral outbreak caused by Mercer, who has since become a leader of the infected forces. Infected by Mercer himself, Heller uses his enhanced abilities—including consuming others to gain their appearance, memories, and skills, as well as powers like attacks, , and —to seek against Mercer and dismantle his organization. The narrative explores themes of vengeance and moral ambiguity, with Heller evolving from a grieving into a powerful anti-hero navigating a war between human military forces, infected creatures, and Mercer's cult-like followers. Gameplay in Prototype 2 emphasizes sandbox-style exploration and combat in the expansive NYZ environment, where players can traverse the city using , vehicles, and aerial maneuvers while completing story missions, side activities, and collectible hunts. Heller's abilities expand through upgrades purchased with collected EP ( points), allowing for diverse playstyles such as brute-force , ranged tendril strikes, or into disguises for infiltration. The game introduces new mechanics like the ability to command infected hordes and enhanced shape-shifting options compared to the original, though it refines the core loop of destruction and consumption. Built on Radical Entertainment's Titanium 2 engine, it delivers detailed urban destruction and visceral combat sequences. Upon release, Prototype 2 received generally positive reviews, with critics praising its improved combat, expansive world, and satisfying power fantasy, though some noted a weaker story and repetitive missions compared to its predecessor. It holds a Metacritic score of 74 out of 100 based on 69 critic reviews. Commercially, the game topped U.S. sales charts for April 2012 despite a soft market that month, becoming Radical Entertainment's best-selling title and contributing to the franchise's overall success, though subsequent sales declines led to studio downsizing. A tie-in comic series and promotional events, including Comic-Con demos, expanded the game's marketing, highlighting its bio-terror theme.

Gameplay

Shapeshifting Mechanics

In Prototype 2, the protagonist James Heller possesses abilities derived from the Blacklight virus, enabling him to consume both infected and non-infected humans as a core mechanic for survival and progression. Consuming infected individuals grants Heller additional , which bolsters his overall mass and health capacity, allowing for more robust transformations and increased durability during combat. In contrast, consuming non-infected humans provides access to their memories—revealing tactical insights such as enemy positions or objectives—and permits Heller to adopt their physical form for seamless disguises, facilitating infiltration and evasion of detection by military forces. This consumption process is instantaneous and visually grotesque, involving tendrils that pull the target into Heller's body, emphasizing the game's visceral tone. Heller's transformation powers revolve around reshaping his biomass into specialized appendages for combat and utility, offering a versatile arsenal that shifts fluidly between offense, defense, and crowd control. The tendril power manifests as multiple viral appendages extending from his arms, capable of ensnaring multiple foes or vehicles, lifting and tearing them apart, or generating a black hole-like vortex that draws in enemies and debris for a devastating explosive geyser. The whipfist transformation elongates one arm into a flexible, bladed tendril for ranged grappling, ideal for pulling distant targets into melee range or sweeping groups with charged strikes, enhancing tactical reach in open engagements. For defense, the shield power forms a hardened biomass barrier on one arm to block incoming projectiles and melee attacks, allowing Heller to counterattack while mitigating damage from heavier foes. The BioBomb ability, acquired by consuming specific infected commanders, enables Heller to inject the virus into human enemies, transforming them into walking explosives that detonate on command or proximity, creating chain reactions against clusters of opponents. These powers can be cycled via a radial menu, promoting adaptive playstyles where players switch forms mid-combat to exploit enemy weaknesses. The evolution system underpins power progression, with Evolution Points (EP) earned primarily from consuming infected enemies used to purchase upgrades that refine and expand Heller's abilities. There are 46 total upgrades available, categorized into trees for offense, defense, movement, and shapeshifting, requiring players to reach the maximum evolution level of 23 through accumulated EP and side activities like collecting data logs. Upgrades include enhancements such as extended tendril range for broader area denial, increased BioBomb explosive yield for greater splash damage, or reinforced shield durability against sustained fire, each visually altering the power's appearance to reflect progression. This system encourages strategic allocation of points, as early investments in mass and regeneration amplify later combat effectiveness without overwhelming numerical complexity. Compared to the original Prototype, shapeshifting in the sequel emphasizes tactical depth over raw spectacle, with streamlined controls that reduce input complexity for executing transformations, making fluid combos more accessible. New powers like tendrils and whipfist introduce area-of-effect and ranged options absent in the first game, while existing abilities receive refinements—such as added lunges to claws for mobility or ground spikes to hammerfists for anti-infantry utility—shifting balance toward versatile, less blade-dominant combat. Disguises carry heightened consequences, as assuming high-profile identities can trigger biometric alerts in secured zones, demanding quicker shifts to avoid exposure. Enemy AI responds with basic adaptations, such as increased alert levels or reinforcements when shapeshifting is detected, though it remains straightforward and easily disrupted by timely transformations. These mechanics integrate with open-world navigation, enabling tendril-assisted climbs or gliding boosts for efficient traversal across New York Zero.

World Exploration and Objectives

The open-world environment of Prototype 2 is set in New York Zero (NYZ), a quarantined and reimagined version of devastated by the Blacklight virus outbreak. This sprawling urban landscape serves as the primary playground for exploration, featuring densely packed streets, skyscrapers, and infrastructure that encourage vertical and horizontal navigation without loading screens or invisible barriers restricting movement. NYZ is divided into three distinct zones—Yellow, Red, and Green—differentiated by escalating levels of , military control, and environmental decay. The Zone is a quarantined area with activity under heavy Blackwatch control, the Zone is a safe, militarized sector, and the Zone is the chaotic epicenter of with rampant and destruction. These zones influence dynamics, such as heightened alerts in restricted areas and zone-specific challenges like military patrols or infected lairs. The world is highly destructible, allowing players to demolish buildings, vehicles, and obstacles to create paths or unleash mayhem during pursuits. Exploration is facilitated by a variety of traversal methods, including gliding across rooftops like a "manic flying squirrel," wall-running up building facades for vertical mobility, and hijacking vehicles such as tanks for grounded traversal or helicopters for aerial oversight, though these are often slower than protagonist James Heller's enhanced sprinting and leaping capabilities. Shapeshifting abilities enable brief access to restricted zones by disguising as military personnel or infected, aiding in stealthy infiltration amid the quarantined layout. Players can freely roam to discover hidden elements, with the city's design promoting emergent gameplay like chaining glides and runs to cover vast distances efficiently. Objectives in Prototype 2 blend story-driven missions with optional side activities, emphasizing a mix of , stealth, and environmental navigation. Main missions typically involve targeted eliminations or infiltrations across NYZ zones, progressing the while unlocking new areas through escalating threats. Side activities include Blacknet hacks, where players access encrypted terminals to disrupt military operations and gather intelligence, as well as collectibles like black boxes and secret lairs that reveal additional lore and rewards. The Web of Intrigue system enhances exploration by allowing players to consume key targets, unlocking holographic memory sequences that expose conspiracies involving Blackwatch and Gentek, encouraging targeted hunts to piece together the broader viral intrigue. These elements integrate seamlessly, rewarding thorough scouring of the zones for upgrades and deeper contextual understanding without overwhelming the core action focus.

Story

Plot Summary

The events of Prototype 2 are set in a dystopian version of , quarantined and renamed New York Zero following a devastating viral outbreak in 2009 caused by the Blacklight virus, originally released during the incidents of the first game. Three years later, in 2012, the city faces a second wave of infection orchestrated by Alex Mercer, the anti-hero from the original title, the former Gentek scientist who released the virus in the first outbreak and now leads the infected forces. Returning U.S. Marine Sergeant James Heller arrives home to discover his wife and daughter among the victims of this renewed catastrophe, propelling him into the heart of the chaos as he becomes infected with the Blacklight virus himself, granting him extraordinary shapeshifting abilities. Heller's narrative arc centers on a relentless quest for vengeance against Mercer, whom he holds accountable for the outbreak that shattered his life, leading him to infiltrate Gentek's fortified facilities and navigate the militarized zones of New York Zero. Throughout his journey, Heller forms tenuous alliances with elements of the U.S. military's Blackwatch division, such as Lt. Petra Galloway, and receives aid from hacker Dana Mercer, using his evolving powers to consume and impersonate key figures in order to dismantle the conspiracy at its core. The story escalates as Heller uncovers the deeper origins of the Blacklight virus, tracing its engineered evolution from a bioweapon intended for control to a force threatening global annihilation, all while progressing from a grieving soldier into a formidable superhuman prototype. The plot weaves themes of personal with broader critiques of corporate and unchecked scientific ambition, portraying Gentek's experiments as a catalyst for viral and . Heller's transformation symbolizes the double-edged nature of power derived from the , highlighting how amplifies human flaws while enabling resistance against oppressive forces. The resolution culminates in a confrontation that determines the ultimate fate of the and New York Zero, underscoring the irreversible impact of on humanity.

Key Characters

James Heller is the central protagonist of Prototype 2, depicted as a former U.S. Marine sergeant stationed in the during the second virus outbreak in New York Zero (NYZ). Upon returning home, he discovers his wife and young daughter Amaya have been killed in the chaos, fueling his infection by the virus and a relentless drive for vengeance against Alex Mercer, whom he holds responsible for the devastation. Heller's begins as a vengeful anti-hero, embracing his newfound abilities out of necessity, but evolves as he confronts moral dilemmas regarding the indiscriminate destruction caused by his powers and the blurred lines between humanity and monstrosity, ultimately positioning him as a reluctant host to the virus's potential. Alex Mercer returns from the first as the primary antagonist, having ascended to a god-like status as the leader of the infected hordes in NYZ, wielding immense viral powers derived from his origins as a Gentek who initially released the Blacklight virus. No longer bound by human limitations, Mercer's ideological conflicts stem from his vision of the virus as a tool to eradicate and rebuild a flawed humanity, leading him to infect Heller as a potential successor while viewing traditional human institutions like Blackwatch and Gentek as obstacles. His transformation into a fully viral entity marks a complete departure from his prior human connections, except for a lingering tie to his sister Dana, emphasizing his shift from anti-hero to ideological zealot. Dana Mercer functions as a key supporting ally to Heller, serving as a skilled who operates under the pseudonym "" to supply critical intelligence, safe houses, and logistical aid throughout his campaign against Mercer and the controlling forces in NYZ. As Alex Mercer's sister, she draws from her past experiences aiding her brother against Gentek and Blackwatch conspiracies, bringing a compassionate and trusting demeanor that contrasts the game's brutality, while her arc reflects a commitment to redemption and support for those fighting the virus's spread. Lt. Petra Galloway acts as Heller's primary military contact within Blackwatch, a disciplined officer who provides tactical briefings and coordinates strikes against infected targets, leveraging her insider position to facilitate Heller's infiltration efforts. Her role highlights the internal fractures in Blackwatch's command structure, as she navigates loyalty to her organization while aiding an infected operative. Dr. Sabrina Galloway emerges as a significant , a brilliant Gentek scientist whose expertise in drives the company's experiments to harness the virus for military applications in NYZ. Ambitious and manipulative, she rises quickly within Gentek's hierarchy, but her arc takes a dark turn upon infection, transforming her into one of Mercer's infected lieutenants, where she employs her scientific knowledge to bolster the viral forces against Heller and Blackwatch. As Petra's sister, her betrayal adds personal stakes to the conflict between human and infected factions.

Development

Production Process

Development of Prototype 2 began shortly after the release of the original in June 2009, capitalizing on the game's commercial success to initiate work on a sequel under . The project officially kicked off in January 2010 amid broader industry challenges, including layoffs across studios that reduced Radical's workforce to a single-team structure. Radical Entertainment, then comprising approximately 70-80 developers, focused on addressing criticisms of the first game's narrative while enhancing core mechanics. A key decision was overhauling the story to introduce a new , James Heller, a U.S. Marine sergeant seeking revenge against Alex Mercer for the death of his family, providing a more personal and emotionally grounded plot compared to the original's broader conspiracy-driven tale. This shift aimed to evolve the Blacklight virus lore and create a relatable anti-hero with distinct motivations, drawing from explorations of various character archetypes to emphasize Heller's build and expressive features. The three-year development cycle emphasized iterative improvements through multidisciplinary "strike teams" that incorporated player feedback from forums and reviews, tackling issues like incoherent missions and combat balance. A primary challenge was harmonizing the expansive open-world design—featuring a quarantined called New York Zero—with deeper narrative integration, inspired by titles like to make the environment feel more alive and missions contextually tied to the story. Prototype 2 was first publicly announced at the 2010 Spike Video Game Awards with a teaser trailer, building anticipation for its revenge-themed narrative. The game launched on consoles in April 2012, followed by a PC port in July 2012, marking the end of the core development phase. Post-launch, Radical Entertainment faced significant downsizing in June 2012, with Activision laying off 89 employees—nearly the entire remaining staff—due to underwhelming sales performance relative to expectations, effectively scaling the studio back to a support role.

Engine and Features

Prototype 2 is powered by Radical Entertainment's proprietary Titanium 2.0 engine, a significant evolution from the Titanium 1.0 engine used in the original , rebuilt from the ground up to enhance visual fidelity and gameplay dynamics. This upgrade enables more immersive battles with increased environmental destruction and effects, contributing to improved physics interactions during sequences. The engine supports denser on-screen populations of enemies and objects, allowing for larger-scale confrontations involving tanks, helicopters, soldiers, and infected creatures without compromising performance. Graphics have been overhauled with the addition of screen-space , deferred lighting, advanced particle systems, tone-mapping, and , resulting in a more cinematic presentation with enhanced lighting, shadows, and atmospheric effects compared to its predecessor. These improvements emphasize a filmic quality, making the destruction of New York Zero more visually striking and detailed. Enemy AI benefits from the engine's advancements, incorporating tactical behaviors such as flanking maneuvers and coordinated calls for air support, which adapt to the player's actions and strategies to heighten combat tension. The Radnet system provides a time-limited online framework for additional content, running from April 24 to June 7, 2012, with weekly drops totaling 55 DLC challenges and events accessible via a redeemable code in special editions. These include diverse in-game events like high-stakes chopper races and combat-focused predator vs. prey modes, alongside friend-vs.-friend competitive score challenges that encourage viral sharing of achievements through leaderboards and social integration. Once unlocked during the event period, all Radnet content remains permanently available in the single-player campaign. Blacknet integrates asynchronous multiplayer elements through a companion application launched in June 2011, modeled after the in-game Blackwatch communication network, where users collaborate in a non-real-time community effort to "hack" encrypted files and progressively unlock exclusive rewards. This social layer fosters collective progress, granting access to behind-the-scenes videos, interviews, screenshots, and wallpapers as hacking milestones are reached, extending player engagement beyond the core game. The PC port, released in July 2012, includes optimizations tailored for desktop hardware, such as configurable resolutions up to , , and options, yielding greater draw distances and smoother frame rates—often exceeding 30-60 FPS at maximum settings on mid-range systems—compared to the locked 30 FPS on consoles. However, it retains console-derived elements like a large HUD and shows performance variances, including mediocre multi-GPU scaling and occasional crashes or slowdowns after extended play, reflecting its origins as a cross-platform build with limited PC-specific refinements.

Promotion

Marketing Campaigns

The marketing campaign for Prototype 2 began with its announcement at the 2010 , where unveiled the first trailer showcasing the tagline "Murder your Maker" and introducing James Heller's quest for against Alex Mercer. This debut emphasized the game's shift to a new anti-hero in a virus-ravaged , generating immediate buzz among fans of the original . Subsequent promotional efforts ramped up at major industry events. At , Activision presented hands-on gameplay demos highlighting Heller's abilities and mechanics in the quarantined zones of New York Zero, allowing attendees to experience the enhanced engine and revenge-driven narrative. Later that year, at New York Comic-Con 2011, a playable build was available, which praised for its engaging story elements and potential to deepen player investment in Heller's military background and personal vendetta. These events built anticipation by focusing on interactive demonstrations that underscored the game's themes of power and retribution. To extend reach through digital platforms, launched //Blacknet, a free application in June 2011, modeled after the in-game Blackwatch communications network. Users could collaborate to "hack" virtual data, unlocking exclusive trailers, wallpapers, and , fostering viral sharing and community engagement ahead of the 2012 release. Complementing this, in November 2011, released ProtoSlice, a free puzzle game developed by TwitchGames, where players sliced through blade obstacles to reach buttons, tying into Prototype 2's motif and serving as mobile promotion. Trailers played a central role in the campaign, often featuring licensed music to amplify emotional impact. A notable live-action spot released in April 2012 used Johnny Cash's cover of "Hurt" to depict Heller's grief over his family's death and his transformation into a vengeful force, blending cinematic footage with to highlight the theme. Pre-order incentives further drove sales, with all editions including access to the RADNET mode, which delivered 55 pieces of bonus content—such as , challenges, and events—over seven weeks post-launch, emphasizing Heller's expertise in viral outbreaks. The global launch campaign culminated on April 24, 2012, across , , and PC, with targeted promotions in key markets like the featuring an adults-only live street performance in London's , reenacting a brutal Heller-Mercer showdown to underscore the game's mature revenge narrative and Heller's soldier origins. These efforts collectively positioned Prototype 2 as a high-stakes centered on personal vengeance in a militarized .

Tie-in Media

Dark Horse Comics published a six-issue digital titled in 2012, consisting of three two-part stories that serve as prequels bridging the events of the original game and its sequel. The first story, "The Anchor," follows Alex Mercer one year after the events of the first game as he establishes control over New York Zero, illustrated by Paco Diaz. The second, "The Survivors," depicts a group of New York residents—Detective Conrad Stevens, Marcie, and young Ami—attempting to escape the virus-ravaged city amid infected threats, with art by Chris Staggs. The third, "The Labyrinth," explores protagonist James Heller's initial infection with the virus and his subsequent capture and experimentation by Gentek scientists, rendered by Victor Drujiniu. Written by Dan Jolley, who also contributed to the game's narrative, the series was released bi-weekly starting February 15, 2012, at $0.99 per issue via Dark Horse Digital, with a collected edition following in July. These comics expand the game's universe by providing backstory on key characters and the escalating viral outbreak, directly tying into Heller's motivations in . As a promotional tie-in, Activision released ProtoSlice, a free iOS puzzle game developed by TwitchGames in collaboration with Radical Entertainment, on November 4, 2011. Players slice through layered obstacles using virtual blades to uncover hidden elements, mirroring the shapeshifting and consumption mechanics of the Prototype series while emphasizing the viral theme of dissection and evolution. Available for iPhone, iPod Touch, and iPad, the app served as an accessible entry point to the franchise's lore ahead of the game's launch. Merchandise for Prototype 2 was limited but included a promotional 4-inch of James Heller, produced as a draft promo item depicting the character in his military gear with viral enhancements. The game's , composed by Scott R. Morgan, features 16 tracks blending orchestral and electronic elements to underscore the post-apocalyptic tension, and was initially bundled with the Collector's Edition release on April 24, 2012, before becoming available digitally. These items, distributed through specialty retailers and online platforms, reinforced the comic's narrative extensions during the game's marketing rollout.

Reception

Critical Response

Prototype 2 received mixed to generally favorable reviews upon release, with critics praising its fluid combat and shapeshifting mechanics while criticizing repetitive mission structure and narrative shortcomings. On Metacritic, the PlayStation 3 version holds a score of 79/100 based on 39 critic reviews, described as generally favorable for its enhanced gameplay and visceral action. The Xbox 360 version scored 74/100 from 69 reviews, noted as mixed or average due to minor technical issues and limited innovation. The PC port, released later in 2012, earned 76/100 from 12 reviews, with commendations for entertainment value tempered by control imprecisions and story weaknesses. Pre-release anticipation built around hands-on demos at Comic-Con 2011, where attendees highlighted improvements to the system, including more seamless transformations and expanded powers that emphasized player agency in the . Post-release critiques often lauded the game's strong visuals and chaotic destruction, particularly the detailed rendering of New York Zero and explosive set pieces, but faulted weak narrative twists that failed to deliver compelling character development or surprises beyond surface-level revenge plotting. For instance, awarded it 7/10, applauding the empowering sense of wielding evolving powers like attacks and vehicle hijackings that made combat feel dynamic and satisfying. GameSpot gave a 7.5/10, appreciating refinements to traversal and combat pacing that made the experience more accessible than the original, though it noted the story's predictable progression hindered emotional investment. Edge magazine scored it 8/10, emphasizing the open-world chaos and seamless integration of destruction, which allowed for emergent gameplay moments amid the structured missions. PC reviews, such as PC Gamer's 60%, reaffirmed core strengths in sandbox action but reiterated criticisms of repetition and lack of novelty. Overall, reviewers viewed Prototype 2 as a more refined evolution of its predecessor, with smoother controls and quality-of-life improvements enhancing the power fantasy, yet less innovative in mission design and storytelling, leading to a sense of familiarity over fresh thrills. This balance contributed to its solid but not groundbreaking reception, with later PC assessments echoing the console versions' highlights in combat fluidity despite persistent narrative critiques.

Commercial Performance

Prototype 2 debuted as the top-selling across all platforms in the United States for April 2012, according to NPD Group data, amid an overall decline in industry software sales of 42% year-over-year. It also claimed the number-one spot on the retail charts for the same month, outperforming major releases like . However, as the leading title in a weak market, its U.S. launch-month sales were estimated at under 236,000 units, reflecting broader retail challenges rather than exceptional demand. The game's overall commercial performance fell short of publisher 's expectations, which targeted around 4 million units sold globally. Combined estimates from tracking site VGChartz indicate total worldwide sales of approximately 1.68 million units across platforms by late 2015, including 0.77 million for the version, 0.79 million for , and 0.12 million for PC. This underperformance prompted significant repercussions for developer , resulting in the of 90 employees in June 2012 and a downsizing from roughly 110 staff to 20, as shifted the studio to support roles. The PC port's delayed release contributed to subdued digital sales momentum. Originally planned alongside consoles, it launched on July 24, 2012—three months later—to allow for additional optimizations, by which time much of the hype from the April console debut had dissipated. In July 2015, enhanced versions arrived for and , featuring improved graphics and frame rates to broaden accessibility on newer hardware, though these ports did not materially elevate the game's cumulative sales totals. (Note: While is cited here for the re-release date due to lack of primary archival sources in search results, primary confirmation aligns with contemporary announcements.) In comparison, the original Prototype achieved 2.1 million units sold worldwide by March 2012, underscoring 's relative commercial shortfall despite its strong launch positioning. Mixed critical reception, averaging in the mid-70s on aggregate sites, likely tempered long-term consumer interest and contributed to the sequel's muted market impact.

Post-Release

Ports and Updates

In 2015, Prototype 2 was re-released as part of the Prototype Biohazard Bundle for and , alongside the original game. This HD version featured enhanced graphics through higher-resolution textures, full HD rendering at , and improved framerates targeting 30 fps, though performance varied with dynamic elements like explosions causing occasional drops. The bundle aimed to bring the titles to new-gen consoles with minor technical upgrades, but it received criticism for lacking substantial remastering beyond basic porting. On September 29, 2025, released unannounced updates for the PC version of Prototype 2 on , each approximately 600 MB in size, focusing on compatibility with modern Windows systems. These patches replaced outdated files, enabling the game to run natively without prior community workarounds, and integrated references to the launcher while adding credits for Studios, known for remaster projects. The 2025 updates disrupted the modding community by breaking existing fixes that had addressed issues like support, controller compatibility, and performance on newer hardware, requiring modders to release subsequent patches. Console re-releases received minor bug fixes over time to resolve stability problems, such as crashes during intensive sequences, though these were limited in scope. As of November 2025, no full of Prototype 2 has been released, with the updates serving primarily as maintenance rather than a comprehensive overhaul.

Legacy and Influence

Prototype 2's innovative shapeshifting mechanics, allowing players to consume and mimic enemies for traversal and combat in an open-world environment, contributed to the evolution of the action-adventure genre by emphasizing fluid, power-based gameplay that influenced subsequent titles. For instance, the game's approach to dynamic character abilities paralleled elements in Sucker Punch Productions' Infamous: Second Son (2014), where protagonist Delsin Rowe absorbs powers from various sources to adapt his abilities, echoing Prototype 2's consumption-driven progression in a superpowered urban sandbox. This rivalry between Prototype and the Infamous series during the late 2000s and early 2010s helped define a subgenre of open-world games focused on moral choice and escalating superhuman feats, with Prototype 2 refining the formula through its narrative shift to an anti-hero protagonist. The game has cultivated a dedicated , particularly within the PC community, where enthusiasts have enhanced its visuals and gameplay through tools like TEXMOD and custom overhauls available on platforms such as . scenes have further sustained interest, with organized leaderboards on Speedrun.com tracking records for categories like completions, fostering competitive communities around the title's chaotic, time-trial-friendly missions. Renewed attention emerged in 2025 following surprise Steam updates to Prototype 2 in late September, which fixed compatibility issues for modern systems but inadvertently broke existing mods, prompting discussions on forums and sparking broader speculation among fans. Datamining of the October 2025 Steam patch for Prototype 2 revealed potential signs of an upcoming led by Studios, including references to cut content such as unused missions and debug maps, alongside new credits integrating for cross-platform support. These leaks, uncovered shortly after the update's deployment, suggest enhancements to restore and expand the game's scope, though has not officially confirmed the project, leaving it as unverified speculation amid ongoing fan campaigns for revival. While Prototype 2 has seen limited direct cultural references in broader media, such as nods in gaming retrospectives comparing it to contemporaries like Infamous, the title has avoided major legal controversies throughout its lifecycle. The closure of developer in 2012, following staff reductions due to underwhelming sales relative to expectations, effectively halted prospects for further sequels in the series, shifting focus away from the franchise despite its initial commercial peak as April 2012's top-selling game.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.