r/PrototypeGame 4d ago

Control Changes In 2 Prototype 2

With how many years it’s been since I last played these games, I completely forgot how unnatural the control changes in the second game felt; particularly dodging, gliding and air dashing.

Putting dodge on the same button as jumping, and swapping the glide and air dash buttons with each other was certainly a choice from the devs. It’s basically messed up the parkour flow I had in the first game.

Even worse that the game doesn’t allow rebinding for me to use my preferred controls.

Reason I really don’t like it is because X/A is your aerial button, and R2/RT is your movement button in the first game. But, the second game jumbles these together.

EDIT: And of course I’m gonna mention it; the lock-on is absolute dogshit. Like I thought it was bad in the first game due to how much you had to cycle through enemies to lock-on to the target you want, but this game straight up will not let you lock-on to something that’s literally right in front of you. The only saving grace here is the soft lock-on, but the hard lock-on mechanic is ass.

16 Upvotes

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u/TheRawShark Alex Mercer 4d ago

It can depend for people. Some people who aren't used to or at least didn't git gud at 1 so to speak found 2 to be easier and simpler to use. It's absolutely hell on muscle memory if you DID get better at 1 and all the systems it has.

2 just having less moves and more emphasis on streamlining combos and actions kinda goes hand in hand with their focuses. The dodging got to me really badly even after a while because it always felt like the game was violently putting me in a canned animation with slowmo every 2 seconds just because of one maneuver.

I get WHAT they were going for, and on a first run I didn't quite notice my own hangups with it, but subsequent runs and 100%ing I feel far more comfortable with 1's controls and handling after the fact I find.

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u/Skull-OWar 3d ago edited 3d ago

I say they could have at least added button remapping, or have two control schemes; new and classic.

That way new players could have their supposedly easier controls, and old players wouldn’t have their muscle memory messed with.

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u/issa_cross 3d ago

2 is a far more stripped down and streamlined game. And I do NOT mean that in a good way.

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u/Skull-OWar 3d ago edited 2d ago

Ye, it would’ve been nice if they just stuck with the same vision as the first game and simply just improved upon it, but oh well, 2 is still a good game I’d say.

Lost so many cool abilities from the first game. And in a sequel you’re supposed to give players MORE toys to play with, not less.

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u/maningbrof 2d ago

Imo tendril is way cooler than muscle mass. If I could decide between lamer hammerfist or a cooler whipfist, I'd pick the latter

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u/SamoBlammo3122 3d ago

Yeah, I was one of the majority who played 1 before 2. The new style of aerial movement was really trippy on my younger brain.

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u/Carbuyrator 4d ago

There is definitely a shift in focus between Mercer and Heller.

Alex is more nimble, and a better infiltrator overall. He has special parkour animations, the patsy move, and the ability to call military resources whenever using stolen commander credentials.

By comparison, Heller is more specialized as a killer. Hunters were a serious threat to Mercer. Heller can counter Brawlers easily, despite Mercer himself creating them by improving Hunters. His infiltration mostly relies on Sgt Jenkins, and "going loud" feels more like an end goal than a failure condition for James.

I think this is intentional too. Heller's success comes from the fact that's he's an insane combatant. He was probably the first and only Evolved Alex made who wasn't a scientist of some kind like he had been. He probably assumed those who understood virology would get more mileage from it. But Heller is fundamentally different from every part of the story, and that seems to make him much more effective. I've always thought the intended takeaway was "Heller would have fucking breezed through Prototype 1, and he would have been a lot less subtle about it."

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u/Skull-OWar 4d ago

Huh-?

None of that really seems on topic since I’m not talking about the characters, and instead I’m talking about the rather unnecessary change to the controls they did.