Prototype Review (PC) 40 replies

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Captain Fist

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#21 10 years ago

I like it because my computer is old and slow.




>Omen<

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#22 10 years ago
bud389;4918524I don't know what the big problem is with controls, i'm doing fine with them, i think people just aren't learning how to utilize the "Special controls" correctly (movement controls acquired through upgrades).

Well one thing I was surprised by is the free aiming mows down enemies fairly well when pointed in the general direction. In fact I find myself wasting more ammo than needed as they fall so slowly at the frame rates I get sometimes I don't even know they're already dead. LOL

I'm not sure I like the target lock though. I can't tell if it's the lag or that it often just chooses targets I don't want to lock onto but it seems I really have to force it to focus sometimes, which is hard to do with the radical character movement. I'd prefer a target lock you could guide with the mouse quickly and easily, but instead you must use the movement keys to align yourself, which have Alex darting left and right.

As is the case with many ported-from-console games with over the top action, the movement is too hyperactive to be precise. Even Just Cause as arcade-like as it is has better movement and aiming than this game. At least in JC there's a semi FPS mode where the camera is just behind your shoulder with a zoom effect.




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#23 10 years ago
>Omen<;4918931Well one thing I was surprised by is the free aiming mows down enemies fairly well when pointed in the general direction. In fact I find myself wasting more ammo than needed as they fall so slowly at the frame rates I get sometimes I don't even know they're already dead. LOL I'm not sure I like the target lock though. I can't tell if it's the lag or that it often just chooses targets I don't want to lock onto but it seems I really have to force it to focus sometimes, which is hard to do with the radical character movement. I'd prefer a target lock you could guide with the mouse quickly and easily, but instead you must use the movement keys to align yourself, which have Alex darting left and right. As is the case with many ported-from-console games with over the top action, the movement is too hyperactive to be precise. Even Just Cause as arcade-like as it is has better movement and aiming than this game. At least in JC there's a semi FPS mode where the camera is just behind your shoulder with a zoom effect.

Erm, you DO realize that if your press and hold tab you can change lock-on targets, AND just clicking tab will auto lock-on to the most dangerous enemy in the direction your pointing.... The PC and console releases were within a couple days of eachother, if not on the same day.




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#24 10 years ago
bud389;4918985Erm, you DO realize that if your press and hold tab you can change lock-on targets, AND just clicking tab will auto lock-on to the most dangerous enemy in the direction your pointing.... The PC and console releases were within a couple days of eachother, if not on the same day.

It was still ported from console to PC, not developed in parallel. There is no doubt their primary market was the PS3, and they designed everything around the PS3 controller, and then tried to map it as best they could to a keyboard and mouse.




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#25 10 years ago
bud389;4918985Erm, you DO realize that if your press and hold tab you can change lock-on targets, AND just clicking tab will auto lock-on to the most dangerous enemy in the direction your pointing.... The PC and console releases were within a couple days of eachother, if not on the same day.

Of course, I know how the target locks work, I just don't like the way it's designed. I'm not talking about how it activates or which parameters it uses to select targets.

And as Afterburner said, it's obviously a port job. From the comments I've read from others whom have played it, the camera gets even worse when indoors as far as slow tracking and being erratic near walls.




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#26 10 years ago
>Omen<;4919024Of course, I know how the target locks work, I just don't like the way it's designed. I'm not talking about how it activates or which parameters it uses to select targets. And as Afterburner said, it's obviously a port job. From the comments I've read from others whom have played it, the camera gets even worse when indoors as far as slow tracking and being erratic near walls.

They must've had some really bugged up games because my game is completely fine. I haven't encountered one glitch (except for when i once clipped through the roof of a structure in the park, but clipping happens in every game, so....) and the erratic camera... Haven't experianced that either.




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#27 10 years ago
Afterburner;4918986It was still ported from console to PC, not developed in parallel. There is no doubt their primary market was the PS3, and they designed everything around the PS3 controller, and then tried to map it as best they could to a keyboard and mouse.

Honestly, how do these two systems differ in controls? What is so different about them that everyone is complaining about? their practicaly identical in design. I mean, back in the older era, i could see how Gamecube controls could differ compared to xbox or PS2 controls.




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#28 10 years ago
bud389;4919063Honestly, how do these two systems differ in controls? What is so different about them that everyone is complaining about? their practicaly identical in design. I mean, back in the older era, i could see how Gamecube controls could differ compared to xbox or PS2 controls.

You don't see the difference between a PS3 controller and a keyboard and mouse? :Puzzled:




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#29 10 years ago
Afterburner;4919090You don't see the difference between a PS3 controller and a keyboard and mouse? :Puzzled:

No, i don't understand the difference between PS3 and 360, as the 360 got lower ratings then PS3 and some of the reviews complained about controls.




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#30 10 years ago
bud389;4919053They must've had some really bugged up games because my game is completely fine. I haven't encountered one glitch (except for when i once clipped through the roof of a structure in the park, but clipping happens in every game, so....) and the erratic camera... Haven't experianced that either.

I would suspect from what I've read so far they are going to find some problems with how certain HID devices work, particularly USB driven KB and Mice that are programmable, along with audio cards that don't natively support OpenAL well.

As for clipping, I saw a woman civilian walk right through the corner of a building, but since I've not been indoors yet, I've probably not seen the worst of it I would assume.

On controls, it's not so much the controls themselves that differ with the 360 and PS3, except for the Sixaxis tilt function of course, it's the CPUs. The Sony has lots of CPU cores, but very little cache. That combined with a higher level of graphics can cause slow downs. There are far more reports of PS3 titles slowing in frame rate than with the 360.

It's a mixed bag really. The PS3 seems to have a bit more rugged and reliable hardware and sharper graphics (with the exception of some games), but I think the 360 is made for more stable frame rates with the amount of cache and the level of graphics it has.

As for controls where porting is concerned, it really has to be done right, because on consoles the control set is written for slower analog min toggles. If in the porting to PC a completely different control set is not written that is designed for digital mice, you get really clunky movement.

In Prototype it's not so much the mouse control itself that's bad, it's the camera and hyper movement of the character. The latter would indicate they didn't take into account well enough the difference between analog mini toggle speed moving the character, vs doing it with a faster digital KB.