Wednesday, November 12, 2014

Kiba Gaiden (2011)

The Dark Knight Kiba

Released in theaters in November 2011, Kiba Gaiden takes place before the last three episodes of the original GARO and is centered on series antagonist Barago (The Dark Knight Kiba) and explores Barago's origins and his call to darkness. Due to this movie's place in the Garo canon it is highly advised that one watch the original series then the gaiden entry as some spoilers are inevitable. I'll start by saying in many ways, you could call this film Amemiya's tour de force as many of the elements in GARO and Garo: Makai Senki are not only on full display but are taken to some very impressive heights. Amemiya did so much, with very little, in a very short amount of time. The results are so well-done and wonderfully imaginative that I found myself consistently impressed throughout.


Life and death are simple concepts.

The film opens with Barago's soliloquy about the darkness in his heart and whether a light was ever there to begin with. The scene then shifts to Amemiya's signature brush work where we see a Horror attack a woman before being slain by Kiba. We are then taken to a dark room which uses a blend of western gothic ornaments with makai symbols where the three main characters in this film take center stage and it is in this scene and many others like it where Amemiya shows how good he is as both the creator of the property and this series. He doesn't spend a large amount of time introducing our characters because with the exception of maybe Elda, we know them from the series. Amemiya also carries over the design elements of the original series, keeping all the franchise's aesthetics in place. In addition, the absence of visible light sources, the presence of dark colors, and sharp almost sinister designs of the objects in the room give the film's opening location a very oppressive atmosphere which made Kaoru's imprisonment feel every bit as discomforting to this viewer as it was to Kaoru herself. Perhaps even more so because while Kaoru is in disbelief that someone closest to her is threatening her life, I was fully aware at this point that Barago was a monster. Of course he wasn't always this way.



Childhood

Barago recounts his childhood which I found added to not only his character development but also Amemiya's creativity. Contrary to most villains Barago did not have a tragic past. Rather his childhood was mostly an idyllic one and very similar to most families in Makai, his mother being a Makai Priest and his father a Makai Knight, and like most children Barago was trained to be strong so as to one day become a Makai Knight himself.



She is more precious to him than any other.

People deal with loss in different ways and when Barago's mother took ill and was claimed by a Horror soon thereafter, in his mind it was because neither he nor his father were strong enough to protect her. Once Barago lost his father it simply meant his father was weak. Barago's psychological approach to dealing with pain and loss revolves around his perception of power and the applications thereof.



Barago meets Messiah, The Origin of All Horrors

I found Barago's character and indeed the development thereof quite different from many other villains because initially he doesn't seek power just for the sake of it, nor does he subscribe to the "survival of the fittest" or "might makes right" theology of villainy. Power is simply everything and the natural objective of everyone who calls themselves a Makai Knight. Barago's quest for power leads him to break many Makai rules and delve into his share of taboos such as seeking out the power of darkness and even Messiah, both of which being the ultimate evils in Makai teachings. What I also found captivating about Barago is his lack of hesitation when speaking in absolutes. Barago is hands down one of the most powerful characters in Garo if not the most powerful, and his willingness to adopt a mentality of absolutes is rooted in his convictions that anything can be accomplished with strength. Even so, he never boasts about his strength and recalls his accomplishments as mere matters of fact.



He is a nightmare.

The movie has a short, but very effective montage that shows us how much stronger Kiba has gotten overtime. Even if you haven't seen the series, it's easy to see why he is a nightmare to Horrors and Makai Knights alike, demolishing his enemies with unrelenting force and even devouring them and taking their strength for his own. Kiba's theme is played during this montage for that extra touch of badassery and is almost spine-chilling. Whether he is up against Horrors or Makai Knights, Kiba is unfettered, brutal power, and doesn't really have to do much to completely overwhelm his opponent. That is until he faces down Garo and the struggle between the two is a soul-shattering showdown so epic, so over the top the battle alone makes the film a must see.



Dark reflections.

The acting in the movie is mostly good. I say mostly because Mika Hijii who plays Kaoru in both the series and this film doesn't appear to bring her A game. It's possible that she wasn't given much to work with or just didn't have the most screen-time to be anything more than a damsel in distress but I didn't feel as though she gave a believable performance here. I suppose Kaoru as a character is so taken aback by Barago's betrayal that she can't wrap her head around everything that's going on but I just didn't really feel Hijii in this role.



Darker designs.

Leah Dizon plays Elda, Barago's right hand. I felt she received a decent amount of screen-time and didn't phone in her performance at any point I could notice. While her character type was cliche I still remember her quite vividly. I felt that not only was she a good actress but I also have an appreciation for Amemiya for giving her a fully fleshed out and believable origin in her own right which made her feel like a round character.



Stealing the show. Like a boss.

Singer/actor/guitarist Masaki Kyomoto steals the show as Barago. Kyomoto is no stranger to acting as he's been in the business since the 1980s. Much like in Garo where he played two characters, he brings that duality to his role here. Kyomoto portrays a character that is affable and forthcoming, but at the same-time he's very good at keeping Barago's cruelty firmly in mind. Even when he's being gracious there is a cold, oppressive nature about him. When he treats Kaoru or Elda as people it's done in a way where he seems to be merely humoring them even if it's not overt. Kiyomoto has a soft but masculine voice which is very attention getting and I found myself hanging onto his every word. He has a strong onscreen presence and makes very subtle use of his facial expressions and eyes, the latter technique I found particularly captivating because he never seems to look at the other characters even when he's making eye contact with them. It seems as though he's looking through someone, or rather he looks passed them, his eyes always on his ultimate goal and giving no pause to anything in between.



The Lightning Baron will strike down evil.

The film's epic orchestrated score comes across particularly well during the fight scenes. One especially noteworthy piece plays during the battle between Garo and Kiba which makes the battle feel and sound every bit as monumental as it looks. Kiba's theme is a really intense, dark, horrifying piece that makes an excellent use of only a small handful of instruments with some very audible trumpets which is fitting given what trumpets sometimes symbolize. One piece that stood out for me just as much, if not even more than Kiba's theme is the theme of Barago. For all his power and evil, Barago strikes me as a sad character if not in nature then certainly in circumstance and his theme is a very soft, almost quiet piece which mixes violins and pianos and while there's a sinister tone in the reverb I found the theme tragic and moving overall.



Was there ever light in that heart?

Kiba Gaiden was a very enjoyable film. I didn't think a gaiden about Garo's antagonist would provide so much characterization and such epic thrills when I first heard about it. It's clear that Keita Amemiya doesn't phone it in and I felt he really outdid himself with Kiba Gaiden. While it's not the longest film (run-time is less than 60 mins.) it's definitely unique and more entertaining than many films I've seen that cross the two hour mark. I felt it's also one of the stronger GARO films and with a tokusatsu this good that says quite a bit. There are some interesting twists and shocking turns in this movie which combined with great acting, fantastic fight scenes, and a powerful ending really left an impression. Definite must see.

Sunday, November 2, 2014

GARO (2005 - 2006)

GARO The Golden Knight

Since ancient times creatures called Horrors have preyed on mankind. Possessing terrible strength, magical powers, and the ability to shape-shift, Horrors have been the stuff of nightmares. Mankind's only defense against these creatures are the Makai Knights; human beings who possess superb martial arts skills and powerful magic. Over the centuries, the Makai Knights have been successful in repelling these monsters, and to the people of today Horrors and Makai Knights are just obscure myths. However, the threat of Horrors is very much real and now as they stand on the edge of complete annihilation, they will call on Messiah the Origin of All Horrors to exterminate mankind forever. Only one man can stop the Horrors from bringing about their terrible plan. That man is Saejima Kouga. That man is Garo The Golden Knight.


Name: Saejima Kouga, Occupation: Undisputed BADASS

Created in 2005 by Keita AmemiyaGARO is a dark fantasy set in the modern era. More so than its successive series, Garo is a masterful blend of horror, fantasy, drama, and martial arts that creates a tokusatsu that is on par with many Kamen Rider series, and speaking as someone who feels Kamen Rider is the greatest tokusatsu out there that is no small statement. The cast, presentation, and writing go a long way in making this show standout. There is a lot of world building that uses small details like introducing terms such as Makai Knights, hoshi, madou fire, watchdogs and so forth to gradually and effectively build a captivating horror fantasy. I thought taking in all the complex terms and rules of this world would be daunting at first but by the second or third episode I knew a great deal about this world and never felt lost as the series went on. The show follows Saejima Kouga (Garo) who is played by Hiroki Konishi who seems to be channeling his inner-Blade era Wesley Snipes. We get the feeling very early on that despite Kouga's archetypal construction there's more to his character than he lets on. While he's mostly a reserved badass, Kouga usually has a witty quip or cold remark which in addition to suiting a particular situation, also goes a long way in exploring his hidden depths.


Kouga, Gonza, and Kaoru

When he's not cutting down Horrors, Kouga isn't particularly outspoken and I feel that Konishi does an absolutely amazing job with this character in communicating his thoughts and feelings with non-verbals. Whether it's the speed of his gait, his posture, facial expressions, or just certain glares or glances of his eyes, Konishi's acting enables Kouga to speak the most when he's not saying anything at all. It's a quiet performance that's hardly silent. As a character Kouga is all business and has little interest in anything outside of his duties as a Makai Knight and this either by whole or in part has stunted how he associates with other people. In doing so, it builds a believable wall between our male and female leads.


Sleeping Beauty

Played by Mika Hijii, Kaoru Mitsuki serves as our female lead who strangely enough, is effective because she's completely average. Kaoru is a starving artist who is trying to achieve her dream of becoming a world class painter and has to take odd jobs in order to eat and pay her rent to the best of her ability. At her core she's a single woman trying to make it out here. She has an unfortunate encounter with a Horror and while Garo prevents Kaoru from being killed, he doesn't technically save her life. Kaoru gets stained with the blood of a Horror which infects her body and attracts other Horror to her like a beacon. And even if they don't kill her, in 100 days she'll turn into a Horror herself so it goes without saying Kaoru's days are numbered. What's compelling is that despite being hunted by these monsters Kaoru refuses to give up. She keeps aiming for her dream while at the same-time, trying to unravel the mystery of her father's final masterpiece which is an unfinished picture book of a strangely familiar figure in golden armor.


Character development. We don't have this in the states.

Kaoru builds a believable, albeit predictable romance subplot with Kouga which I actually didn't mind much to my own surprise. It doesn't feel shoehorned into the plot and the relationship is a very slowburn as Kouga's character arc has to take him from the person he is i.e. someone who doesn't care about forming bonds and is solely dedicated to being a Makai Knight, to the person he needs to be i.e. someone who is compassionate and understands that the monsters in his own heart are every bit as dangerous as the Horrors themselves. I point this out because it is Kouga's relationship with Kaoru that forces him to reflect on who he is and why he is and opens the door to further characterization and bits about his background. As the story progresses, we encounter other characters including rival Makai Knights.


Suzumura Rei The Silver Knight

Played by Dustz lead singer Ray Fujita, Suzumura Rei serves as Kouga's bitter rival, foil, and unwilling ally depending on the situation and his mood which is liable to change in a heartbeat. Rei can best be described as ruthlessly efficient as he'll cut down Horrors (and anyone tainted by Horrors) with merciless ferocity. He develops an interest in Kaoru that some times takes a left turn into creepy land, and he also holds a grudge against the Golden Knight for reasons known only to himself. The script (and the franchise as a whole) gets a lot of mileage out of Rei's character right from his introduction because it shows us that Kouga isn't the only Makai Knight and there are others fighting against the Horrors. It also shows us that different Makai Knights have different regions of the world they're supposed to defend and they're not actually supposed to crossover into each other's jurisdiction. On top of that, the inclusion of Rei helps the plot move closer to the larger conflict.


Power Up!!

As per the norm with tokusatsu the villains of the series tend to be your Monster of the Week variety starting off. Kouga receives assignments from the Watchdogs (his bosses) and intel about Horrors while other times he must hunt them on his own with absolutely no information to go on. These Horrors lure humans often targeting them based on their character flaw such as greed or taking advantage of people's desperation or regret on other occasions. Essentially if there's someone out there that has a psychological, emotional, or spiritual weakness there's a Horror that will prey on them. Some of the scenarios in which people fall victim to Horrors makes perfect sense such as when a Horror poses as a doctor and kills people in his private hospital because it would go unnoticed if there was a mishap on the operating table. Other scenarios do seem contrived such as when one Horror poses as a broker and attacks the people she meets. But she meets people out in the opening, at night. Who meets a broker in the dead of night? I admit these are minor gripes and this is typical of most series of this kind. It's not a jab at the convention but I do wish the reasoning behind some encounters was more creative.



The Dark Knight Returns

Around the halfway point Kouga learns that his father's nemesis Barago is not only alive but in his very city. The conflict between the two not only turns the world of Garo upside down but brings the city to its knees. The action is top notch due in large part to excellent choreography, some creative wire work, and relatively simple use of CG except for the most over the top battles. One of the things I appreciated about this Garo and a major advantage it has over its successive sequels is that it uses costumed stunt men for most of its fight scenes. I feel the action is more effective in this manner not only because its the tradition of tokusatsu but also because by not using CG, the battles look more real and the combat is a lot more interesting because even with the use of wires, there is still a guy in a suit executing these moves rather than a CG model. It also says a lot about the presentation and the remarkable level of care put into this series because Horrors and armor worn by the Makai Knights all look really complicated so there was certainly a lot of effort that went into building this world.



Garo is ready for action!

When CG is used it's done where it makes sense such as in the creation of some two story tall Horrors and fight scenes which could not have been done any other way. Perhaps the most jaw-dropping use of CG combined with live action comes during the series climax which I won't spoil but I will say it was the most stylish, action packed finish I've seen this side of Karas. Simply put, Platinum wishes they made something this over the top.


"He fights battles and doesn't afraid of anything."

The series isn't perfect. Some of the writing toward the end gets inconsistent, for some viewers it may take too long to set up the ultimate conflict, and series villain Barago doesn't get a lot of characterization. While he does get an entire movie dedicated to his story (Kiba Gaiden), I feel that he should have been explored more thoroughly in the series in which he was introduced and not a separate movie. However, what is here is quite good. Opening and ending themes by Jam Project (The Soultaker) along with a fantastic score by Shinji Kinoshita and Kōichi Ōta gives each scene a life and a mood of its own. Garo blends drama, horror, martial arts, and transforming super heroes to create an imaginative series that launched an entire franchise and for very good reason. Like an RKO out of nowhere Garo definitely took me by surprise and it's a series I won't forget anytime soon. While I can't vouch for some of the later entries, the original Garo is very much a must see.

Monday, October 13, 2014

Yaiba: Ninja Gaiden Z

Let's get this over with.
Taking place some time after the events of Ninja Gaiden 3, Yaiba: Ninja Gaiden Z follows the story of Yaiba Kamikaze, a villainous shinobi who is cut down by series protagonist Ryu Hayabusa two weeks before the events of the game. A mysterious organization led by a shady capitalist named Del Gonzo brings Yaiba back to life using advanced cybernetic technology developed by Del Gonzo's head scientist Miss Monday. Yaiba learns that a viral outbreak has turned the masses into zombies and the world has been thrown into chaos. However, the only thing Yaiba cares about is getting revenge on Ryu Hayabusa and he'll maim and cut his way through hoards of the undead if he has to. Maybe, if the world is lucky he'll find time to save it along the way.





From a plot standpoint Team Ninja does deserve credit for shaking up the narrative direction of the series. While the canon of Ninja Gaiden has always been a bit obscure, Team Ninja did a good job introducing a new character in a story of his own which isn't actually that bad. While the zombie apocalypse is a plot device which has been done to death [and really needs to go away] I don't mind it here in part because the game is self-aware of its absurd narrative. Yaiba: Ninja Gaiden Z balances its tongue-in-cheek tone, with some off-kilter humor, and occasionally more serious plot developments. The game isn't trying to be meta or deep and while the characters aren't breaking the fourth wall Yaiba: Ninja Gaiden Z knows it's a video game and it's not aiming to be anything deeper than that.


Yaiba Kamikaze vs Ryu Hayabusa
Another point in the game's favor is Yaiba himself. I appreciate Yaiba as a character because he's so different from the typical video game hero. In fact Yaiba is not a hero at all or even an anti-hero. Yaiba is a villain protagonist whose back-story consists of him murdering his own sister (crime of passion thing), killing several elders of his own clan, becoming a ningen, and delving into all manner of shady dealings as a mercenary. Also of note is that Yaiba isn't just thrown into this narrative without a good reason. The animosity between the Kamikaze and Hayabusa clan is older than Yaiba and Ryu themselves and even if Yaiba didn't abandon his clan he would have gone after Ryu at some point. Yaiba is snarky, more calculating than he lets on, and has some comical dialogue. As he tracks Ryu through the game we also discover that he's considerably more learned about the ninja world than his uncouth nature would lead one to believe.


Dat art
While Yaiba is far from a graphically impressive Ninja Gaiden, the game has striking visuals and looks particularly good on the PC. Comic artist James Stokoe drew some really intense pieces and some very stylish panels for the game. His drawings are very sharp and while other games have taken a comic style presentation, few look like this.



Bring it on!
The combat is very complex albeit extremely clunky. Yaiba has three basic attacks; sword, punch, and flail. The sword is quick and does about average damage, the punch is powerful but leaves Yaiba open to attack, while the flail is good against crowds of enemies but does little damage. Different combinations of these commands will execute different combos that vary in effectiveness depending on the type of enemy you fight against. For example, some enemies will surround themselves with an electrical shield and you'll need to use the flail to absorb their electrical charge before you can attack them. While you'll need to punch larger, more lumbering enemies in order to stun them and leave them open for combos.


New and Improved
As with most action games there's a skill tree that allows Yaiba to learn new moves and combos. Yaiba can collect power-ups which increase his health meter, and defense against various elements such as fire, electricity, and corrosion. There are no potions or elixirs in the game so Yaiba regains health by performing executions on his enemies. Initially you can only do one at a time but after getting a particular power-up you can chain up to 10 executions back-to-back, provided you get the timing down and the system quickly becomes gratifying when Yaiba is taking down hoards of zombies like the badass he is.


Come at me bro!
Yaiba also has a Bloodlust meter which similar to a "rage meter" seen in other games (God of War, Force Unleashed, Darksiders) can be filled by taking and inflicting damage and once activated increases Yaiba's offense and makes him invincible for a short period of time. Yaiba might seem like a button-masher initially, and while that is the image many reviewers have tried to push it's factually untrue. You'll need to master the timing of the executions to maximize your kill chain, and also the lag between some hits in Yaiba's combos to ensure your enemies can't capitalize on them. Unfortunately, any kind words I have for the game concludes here.


In Soviet Russia, pooch screws you.
Yaiba: Ninja Gaiden Z was developed in collaboration between three different teams and at least two of them (Comcept, Spark Unlimited) have never designed a good game in their history. Yaiba has some good systems which - were they in the hands of more competent developers - would make for a good experience, but only end up kneecapping the game overall. While you have three different weapons you can't level them up. And while Yaiba gains skill points to learn more combos he doesn't actually get any stronger. This isn't a problem when fighting regular zombies but when you take on bosses you're put in situations where Yaiba can only inflict chip damage but he can get bodied in only four or five hits. As I mentioned before Yaiba comes across power-ups that increase his health bar and elemental defenses, however the buffs Yaiba gets don't actually have any effect, or the effects are so minimal I couldn't tell the difference. I collected all the fire shards in the game which - according to the game itself, would improve Yaiba's defense against fire attacks. Only it didn't. And I found that Yaiba was every bit as vulnerable to fire as he was before I wasted hours tracking down the shards. You can increase Yaiba's health bar but it doesn't actually allow him to live any longer because all of your enemies' attacks are percentage based. So if an enemy is going to take off 30%, 60%, or even 80% in some cases, it doesn't matter how much you increase your health meter because they're going to take off that damage each and every time.


Let's carve this turkey.
The camera is another of the game's many problems. In the first stage the camera isn't really an issue but as you go further and further into the game it gets progressively worse because the game's approach to "increasing difficulty" is to throw larger and larger hoards at you and when this happens the camera pans out, often way too far to make out anything that's going on. What complicates matters is that because Yaiba looks as mangled as some of the undead he's fighting against, it's hard to even tell him apart when you're surrounded by enemies that have a similar color palette. It is no exaggeration to say that more than half of my game overs can be attributed to the fact that I didn't even know I was taking damage until my health bar completely emptied. You might say I should have seen it shrinking but that's rarely the case as many of the later enemies can kill you in about three or four hits and it's hard to block, dodge, or do anything to mitigate damage when I can't even find my character on the screen.


Shame Yaiba doesn't get this airborne in the game.
Other questionable design decisions are the fact that Yaiba cannot use ninpo or even jump and no I am not kidding. While the absence of ninpo is at least understandable as it ties into Yaiba's back-story and it separates him from Ryu, the absence of a jump button is absolutely baffling. Certain combos will send Yaiba airborne and certain attacks allow him to flip forward about two feet off the ground, but there isn't an actual jump button in this game which is an absolutely mind-boggling omission, particularly because most of the game's combat issues could be eliminated with the simple inclusion of what is already a core mechanic of most action/adventure games, and yet it's absent here. Yaiba has a dash which is slow and moves him into enemy attacks about as often as it moves him away from them but at least it works better than his block and counters.


Paint the town red.
There is a block button but your guard can easily be broken by enough regular attacks and of course heavy attacks cannot be blocked at all. The game demands you counter heavy attacks which would be fine if the controls were responsive and the tell-tell flash (that indicates an attack that needs to be countered) didn't glitch more than half the time. So essentially you're up against enemies whose heavy attacks can shave off 30% of your health, you can't block them, your counter will probably fail, and any attempts to dash will more likely send you right into another enemy's attack, provided you even clear the AOE of the attack you were trying to avoid in the first place.


Survival Skills
All of the game's problems are on full display when Yaiba finally throws down with his nemesis. Hayabusa is able to take off your entire life bar in only three hits, one or two hits if you get nailed with his lightning ninpo, he can power through all your combos, takes very little damage, and moves so fast that Yaiba seems like he's moving in slow motion. The speed at which Ryu can home-in and completely demolish Yaiba cannot be overestimated and I regularly found myself dying in four or five seconds. Now on the one hand you could make the argument that this shows the difference in ability between Yaiba and Ryu but that would be an inadequate defense for the following reasons. In Yakuza 4 and Devil May Cry 4 for example, there are situations where you fight the main character of the series with a less powerful character but the boss battles themselves still work because the game's mechanics are sound. You can create a scenario where a series protagonist is stronger than your MC and still have an enjoyable and well-designed boss fight.


Only in the cutscenes.
Yaiba's lack of speed, offense, defense, elemental resistance, the absence of a jump, questionable blocking mechanics, and a counter mechanic that glitches more than it should, all become more prominent, nigh game-breaking issues when you enter a scenario where all of those problems leave you with a main character  that is completely gimped. More succinctly, it feels as though the battle against Ryu requires working mechanics from a different game i.e. a Ninja Gaiden game which - from a design standpoint is something Yaiba is not. And given that three different teams worked on this game, this scenario is not only possible but quite likely. The lack of "working mechanics" is also problematic during the game's platforming sections which are among the worst I've seen in any generation on any console.


It looked good on paper at least. :\
Platforming sections are the only places in the game outside of cutscenes where Yaiba actually jumps and even then it doesn't work. Command prompts regularly fail, the camera during the platforming is too close to see where you're supposed to leap to, and sometimes Yaiba will just fall through the world when he's trying to grind a rail. But by far one of my favorite glitches is when the arrows on the walls and pipes aren't highlighted and because they're not highlighted Yaiba won't jump to them. So what happens is that you'll come to a wall or ledge but Yaiba won't leap, jump, move, or anything. He'll just stand there because even though the arrows are pointing in a certain direction, unless they're glowing Yaiba can't progress. So you have to restart your game and hope it doesn't glitch.


Game, case, booklet, comic, soundtrack, two DOA5U costumes.
I tried to like Yaiba: Ninja Gaiden Z. Much like DMC, I went into the game unfazed by the jeers of critics and fanboys. I was ecstatic when I bought a brand new copy that came with the added bonus of a comic, soundtrack voucher, and two DOA5U costumes all for only $9.99 and while I figured Tecmo Koei was desperate to get the game off the shelves, I didn't think it'd be this bad. It looked like good ideas went into the design document but never really made it into the development, let alone the final game. I feel this is a PSN or Xbox Live quality title and I mean that in the most unabashedly, critical way possible. It is no exaggeration to say the trailer is the best thing about the game. This isn't the worst game I've ever played but it's definitely on the list.

Wednesday, August 20, 2014

Prototype 2 (2012)

This is how you go out with a bang.

Developed by Radical Entertainment and published by Activision, Prototype 2 is the sequel to the 2009 action-adventure game Prototype. In the original Prototype, a plague unlike any seen before is sweeping across New York and killing people en masse. You played as an amnesiac named Alex Mercer. Voiced by Barry Pepper, Alex Mercer discovered that while he had no memory of his past, he possessed incredible power including shape-shifting, durability, and immense physical strength, the kind of strength that allowed him to pull off such feats like drop-kicking helicopters. Eventually Mercer learns his powers come from the Blacklight virus which is the same virus that is destroying New York. I won't go into the specifics because it's a game you absolutely must play but long-story short Mercer saved the day as all video game protagonists do. Or did he?


Mercer. Heller. Heller. Mercer. Let's get it going.

Prototype 2 takes place two years after the events of the first game and centers on a new protagonist, U.S. Marine Sergeant James Heller. Sergeant Heller is returning home from Iraq and discovers his wife is dead and his daughter is missing. Not only that, but a virus strangely similar to Blacklight is slowly creeping through New York putting the city in jeopardy once again. Worse yet it seems that Alex Mercer himself may be at the heart of it. Heller rejoins the military and after encountering Mercer himself, is thereafter infected with the same virus Mercer contracted. When Mercer informs Heller that the situation isn't what he thinks it is, Heller's world is turned upside by a national conspiracy, a potential pandemic, and a Darwinian conflict that will bring the city to its knees.


Shepherd of Fire

From a narrative standpoint the game is mostly similar to the original. Protagonist gets viral powers and has to save the people of New York from a threat that no one else can stop. Like Mercer, Heller has to fight against the PMC (private military company) Blackwatch and the genetic research company Gentek. However, Mercer has his own faction which rounds out this black waltz and places Heller in a scenario where he can't trust anyone, even those who claim to be his closest allies. Similar to the first game there are plot-twists but here they're presented in a much more logical fashion and it's very effective to boot. The game is good at building a sense of paranoia and I found myself questioning if some of my allies were any different than the enemies I hunted down.


Allies or Enemies?

Cutscenes are presented using both in-game graphics and CG where everything is in black and white, and all colors are muted but red, blue, and yellow. It stands out immediately and gives the game's presentation a unique feel. The story is good enough to keep most gamers interested but it certainly helps that the gameplay is on a level of BADASS few games can touch.


Prophet is that you? This isn't Crysis.

For those who didn't play the first Prototype, it was similar to the Incredible Hulk: Ultimate Destruction which was also made by Radical Entertainment. Prototype 2 follows suit and what this means is Heller can toss cars like they were nothing, rip tanks and helicopters apart with his bare-hands, and take an RPG like a champ. Heller can also turn his arms into claws, giant fists, a viral whip, a blade capable of slicing through a tank and then some. Heller's powers will also evolve when he gains a certain level of experience points which can be used to buy some seriously badass upgrades. These upgrades can be used to improve offense, defense, unlock new moves, and improve Heller's already existing abilities.


IT'S OVER 9000!!

For example, you can improve Heller's accuracy with firearms, his effectiveness at piloting tanks, helicopters, and so forth. There's even an upgrade you get early on that makes Heller completely immune to bullets. It's a good thing too because Prototype 2 throws everything at you. Heller will be attacked by tanks, combat helicopters, a hoard of infected, Brawlers, evolved humans, Blackwatch mercenaries, and the U.S. Army. I've had some truly epic battles in plenty of non-scripted, real-time gameplay scenarios. One of my favorite memories of this game is when I was chasing after an evolved while Brawlers, Blackwatch soldiers, tanks, and helicopters were gunning for me. After hitting a Brawler with a brainbuster, I threw a car at some Blackwatch mercenaries, before leaping over an enhanced soldier, pouncing a helicopter, and tossing the charred remains at a tank before continuing the chase.


Those infected have no idea what they're up against.

The challenge in Prototype 2 may be substantial or minimal depending on how well you play but to a greater extent the game is about empowering the player like few before it have done this effectively. Heller is immensely powerful and early on the skilled player will be tearing apart tanks and taking down helicopters with Shoryukens. The game's story and presentation justifies this level of strength as: 1) Heller is infected with the same virus that made Mercer the most powerful life-form on the planet 2) Blackwatch considers Heller a threat to the entire organization and 3) Gentek considers Heller a potential global threat.


Constantly evolving.

In my playthrough I might have died once or twice but that's largely because I was familiar with the mechanics as they're nearly identical to the first game. But someone coming in fresh will likely find the game challenging and so Heller's OP status probably won't stand out that much for them. I don't think the difficulty or lack thereof is detrimental to the game in any way, but I felt the need to point it out. This game is about power and Heller has that in spades. There are some missions that require stealth but even if you get caught you can usually power your way through and complete your objective.


Can you hear me now?
Similar to other open-world games, Prototype 2 places you in a large, bustling city where you head to different mission objectives on the map. The main missions are given to you by characters you meet who are integral to the plot, while side missions are sprinkled throughout. Completing side missions will not only reward you with upgrades and XP but they'll also reveal additional secrets about what goes on in Gentek and Blackwatch via some very intriguing cutscenes that make use of quick cuts, eerie echo effects, and some disturbing dialogue that really shows how messed up some of these characters are.


Beats American Airlines.

Due to the infection Blackwatch has instituted martial law so some areas are restricted. To enter them you'll need to disguise yourself to slip in unnoticed. Heller will be attacked on sight if spotted by Blackwatch, but if you're disguised as a civillian they won't know it's you. Try walking onto a base however and you'll find yourself greeted by alarms and gunfire. So sometimes you'll need to sneak up to a Blackwatch mercenary or scientist while disguised as a civilian and then consume your target so you can take on their appearance and enter a particular base or area. Some bases have doors that will only work for a particular DNA and so you'll need to find the person carrying that DNA and consume them before being able to gain entry. And you'll need to do it covertly. Things like gliding, jumping off rooftops, and benching cars tends to standout no matter your disguise, so while the game allows you to go all out whenever you want, it's good at building scenarios where discretion is the better part of valor. In addition to an interesting story and fantastic gameplay it helps that the cast of characters is interesting even if leaning more heavily on tropes.


You wouldn't like him when he's angry.

Our main character U.S. Marine Sergeant James Heller is the Angry Black Man of the game but to an extent he has a lot of characterization that goes beyond that trope. Heller is coming home from his tour in Iraq and learns his wife is dead, daughter is missing, and he has to ally himself to the prime suspect to get to the truth. He's been dealt quite the hand and this is without the whole plague thing looming over New York. While Heller is prone to fits of rage we see he's very compassionate towards the people he cares about and doesn't hesitate to help people in need even if he knows he himself will be in a great deal of danger. Some of his dialogue is funny as he can be quite snarky towards people he has an uneasy relationship with, and he never backs down from anyone even Mercer. His angry black man status aside he's actually a good character I found myself empathizing with.


He is evolution.

Predictably enough, Alex Mercer serves as the games ultimate antagonist. Despite being the face of Prototype he turns heel in the sequel for reasons that aren't fully explained. While this is a short-coming of the script, Mercer himself plays an interesting and at times unpredictable villain. He's affable, forthcoming with information, but there's also a sinister, bone-chilling attitude about him when he discusses some of the most horrible plans he has in mind for the human race. His dialogue with some of the other characters also drives home just how dangerous he is because no matter how inhumane his orders are his followers act on them without question. Mercer stays one step ahead of everyone and when the situation between he and Heller reaches its breaking point it leads to a believable and well presented climax.


Talk about complicated.

Dana Mercer returns from the first game and pulls triple duty in not only fighting against Gentek, Blackwatch, and Alex, but also supporting Heller, and serving as a human character in this Darwinian conflict between people who have the potential to destroy the world. She knows what her brother is doing is wrong but she keeps moving forward, fighting against him because it's the right thing to do. She suffers more than anyone else in this story but she never gives up. Her resources and intellect make her the third most dangerous target on Blackwatch's hit list, surpassed only by Heller and her older brother. The gaming community can have their Lara Crofts and Fem Shepherds, but I'll stick with Dana Mercer.





As a whole the game's score isn't outstanding. The music isn't bad by any stretch, I just can't see any major reason to buy a soundtrack. However, I will say "Murder Your Maker", the theme played during the final showdown is not only fitting but very intense.


Available on all systems.

The game isn't perfect. Some of the missions (infiltrating bases, hijacking intel drops) can get repetitive, the motivations behind Mercer's heel turn aren't exactly believable, and if you're looking for a really challenging game you probably won't find it here. But the gameplay is addicting, it has a great presentation, characters that made me care about them, and some truly great battles. A very much appreciated New Game+ feature is also in place to ensure that your powers carry over in successive playthroughs and there are plenty of Blackwatch secrets to collect. If you're looking for a fun action-adventure game look no further.