$39.99Prototype 2 Hunt the man who made you
Track Alex Mercer across a quarantined New York, tearing through anyone in your way with a body built to change shape.
Is Prototype 2 worth it?
Prototype 2 is worth it if…
- you want a power fantasy where the enemies are the upgrade path
- you like open worlds built for chaos instead of careful planning
- you would happily wear a soldier's face to walk into his own base
- you play for fast, brutal action with a villain worth hating
Screenshots
Hunt, kill, become anyone
Heller's deadliest trick is not a claw, it is a face. Send out a sonar pulse to track any target through the city, kill them, then consume them to take their appearance and their memories. A soldier's uniform gets you past a checkpoint. A scientist's face opens doors that a soldier's never would. The catch is keeping the act together: do something no human could survive, and the disguise starts to crack. So you walk into a Blackwatch base as one of them, decide how far to push it, and live with the moment someone turns around at the wrong time. Stealth here is a tool, not the point, but it makes the violence land harder when it finally breaks loose.
A body built for destruction
Everything you kill makes you stronger. Consuming enemies feeds a growing genetic arsenal, and mutation perks let you shape Heller into what you want: faster and bigger movement, sharper claws, better disguises. The Tendril power is the loud end of the toolkit, dragging cars and military vehicles apart, snaring infected beasts, and ripping whole groups of enemies to shreds at once. Combat is fast and fluid, and the sequel smooths out the fighting and movement over the first game. Gliding and parkour carry you over rooftops and through swarms of Blackwatch soldiers, and the power keeps stacking until you feel less like a man with abilities and more like a walking outbreak.
New York Zero, three ways to die
The city is gone and three zones have taken its place. The Green Zone is heavily militarized, the Yellow Zone is packed with quarantined refugee camps, and the Red Zone is the war-ravaged heart of the outbreak, where the virus has swallowed the skyscrapers and the people alike, and Mercer makes his home. Factions war for control of the infection across all of it, and the open world is built for hunting: side missions, terminals and collectibles like hidden Blackboxes feed your upgrades as you explore. The scale gets absurd in the best way, with building-sized infected behemoths charging down entire streets while you glide overhead deciding which of them to become next.

















