[PROTOTYPE] • (2005 - 2009)

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PROTOTYPE development began in 2005. Sierra Entertainment, a division of Vivendi Games, first announced PROTOTYPE in mid-2007. The developers planned to release an entire trilogy about Alex Mercer, but unfortunately this never happened. ‎ ʀᴀᴅɪᴄᴀʟ ᴇɴᴛᴇʀᴛᴀɪɴᴍᴇɴᴛ sᴇᴛ ᴏᴜᴛ ᴛᴏ ᴄʀᴇᴀᴛᴇ ᴛʜᴇ ᴍᴏsᴛ ᴅʏɴᴀᴍɪᴄ ᴠɪᴅᴇᴏ ɢᴀᴍᴇ ᴄʜᴀʀᴀᴄᴛᴇʀ ᴇᴠᴇʀ ɪᴍᴀɢɪɴᴇᴅ. ꜰʀᴏᴍ ꜰʀᴇᴇ-ꜰᴏʀᴍ ᴍᴏᴠᴇᴍᴇɴᴛ ᴛᴏ ᴏᴠᴇʀ-ᴛʜᴇ-ᴛᴏᴘ ᴄᴏᴍʙᴀᴛ ᴀᴄᴛɪᴏɴ. ᴘʀᴏᴛᴏᴛʏᴘᴇ ᴄᴀɴ ᴄʟɪᴍʙ ᴏʀ ᴡᴀʟʟ-ʀᴜɴ ᴀᴄʀᴏss ᴀɴʏ sᴜʀꜰᴀᴄᴇ, ᴊᴜᴍᴘ 30 sᴛᴏʀɪᴇs ʜɪɢʜ, ᴀɴᴅ ᴅᴇsᴛʀᴏʏ ᴀɴʏᴛʜɪɴɢ ᴛʜᴀᴛ ᴄʀᴏssᴇs ʜɪs ᴘᴀᴛʜ. • "We feel we've mastered the technology for an open world, and this is a sandbox we've thrown a bunch of content into. We do not bind the player to play in any particular way. Here you have both the ability to be violent and brutal, as well as being able to be smart and careful." • "This is a story-driven game that doesn't put constraints on you. You take control of Alex and do whatever you want. Your character evolves depending on what missions you solve and the story, Little By Little, becomes clearer to you." - Max Belanger ‎ Online Mode • "From the beginning, we planned Prototype primarily as a single-player open world game. But thanks to the special qualities of Alex, we began to experiment with a potential idea for multiplayer." • "While this one is based on a great concept, our conclusion is that we won't be able to develop it with the same level of quality that we're aiming for in single player." - Tim Bennison ‎ • "We wanted the player to feel very powerful. We have done this by giving Alex a number of supernatural abilities, which you can see the result of when a crowd of infected walk on him, and only the best tricks in the repertoire are good enough. Alex will learn nye things throughout the game and by the end he is going to be completely sick." • "We have put a lot of effort into modeling the game after New York. We've taken over 21,000 photographs of the city and reviewed them to determine what the in-Game city should look like. Furthermore, we have also been to many different places and recorded the sound of the metropolis, so that with the help of 7.1 surround you will feel like you are present when you play. In addition to this, we also added a lot of people to the streets. There are not only 21 people living in New York, as some games would have you believe." - Chris Ansell • "Early clothing exploration for Alex's costume. Since majority of the game was to be seen from behind Alex, I decided to emphasize more on what his back looked like. I liked the thinner legs which I felt reflected contemporary fashion styles that I believe a person in Alex's position would adopt but we later agreed that a thicker leg would look more powerful. We knew we wanted his jacket to be a darker almost black color as to allow better blending with the powered forms. By allowing his collared shirt to swap out from his cuffs and collar we can break up the large areas of black and hopefully reinforce the idea that he dresses like a «thirty five year old narcissistic geneticist." - Kevin Chu ‎ • "Once Alex's outfit was agreed on by the IP team, the next order of business was to outline some further variantions. We had already selected two hairstyles that we wanted for Alex. At this point, we had still planned for Alex to have his hair gradually shift to white by the end of the game. You can also clearly see that Alex still had the red infection on his face from where the vial was broken. We were also wanting Alex's model to have as much flair as possible and so his jacket was longer and his hoodie had the drawstrings which would both flap in action." - Kevin Chu ‎ ‎ • "Alex's final body design amalgamated what we thought Alex's physical appearance should look like. I opted for a slightly slimmer, smaller build as opposed to a typical superhero bodybuilder type physique. Alex is described as a thirty-five year old geneticist who's arrogant, narcissistic, and vain. What that meant to me was brains over brawn. Since we knew that his powers would be a darker color, we in turn needed to make his clothes dark to aid in the blending of powers. This led to Alex having a leather jacket and dark jeans and hoodie. Leather has a certain specularity that would be mirrored in Alex's powers. However, with so much dark in his design, I was concerned that he would read as a single black blob onscreen and so I threw in a white dress shirt to break that up. A dress shirt would fit Alex Mercer's wardrobe and provide some flare (via the collar, cuffs and shirt tales) and the necessary dark-light break up that we needed visually." - Kevin Chu ‎ Initial Sketches • The main character's name was Alex Tolliver. ‎ Alex's Powers • "These are the initial concepts for Alex's Claw and Blade arms. What was apparent at this early stage of concepts was that Alex really wasn't a person, but rather the virus itself taking the shape of a man. As such, materials like skin and clothing were all a part of the fascade and can be shapeshifted into his Blade and Claw form. There were some nice silhouettes here but I still felt that the shapes looked to be a human arm encased with the virus rather than the virus shifting from a human arm shape to that of a Claw or Blade. Further exploration needed to be done." - Kevin Chu ‎ • "For Alex's Claw, I wanted to move away from the «Arm in a Glove» look. Instead I wanted the claw to look like the arm reconfigured its molecular structre to become something else. After a few iterations, I was satisfied that there was enough of a blend of stringy, see through and plated parts that would give the desired look." - Kevin Chu ‎ • "Alex's Blade arm was a particuliarly tricky thing. The Blade needed to look large and distinct enough as to differentiate it from the claw arm in terms of how its perceived usage would be. I started by going through some different bladed weapons in history such as the Chakram, Kujang, Bagh nakh, and Kama. From there I applied Alex's viral look to it and emphasized the fact that Alex uses the volume in his arm to formulate the Blade which results in his arm to lose mass." - Kevin Chu ‎ • "Alex's Hammerfist had to look like he focused all his arm's mass into the hand to form a large stump or «hammer». I wanted to make it look particuliarly brutal as a pummeling weapon and so threw on some nice knobs over the surface. Another consideration was to make the hammerfist be able to open up like a hand so that Alex can still grab things while his hand is in this form. I decided on three fingers that folded out of the hammered end to further distinguish it apart from Alex's Claw hand." - Kevin Chu ‎ • "Alex's shield was one of the easier concepts to realize mainly because at this point we had already established what his powers should look like. I had illustrated the powers to move like ink in water. It would stream and flow and when activated would harden in its current shape-much like stretching out a piece of taffy and letting it dry and harden." - Kevin Chu ‎ Alex's Armor • "Early sketches of Alex's amorored form. I knew already knew what I wanted the surface articulation of the armored form to look like, so what I was doing here was trying to find an interesting outline / shape / silhouette. There are heavy influences from insect exoskeletons, human muscle fibre and sugar crystals." - Kevin Chu ‎ • "The Armored forms were the most fun to do. I wanted the look to be powerful yet mobile. We needed to believe that Alex in this form was still the same man / entity that was characterized by his dexterous parkour-like movements. With that in mind, I adopted smaller feet to reassert that every step was still precise albeit heavier and stronger. The look of the armor was approached from the point of view that Alex would revert his body back to its liquified viral state which undulates in tendril-like

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GHub Platform · автор19.09.2026, 20:58:11

PROTOTYPE development began in 2005. Sierra Entertainment, a division of Vivendi Games, first announced PROTOTYPE in mid-2007. The developers planned to release an entire trilogy about Alex Mercer, but unfortunately this never happened. ‎ ʀᴀᴅɪᴄᴀʟ ᴇɴᴛᴇʀᴛᴀɪɴᴍᴇɴᴛ sᴇᴛ ᴏᴜᴛ ᴛᴏ ᴄʀᴇᴀᴛᴇ ᴛ…

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