Crispy Gamer writes: "All the while, Prototype is tracking the amount of money I've cost the military, and the number and types of casualties I've inflicted, as if I should care, as if it has an effect on gameplay. It doesn't. But there it is anyway, in my face after every single mission and every single shoot-out, keeping count as if it mattered. Prototype is full of things that don't matter. In fact, I'd say it consists almost entirely of things that don't matter. It's a worst-case example of how to do an open-world action game: Create an uninspired Devil May Cry fighting system with a dozen different types of punches, create a set of linear scripted missions, and then build around them a lot of pointless filler. Open-world shouldn't mean inconsequential. Freedom shouldn't mean aimless. And variety is never a stand-in for game design. Ultimately, these are the things that made me yell at my cat. Twenty hours with a game this poorly made will put anyone in a bad mood".