If you pre-order Prototype 2 from GameStop, you'll get a modified version of the game's Bio-Bomb ability. As opposed to tossing infected enemies and watching them explode, the "Butt Kicker" ability allows you to kick them. In the butt. Really hard.
It's perhaps a strange motivation for pre-orders, but, as the video above makes clear, it's hard to deny the maneuver's effectiveness.
KICK PROTOTYPE® 2'S BIO-BOMB TO ALL-NEW HEIGHTS
Pre-Order PROTOTYPE 2 at GameStop and Receive Exclusive Access to
Sgt. James Heller's Devastating Bio-Bomb Butt Kicker Ability!
Santa Monica, CA - January 6, 2012 - Radical Entertainment and GameStop (NYSE: GME) kick things into high gear with the announcement of an exclusive* pre-order bonus for PROTOTYPE® 2 - Sgt. James Heller's Bio-Bomb Butt Kicker ability. Planned to launch April 24, 2012 from Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), North American fans who pre-order the game at GameStop between January 1, 2012 and April 23, 2012 will unlock this alternate version of one of PROTOTYPE 2's unique, new viral-powered abilities, the Bio-Bomb.
"Butt Kicker is a fun twist on Heller's already over-the-top new Bio-Bomb ability," said Ken Rosman, Studio Head, Radical Entertainment. "Rather than just throwing enemies once Heller has infected them with the Blacklight virus; Butt Kicker allows Heller to drop-kick punt them across the map, turning enemies into projectiles that rain down devastation from above."
The sequel to Radical Entertainment's best-selling open-world action game of 2009, PROTOTYPE 2 takes the unsurpassed carnage of the original PROTOTYPE and continues the experience of becoming the ultimate shape-shifting weapon. As the game's all-new infected protagonist, Sgt. James Heller, players will cut a bloody swathe through the wastelands of post-viral New York Zero with unparalleled locomotion, building up a vast genetic arsenal of deadly, biological weapons and abilities as they hunt, kill and consume their way toward the ultimate goal - to kill...Alex...Mercer!
To find out more about PROTOTYPE 2, follow us on twitter at www.twitter.com/radical_ent or check out www.prototypegame.com for the latest trailers, screenshots, special promotions and more! And for the truly dedicated, go to www.facebook.com/prototype and join the PROTOTYPE Army - a community of over 360,000 (and growing) fans that receive constant updates from the team at Radical, and early sneak peeks at new information and assets.
PROTOTYPE 2 is currently in development for Xbox® 360 video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Windows PC. The game is currently rated "RP" (Rating Pending) by the ESRB, with an expected "M" (Mature - Content that may be suitable for persons 17 and older) rating.
About Radical Entertainment
In September 2011, Radical Entertainment celebrated its 20th anniversary in the business of creating hit video games, including 2009's multi-million-unit-selling PROTOTYPE, The Simpsons Hit & Run, The Incredible Hulk: Ultimate Destruction, Scarface: The World Is Yours and more. We treat our properties with the reverence they deserve and gamers demand, and the commitment to our partners and fans continues to set us apart. Our Vancouver-based studio allows Radical Entertainment to bring the talent, tools and technology together to create entertainment that captures the world's imagination. Owned by Activision Publishing, Inc, Radical is continually ranked as one of the best places to work in B.C, according to BC Business magazine and Watson Wyatt. In 2006-2008 MediaCorp Canada ranked Radical as a Top 100 Canadian Employer, Top 10 Canadian Employer for Young People, and Top 20 B.C. Employer. For more information, please visit www.radical.ca.
GameStop Corp. (NYSE: GME), a Fortune 500 and S&P 500 company headquartered in Grapevine, Texas, is the world's largest multichannel video game retailer. GameStop's retail network and family of brands include 6,627 company-operated stores in 17 countries worldwide and online at www.GameStop.com. The network also includes: www.Kongregate.com, a leading browser-based game site; Game Informer(R) magazine, the leading multi-platform video game publication; Spawn Labs, a streaming technology company; and a digital PC game distribution platform available at http://www.GameStop.com/PC.
General information on GameStop Corp. can be obtained at the company's corporate website. Follow GameStop on Twitter @ www.twitter.com/GameStop and find GameStop on Facebook @ www.facebook.com/GameStop.
About Activision Publishing, Inc.
Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products.
Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, Norway, Denmark, the Netherlands, Australia, South Korea, China and the region of Taiwan. More information about Activision and its products can be found on the company's website, www.activision.com.
Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing's expectations, plans, intentions or strategies regarding the future are forward-looking statements that are not facts and involve a number of risks and uncertainties. Activision Publishing generally uses words such as "outlook," "will," "could," "would," "might," "remains," "to be," "plans," "believes," "may," "expects," "intends," "anticipates," "estimate," future," "plan," "positioned," "potential," "project," "remain," "scheduled," "set to," "subject to," "upcoming" and similar expressions to identify forward-looking statements. Factors that could cause Activision Publishing's actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include, but are not limited to, sales levels of Activision Publishing's titles, shifts in consumer spending trends, the impact of the current macroeconomic environment, the seasonal and cyclical nature of the interactive game market, Activision Publishing's ability to predict consumer preferences among competing hardware platforms, declines in software pricing, product returns and price protection, product delays, retail acceptance of Activision Publishing's products, adoption rate and availability of new hardware (including peripherals) and related software, industry competition including from used games and other forms of entertainment, litigation risks and associated costs, rapid changes in technology, industry standards, business models including online and used games, and consumer preferences, including interest in specific genres such as music, first-person action and massively multiplayer online games, protection of proprietary rights, maintenance of relationships with key personnel, customers, licensees, licensors, vendors, and third-party developers, including the ability to attract, retain and develop key personnel and developers that can create high quality "hit" titles, counterparty risks relating to customers, licensees, licensors and manufacturers, domestic and international economic, financial and political conditions and policies, foreign exchange rates and tax rates, and the identification of suitable future acquisition opportunities and potential challenges associated with geographic expansion, and the other factors identified in the risk factors sections of Activision Blizzard's most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.
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