That's just extraneous stuff for the people who have OCD and need 100% completion and all that.
That's really a train of thought that is a disservice to people who do find it enjoyable to track down milestones to glean more time out of a title. I find it entertaining on some. I would have found it entertaining on this one for sure if it wasn't for some of the trophies (which make it seems more work than it should be).
With PS3, the mega trophy (platinum) is a goal of all consumers who care about trophies at all. On Xbox, the system doesn't really account for anything other than 1 large score. With PS3 it's broken down into 4 grades of trophies, a total score, and also a player level (different ways to represent the same data). The Platinum trophies are in fact more prized, therefore when a developer sits down to make these trophies, they need to consider this instead of just stamping Xbox stuff on the PS3. Either modify both to be reasonable to get 1000/1000, or make sure the PS3 top trophy is reasonable.
The Platinum in every event alone is easily 2-3 days play time. Playing a game through on easy to get some of the ones mentioned. Then you have to play through on Hard to get one as well. Finding 200 unmarked collectables, then another 50 is also a nuisance worthy of days of game play. The Replay is good, it's the tedium ones that ruin the time/worth equation in people's heads (inFAMOUS allowed for tracking collectables on the radar which was still tedium but manageable). As it is, it's a bit over expectant which tends to defeat incentive and instead creates disappointment.
Re:Targeting
Agreed but you can switch targets by flicking the right analog stick. It uses a priority system because manually targeting in this game would be impossible with 40-50 enemies at a time in some of the bigger battles.
This is really a bigger problem in a game that demands high speed accuracy which Prototype also requires. I find I am often off target just trying to kill 1 of 3 choppers in the air. While flicking the right stick by itself seems easy enough, add to that you are handling altitude, direction and heading, new threat assessment, evasion, weapon selection, and firing a weapon too. All the while the AI is doing this perfect. So while this one simple targeting thing may seem reasonable by itself, in a mix of activities it's very touchy, and imperfect in a game that really demands perfection and precision to do better in every encounter.
The short version, this could have been better. I do sense there is a priority targeting system at work, but in the flurry of using the whole controller for encounters, that right stick is real easy to move too far or not far enough when needed.
Re: Blindspot
It's to encourage players to use the roll instead of letting them have eyes in the back of their heads and make them completely invincible as a result. If you could see everything coming, you would never get in the game given your speed and powers.
Once again lets go through what a player does in a fight with a Supreme Hunter (let's make it the really nasty one). X, R2, R2, X, R2, R2, X, R2, R2, R2 roll to side, O (pick up something to throw if you didn't grab on way yet), L turn, L2 (target), R to make sure on target (90% of the time the Supreme Hunter, who as right behind you, already knocked you on your ass for 50%+ damage), if you are lucky you can hit O hold to throw. Repeat this over and over or use a rocket launcher to get the stuns. The fact that players have 180 degree blind spot where one can't target, sluggish ablity to turn, target, and fire, makes this all seem more like a cheapshot exploiting an interface vulnerability+required player tactic instead of a clever AI tactic. What's worse is that turn, target, fire is several buttons and stick movements, which take a lot of time to execute, all working in unison, that have to all go off without a problem or you miss.
This is further a problem in a group of targets where some are the Super Soldiers or the Hunters. This game is played at the blink of an eye pace, and the AI can only go to 1 place, that is directly behind the player giving chase. This causes problems in being able to respond and react to the game like the AI, or what it would take to become a better player.
In other words, the envelope for doing better is a hard cieling imposed by the interface that comes down to how fast you can execute an inefficient cammand string in a space of time that really requires an efficient command string. The end result is often misfires, poorly executed efforts, and balks which start you running for more "room" to try and do the inefficient string of button presses and stck movements all over again, in hopes of actually succeeding.
I think at the end of the day this is a extremely well envisioned game, this choice to do targeted this way lends itself to problems that killed Stormrise. Prototype actually pulled this off to a large extent successfully. The problem is they could have tuned this a lot better and didn't. I see a target lock being a very beneficial thing for this kind of game, but it's not in there. There are a couple of attacks too, like the arm whip to latch on to things, that just balk for weird reasons when they come in to contact with the environment in a non normal way. It's these things that stick out like a sore thumb when you have a game that is moving at the speed of real time. Still a very good game. Just leaves me wishing for tighter controls at that turn.
PS3 resurgance by GOW3 - Check! Mass Effect for PS3 - Check! Diablo 3 for consoles? I say "For sure"!