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Alpha Protocol Review: Don't Give up on Obsidian yet
2_fobs_n_a_goon__2_
Wednesday, June 30, 2010
ARTICLE TOOLS

               As a frequenter of various gaming sites, I can say I was thoroughly irritated by how much Alpha Protocol was advertised. And with the exception of games that I trust (Like Super Mario Galaxy), I tend to stray from heavily marketed games. Strangely enough, the only reason I decided to pick this game up was because all sorts of game viewers have basically rubbed their nuts all over its face, and my friends who own the game have now a formed a line to do the same.

                For those gamers who, by some act of god, didn't see any marketing for this game, Alpha Protocol is an "espionage RPG" whose main selling point is that the decisions you make in the game have far reaching consequences that affect your gameplay experience. And you know what? For once a game that says your actions have far reaching consequences is telling the truth! It's a pity everything else sucks.

                Let's good out of the way first. People say the game looks bad, but I am going to say it's passable. The level design and character facial expressions are a little blocky at times but it doesn't take you out of the experience. The story is a true paradox; it's sometimes so confusing that you can't really follow it, yet in doing so it makes you truly feel like a paranoid spy who doesn't know who to trust. While it would've have been nice to have the plot be a little more coherent, it sets the atmosphere well enough that I'll give it a pass. And now for the in-game decisions.

                I am a total gaming geek, and without revealing too much let me say that while games in the past (mainly Bioware products) have some kind of basic moral choice systems, this is the deepest I've seen by leaps and bounds. For example, in Mass Effect (which I absolutely adore) you can be an absolute dick up to a certain point and then suddenly decide to pick the valiant option and no one will blink an eye. In Alpha Protocol, your ass-holery can precede you and future characters will acknowledge you as a twat and treat you as such. Certain missions will even have more guards because they perceive asshole special agents as a greater threat than the regular kind.

                Furthermore, what constitutes as being rude or a dick completely depends on who you're talking to. A rough and tumble kind of person may want you to be a rude, straightforward jackass and spit on your face if you compliment his sweater (a metaphor of course). This absolutely blew my mind because as a special agent, you HAVE to mold your personality to gain different peoples' trust and not everyone is going to fall for the by-the-books nice guy routine.

                There are nice puzzle elements that require pinpoint controller precision in order to pick locks or hack computers. And for the most part, these are done very intuitively and give you a break from the sometimes labyrinthine conversation trees. I would have liked a little more difficulty on these games, but then again I'm a serious puzzle kind of guy and it's very hard for puzzle games to cause me difficulty.

                And if you're wondering why, with this revolutionary depth that changes gameplay, this game has barely scraped above a 6/10, here it is: gameplay.

                I KNOW what frustrating gameplay is. I've played the Prince of Persia 3D as well as some of the less glamorous Evil Dead games. But none of those have the budget of Alpha Protocol, so Obsidian's new project has no excuse.

                Stat building is essential in any RPG game, and at first glance the weapon leveling system is almost like Mass Effect; four weapon classes, each into which can put experience points. BUT DON'T DO WHAT I DID. I didn't read SHIT about Alpha Protocol. I didn't even read most of the in game instructions because I figured out most of it on my own. This worked . . . until I tried my hand at gunplay. Alpha Protocol uses real-time combat where your stats affect your combat ability. That's fine . . . except gunplay is BASED ON DICE ROLLS. I put my points into stealth and pistols because it made me feel like a badass, but when I lined up a headshot with the pistol . . . I MISSED. I HAD THE SHOT LINED UP AND I MISSED FROM LIKE SIX YARDS AWAY! The only real way to play this game is to pour all your points into assault rifle so that the sheer volume of the shots compensates for the dice roll misses.

One or two of these bullets have to hit . . . right?

The gunplay isn't the only thing that's frustrating though, the stealth is also quite unbalanced.

                While the nonsensical dice-based shooting, I figured I'd try and stealth through EVERY mission I could. However, enemy AI is unbelievably dull. And I don't mean Modern Warfare they stand behind cover and occasionally pop out their heads so they can be shot dumb, I mean these bastards can literally get stuck on the environment. Combine it with the fact that eventually you can become invisible for periods of time with a high enough stealth skill, and this game becomes easy for all the wrong reasons. And then the difficulty will spike at random times because there's just ONE guy that won't fall for your stealth tricks (and you will inadvertently focus on stealth because the gunplay is a piece of sh*t).

                The fact that the actual "game" aspect of this game is what stops this game from being good is really depressing. If the "game" part of Alpha Protocol consisted entirely of QTE's and more puzzle sequences, I can honestly say this game would be better.

                In conclusion, I'm going to say that this game isn't bad. Usually, the bad gameplay usually just makes the game incredibly easy (save for a few bits) and if you can deal with that, you'll find yourself playing a game whose depth will be imitated in the years to come and whose experience can change completely if you play through it twice. IF you want to play through it twice . . . is a completely different story.

Verdict: I don't like to give number scores, so I'll tentatively say that Alpha Protocol is worth a rent. The experience won't be recreated for another couple years so if u can shell out 6 - 8 dollars for a play through I'd recommend doing so. Just don't be surprised if the taste is a bittersweet one in the end.

               

 

                Let me end this review on a unique note and say that I truly feel sorry for Obsidian. They were given a short amount of time to develop a sequel to one of the most beloved xbox games of all time, Knights of the Old Republic and yet when KOTOR II surprisingly (sarcasm) didn't match up to the first one we were all disappointed. THEN they made I what I consider a superior sequel to Neverwinter Nights and yet STILL received lower scores.  And tired of making inferior Bioware sequels, they're first high budget solo venture has fallen flat on its face.

                They really came up with something unique here, and their conversational depth and how it affects gameplay is going to revolutionize RPGs. It's just a goddamn shame that Obsidian won't be the one to capitalize from it  . . .

                

 
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Comments (8)
No-photo
June 30, 2010 14:07

I was definitely shocked to begin reading the scathing reviews of this game right before it released.  I've been anticipating this game for well over a year now, and it's definitely disappointing to hear that Obsidian's first IP is underwhelming at best.

I don't know what the deal with Obsidian is.  They seem to do a great job making sequels out of existing properties and engines (I thoroughly enjoyed KOTOR2), but give them the creative reigns for their own project, and they appear to be somewhat clueless.  Oh well, at least that means New Vegas will still be good...

Jason_wilson
July 01, 2010 08:19

I don't get the frustration about die rolls and gunplay. So it's OK to miss with a sword at point-blank range in other RPGs, but not OK to miss a gunshot from 6 yards away in Alpha Protocol? The die roll takes into account so many things -- maybe ya flinched when you made the shot, narrowly missing your target. Maybe he jerked to the left just enough. Please explain the issue -- especially when it comes to not minding die rolls with fantasy weapons and magic spells (unless you do). 

I adore Obsidian's approach to story, but I wish they'd spend a little more time/resources better managing the development cycle so the Q/A team has time to ID issues and the designers have time to fix them. (Well, from where I stand, that appears to be the issue with their games. I'm just speculating).

No-photo
July 01, 2010 08:41

@Jason - I guess it's mostly due to how the game is played. Die rolls work well with traditional pen and paper RPGs because you can justify missing even if you are a top-trained assassin or warrior. In video games, since you have a visual of the situation and can directly influence where the bullet goes through careful aiming (depending on what kind of game it is, naturally), missing due to game mechanics frustrates the player. I equate it to setting up a perfect situation, then a random monkey bust through a window to throw a wrench in your careful plans. You could not foresee the monkey or else you could compensate for it. It's just unnatural.

Jason_wilson
July 01, 2010 08:54

@Guillaume OK. So die rolls need to go for all games? 

Jayhenningsen
July 01, 2010 08:58

You had those same die rolls in the other games you mentioned. Is it because of the change in perspective that you're having a hard time with the same game mechanics that were acceptable before?

I think the problem is you're expecting it to play like a shooter because it looks more like a shooter. They never claimed the game was a shooter. It was always billed as an RPG.

I'm curious. Did you have the same problem with Fallout 3?

No-photo
July 01, 2010 09:03

I think as long as the die rolls are not obnoxiously obvious like they are in some games.  A certain level of player skill is needed when playing an active battle system like a shooter.  But die rolls still have their place.  To simplify it:  Good when die rolls determine damage, crits, and whether a near miss becomes a hit.  They're bad when my reticule is right on a guy and die rolls cause the shot to miss or do negligable damage.  Thankfully, the latter is very rare.

2_fobs_n_a_goon__2_
July 01, 2010 09:43

Allow me to explain that. Mr. Mackenzie has it almost right. With magic spells and swords, it's usually you point and click and they attack, with the attack not corresponding to how you attack or where you attack. If I was to just point and click and my character were to keep shooting, dice rolls are acceptable for damage. However, since I must manually aim and take each shot, I think that the dice roll damage is a little unnecessary. Hopefully this clears some things up.

And as for Mr. Henningsen, are you referring to the VAT system in Fallout 3 or the manual aiming?

No-photo
July 01, 2010 11:14

@Jason - No, but certain games simply don't mesh well with those, and from what I've seen, Alpha Protocol is one of those games. Now, if it was more of a selection like : "I want to attack that guy." then you had no control over the action other than selecting your target and which action (Attack - target), it'd be more palatable, as then the die roll would figure out if you hit or not and then determine the action shown to the player.

In this case, if I recall correctly, you press the trigger. You set forth an action that you can carefully do, and take all precautions to make that action succeed. For example (note I haven't played Alpha Protocol), you could set up a perfect headshot, press the trigger with nothing on-screen obscuring this perfect kill, and it could still miss. It may be more realistic, but it removes the player's influence on the action. If, without the die's influence, I would have shot that dude, then I grow to resent the die, and ultimately, the game itself, because it doesn't make sense from what I've seen.

I'm not saying it couldn't be done, but when you introduce player influence into an action, you can't do it half-way, and Alpha Protocol's aiming seems like that.

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