Originally Posted on Tumblr
Role playing
games are one of my favorite genre of video games. When I’m not min-maxing my
character stats, I can spend hours just exploring the world and talking with
the characters in it. I was looking forward to Obsidian Entertainment’s
original product ever since they got the Game Informer April 2008 cover story.
Unfortunately, the game finally released in 2010 to a mixed critical reception.
I picked up an Xbox 360 copy of the game for $5, and I just tried to play through
a few of the beginning missions to see why people on the internet claimed Alpha
Protocol was a much better RPG experience than the action-heavy Mass Effect
series for instance. I sort of understand why the game didn’t provide the
action people were expecting, but like other Obsidian-developed titles, I
really enjoy the writing that puts the narrative above others for a mature
title.
Obsidian
Entertainment has a specific philosophy when designing games. The following is
a quotation from Josh Sawyer, one of the lead designers about the company,
about how they make games. It is written about Obsidian’s newest title in
development, but it could easily apply to Alpha Protocol too.
When we develop
stories at Obsidian, we often ask ourselves (and each other), "What's the
conflict and why do I care about it?" and, "What is my range of roles
in resolving the conflict?" "RPG" means a lot of different
things to different people. For us, it's important to let the player decide who
he or she is in the story. That means when you set aside class, race, magic
missiles, and all of the other goodies, the player needs to be able to
define his or her own motivations, attitudes toward others, and ways of
resolving problems in the story.
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Pictured: Josh Sawyer Trolling the Something Awful Forums before Project Infinity Announcement |
Alpha Protocol
starts with a strong hook, and it expects the player to be paying a lot of
attention. After a cinematic showing an airliner being shot down in the Middle
East, the player gains control of Michael Thorton as he wakes up in a lab of an
unknown facility. Immediately the player is asked to respond to a woman communicating
via PDA, who tells Thorton he needs to escape. You can ask her to create a
distraction by shorting a panel outside the room for the patrolling guard to
check, or you can just ignore her. No matter what, you are quickly introduced
to evading guards, picking locks, and hacking alarms and computers.
When you’re done
with the initial escape, you are treated to a new orientation about firing
weapons, handling gadgets, and moving around a location without detection. Each
of these three orientations have bonus objectives that only appear if you do
well in the corresponding courses, and that assumes you know how the score is
calculated. I think I was able to score well on the gadgets orientation because
I chose the tech background, but I didn’t know that critical hits in the
weapons orientation were more important than a speedy time. You are even told that
you can skip the orientation courses, but you miss out on the initial character
interactions, so I wouldn’t recommend it unless you’re going for a specific
outcome.
The best part of
Alpha Protocol is, without a doubt, the character interaction and conversations
system. Alpha Protocol has a branching conversation system that allows Thorton
to pick his general response to specific inquiries and decisions. The
background you chose in the beginning is the difference between Thorton telling
his boss that he reads technical manuals or whatever scraps of paper he finds
on the job. However, you are free to reassign your initial skills, so a player
picking the espionage background can still choose to go in guns blazing. In
conversations, you can answer like Jason Bourne (Professional), Jack Bauer
(Aggressive), James Bond (Suave/Casual), or Sterling Archer (attempting Suave
but totally inappropriate instead). Different people react to different
choices, so one character will dislike aggressive responses, and another will
like professional ones. You’re given profiles on the people you meet and the
organizations you encounter, so you can find out what responses you give to get
the outcome you want. The game makes clear that you are free to piss your boss
off because he dislikes smartasses, and you can even get a bonus if he dislikes
you and if he’s your handler in a chosen mission. I tried not to make any of
the characters angry with Thorton, but that’s not necessarily the best way of
tackling the dialogues.
Most importantly,
your attitude is everything in the discussion. Conversations are on a timer, so
you only have a limited amount of time to decide Thorton’s next response.
Ability cool downs and stamina regeneration run in real time, so you are
allowed to prolong a discussion to get a breather or end it quickly to get in
the first shot. You also don’t get to find out what Thorton will actually say.
When I got to the first safe house (mission hub) in Saudi Arabia, I wanted to
ask my boss about backup, but because it was the casual response, Thorton acted
like a smartass and lost some favor with his boss. Then he got his boss to like
him again when he bluffed his way through the gates of a weapons dealer’s
palace. I chose the professional response, so the guards tripped the alarm
after they realized Thorton didn’t have business with their boss like he told
them. After watching someone else play the sequence, I found out that if
Thorton is aggressive in the initial confrontation, he can bluff his way
through without needing to disable an alarm later. Furthermore, there was an
option to draw a weapon and start firing, adding to the game’s orphan count.
The game tracks
your decisions and grants you rewards for them. Alpha Protocol’s statistics
include the amount of orphans made from killing hostile forces encountered and
amount of medical bills derived from getting stealthily knocked out, getting
tranquilized in the head, and, my preferred method of neutralization, punching
people out. I probably should not have cared about enemy lives lost in my first
run of Alpha Protocol, but logic should be damned here. My Thorton values every
life and will run through assault rifle barrages just to make sure a terrorist
doesn’t get killed from what I assume to be the blowback from United States
imperialism. But not really because this game could be about spies and
industrial conspiracies, and I just have not reached that point.
Finally, each
mission can have an effect on the game world as a whole. When you finally
confront the weapons dealer, you can extort him, arrest him, or kill him.
Letting the dealer go gives you a discount on black market equipment
purchasable from the safe house. Arresting him drives prices up, and I assume
killing him has a similar outcome. Because I arrested him, I got the “Due
Process” perk, so it’s not a clear good/bad outcome, just the outcome you
prefer. Obsidian game writing excels in morally gray areas unlike Bioware’s
where the choice is committing galactic genocide or not.
Alpha Protocol
promises to be a spy thriller action RPG, and as far as I know from playing a
little, it delivered on the experience. I felt that I was free to make the
decisions I thought were best for the character I wanted to play as. In an era
of action gaming blockbusters that railroad you into watching grandiose set
pieces before dumping you into multiplayer death matches, Alpha Protocol lets
you choose your outcomes and rewards you for just about whatever you decide.
The quality assurance might have been a bit lacking, but with a low price tag,
I think it’s worth a quick look.
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