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- Joined
- Aug 6, 2009
- Messages
- 57
You know why Alpha Protocol will be better than any rpg ever made ever? MOAR SEX!
There's other stuff too, but it's not nearly as interesting cuz there's no sex involved.
The consequences sound good, but we won't know if this is just hype until the game's released. But knowing the gaming industry, it's probably hype.
I really hope there's more to it than that.
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Obsidian sure does know their target audience.Kotaku said:But what about the sex? After witnessing a flirtatious exchange between the game's male hero and the blonde commando lady Z who wielded a big machine gun and a visible bra, I inquired about romance possibilities. I was told we can expect as many as four love scenes. I inquired how they compare to Mass Effect's infamous sex scenes. They're on a spectrum, I was told, one of them being "pretty racy." Oh, and pretty "unexpected" too, in terms of when it happens and the "choices you make in it?" Sounds like an interactive sex scene, but the Sega producer said I might be getting the wrong idea. He didn't want to give more away.
There's other stuff too, but it's not nearly as interesting cuz there's no sex involved.
I'm not really a fan of the whole "auto-save before important shit" idea, because it totally gives away when important shit pops up. And it doesn't punish the player enough. :twisted:Kotaku said:Key decision points trigger auto-saves, in a manner similar, of all tings to the immediate saving of the Fire Emblem series. Dialouge and mission choices are designed to enforce consequences on players, though the path those choices might lead is intended to be obscured by what Sega is promising to be a more varied spectrum of moral alignments by its characters.
The consequences sound good, but we won't know if this is just hype until the game's released. But knowing the gaming industry, it's probably hype.
OH SNAP DATS SUM REEL CHOICE AND CONSEQUENCE RIGHT THUR!kotaku said:Some of the dialogue sequences will be so lengthy that there are missions unto themselves. The Sega producer described them to me as interrogations that could last 10-15 minutes, full of choices not just about what to say but whether to, perhaps, hit the person being interrogated with a bottle. In the interrogation described, violence squeezes accurate information out, but causes the player's victim to alert his friends and make a subsequent mission harder. Being smoother with the same guy will allow the player to make a pay-off and face lesser opposition later.
I really hope there's more to it than that.
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