Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
Alpha Protocol is full of witty one-liners. Every character has a few, and they're never tired of using them. But for me, one witticism stood out above the rest, not because it's so profoundly original, but because it's such a great metaphor for the game - and the industry - as a whole.
"How Video Killed the Radio Star"
Our story began in the 90s, the Golden Age of the story-driven RPG. This was the era of Fallout, of Baldur's Gate, of Final Fantasy 7. And of course, of Planescape: Torment. Obsidian had its start here, though then it was known as Black Isle Studios, a subsidiary of Interplay. This was the time when isometric RPGs were all the rage, when D&D computer games made their first real breakthrough, and choices and consequences became the talk among the RPG elites. This was the decade that sewed the seeds of D&C and NMA, the Black Isle forum community, the Bioware fan base, and the bastard child of all of them, which later became the Codex.
It is an age which, I think it is fair to say, most of us look back upon with nostalgia. Some of this nostalgia is undeserved, and is simply a variation of adults longing for their irretrievable youths. Some of it, however, is well-deserved, and centers around the acute realization that there was a time when RPGs were not about flashy graphics, high production qualities, or ten-hour long "cinematic gameplay." And that it was good.
But what, exactly, was so good about the Golden Age?
Was it the isometric view that prevented you from seeing your party behind buildings?
(This used to be the shit. Take that, Mass Effect 2.)
Was it the 100+ hour campaigns (most of it combat) with AD&D rules that made you reload every time your character failed his "save vs. death" roll?
Was it the thousand pages of wall-of-text dialogue that made your eyes bleed?
(tl;dr)
Or was it the virtually non-existent C&C and skill use?
...
As an old school skeptic, I didn't understand, for a while, why people looked back so fondly upon the age of isometric RPGs, and I agreed with Chris Avellone, one of the gods of the Golden Age(mostly for his work on PST), when he said that the genre needed to move forward. That it needed to forget the age of dialogue trees, just as we have forgotten the age of text-based adventure games, and embrace the next gen.
But what I didn't realize was that video killed the radio star.
"What Can Change the Nature of a Man?"
This is supposed to be a review of Alpha Protocol, but I've now spent almost two pages talking about other games. Since you're still reading, I assume you won't mind if I spend half-a-page more on a game that's brought up each time someone wants to make a "games are art" argument - Planescape: Torment.
Let's be honest, guys. PST was shit.
But-but-but-
You heard me. PST was the best book ever written in RPG form. But as a game, it was shit. It had some of the worst D&D mechanics of the IE era, mind-numbingly retarded combat that consisted of you and Morte auto-attacking zombies and bandits for the first ten hours of the game, and a campaign style that, absent the poor combat, was basically delivery quests.
Oh, sure, the dialogue was excellent. The in-game descriptions were masterful. The world was well-realized. The characters were wonderful. But the balance? The mechanics? The gameplay?
Poor, flawed, non-existent.
PST was an interactive novel.
And yet, we were able to look past all that. Look past the fact that PST was basically a bad (and at the time, buggy) game with a great story and characters. To see it as something more, something that we might compare to "art."
The nature of the industry has changed since then.
"You are operating under Alpha Protocol"
And now, I'm ready to write about Alpha Protocol. Because this is a long post, I will write it in two parts. The first part will focus on the gameplay and the technology behind AP. The second, on the plot, the graphics, the music, the characters, and the overall theme of my post.
Now, before I start, let me point out that I sank more time into this game than I've sank into any other RPG, as of late (hence the length of this post). I played Mass Effect 2 once. I played Dragon Age twice (but never finished the second play through). I didn't finish Storm of Zehir. I played MOTB once. NWN 2 once. ME 1 once.
I played Alpha Protocol three times, with countless reloads to see the different branches. My save files show that I've spent at least 30-40 hours on a 10-hour game. So, either I really like AP, or I'm a masochist. As I will explain, it is a combination of both.
Alpha Protocol is a game of moments. Great moments that make you admire the developers for their ambition. Terrible moments that make you froth in rage-induced furor. Between them, there is the long stretch of derivative gameplay that you might expect from a RPG-FPS hybrid, as AP is and as its engine (the ME 1 engine) was built to support.
"There are conflicts, and then there are wars."
As someone who has played many of the FPS and Stealth games that inspired AP's combat system, I can only say that Obsidian's implementation is ... well, flawed - but still relatively fun. That's right. I didn't hate AP's combat system. It wasn't that bad, despite all the imbalances, frustratingly bad camera angles, and obvious deficiencies (ie the lack of a stealth indicator - HELLO?)
The fact that you were able to tackle scenarios in different ways played in Obsidian's favor, here. AP is no Hit Man, but it's not ME 1, either. Whereas Bioware had gone with the safe-but-boring route of mindless set-piece battles that encouraged brute forcing through everything, Obsidian opted to emulate a style of combat (popularized, perhaps, by Deus Ex) that I consider much more ambitious and interesting. There was good synergy between this approach and the focus on C&C, as the traditional RPG approach of offering two solutions - one based on diplomacy, one based on combat - was supplemented further by the stealth and gadget options, which made the gameplay feel genuinely "player-driven." It was not infrequent for me to pause the game in order to think about how I should approach situation or scenario, given my options, and this is a testimony to good C&C.
"Darling, I do not play games. And apparently, neither do you..."
Since the combat system is tied to the character development system, I'll go ahead and mention this. First, make no mistake about it: AP has no sense of balance. Some abilities are genuinely better than others, and you won't necessarily realize this during your first play through. I'll quote myself on this:
Having said that, some of the abilities in the game were honestly fun. Sure, Chain Shot was overpowered. Shadow Operative was ridiculous (from a realism point of view). Martial Arts was underdeveloped. Focused Aim was mostly useless. But despite all this, AP's character and combat systems felt like they had surprising depth - for a FPS-RPG hybrid - and this is something I didn't expect. I just recently played Bioshock 2 - a series praised for its gameplay, among other things - and I can say that I enjoyed AP's combat scenarios more than I did Bioshock 2's, or Bioshock 1's, for that matter. AP's core gameplay didn't bore me, and I could say this with confidence after three separate play throughs.
Now, what did bore me, over time, were the mini-games, but that's to be expected - when was the last time mini-games didn't becoming boring? At least Obsidian's mini-games were somewhat clever. And you could bypass them with EMP charges with a minor investment in Sabotage. Once I realized this, things became a lot less frustrating.
"You are here because of America's greed"
I liked the equipment system, which was modeled after ME 1's. After seeing how Bioware dumbed down ME 2, I'm glad that Obsidian didn't imitate the Canadians there. It felt good to equip Michael Thorton, because equipment clearly made a difference and I was often forced to control my own power gaming greed for the sake of the greater good at decision points.
Not much complaints here, and I especially liked the fact that characters responded to your choice of gear in dialogues.
"Can't have you showing up on the nightly news"
I will, however, complain about the camera angle. It seems that this is a perennial problem with Obsidian's games. The default camera angle in AP (ala ME, WoW) is not bad, but the game often screws it up when the camera gets occluded by one of the many obstacles you use to hide behind. Worse, sometimes the game flat out glitches and you're unable to face the direction you want to face. This is a serious problem when trying to use martial arts, as martial combat in AP is contact-based and you can't contact the enemy when you're not facing them.
Things like this make you wonder how much Q&A Obsidian really did on the final product. Clearly, not enough.
"So you're an intelligence analyst, huh? Found any? ... Intelligence, I mean."
The last part of this post will be about AI. Many people complained about the AI in AP, and they have good reasons to do so: the AI does some of the stupidest things, and often glitches out during path finding, resulting in hilarious situations where the AI would simply stand there while you took shots at them.
Having said that, I didn't find it to be too big of an issue because there's often enough opponents in any given encounter that their sheer numbers make them a challenge. And it's not like ME's AI was infinitely better. It was simply more polished, a theme that I shall return to.
"How Video Killed the Radio Star"
Our story began in the 90s, the Golden Age of the story-driven RPG. This was the era of Fallout, of Baldur's Gate, of Final Fantasy 7. And of course, of Planescape: Torment. Obsidian had its start here, though then it was known as Black Isle Studios, a subsidiary of Interplay. This was the time when isometric RPGs were all the rage, when D&D computer games made their first real breakthrough, and choices and consequences became the talk among the RPG elites. This was the decade that sewed the seeds of D&C and NMA, the Black Isle forum community, the Bioware fan base, and the bastard child of all of them, which later became the Codex.
It is an age which, I think it is fair to say, most of us look back upon with nostalgia. Some of this nostalgia is undeserved, and is simply a variation of adults longing for their irretrievable youths. Some of it, however, is well-deserved, and centers around the acute realization that there was a time when RPGs were not about flashy graphics, high production qualities, or ten-hour long "cinematic gameplay." And that it was good.
But what, exactly, was so good about the Golden Age?
Was it the isometric view that prevented you from seeing your party behind buildings?
(This used to be the shit. Take that, Mass Effect 2.)
Was it the 100+ hour campaigns (most of it combat) with AD&D rules that made you reload every time your character failed his "save vs. death" roll?
Was it the thousand pages of wall-of-text dialogue that made your eyes bleed?
(tl;dr)
Or was it the virtually non-existent C&C and skill use?
...
As an old school skeptic, I didn't understand, for a while, why people looked back so fondly upon the age of isometric RPGs, and I agreed with Chris Avellone, one of the gods of the Golden Age(mostly for his work on PST), when he said that the genre needed to move forward. That it needed to forget the age of dialogue trees, just as we have forgotten the age of text-based adventure games, and embrace the next gen.
But what I didn't realize was that video killed the radio star.
"What Can Change the Nature of a Man?"
This is supposed to be a review of Alpha Protocol, but I've now spent almost two pages talking about other games. Since you're still reading, I assume you won't mind if I spend half-a-page more on a game that's brought up each time someone wants to make a "games are art" argument - Planescape: Torment.
Let's be honest, guys. PST was shit.
But-but-but-
You heard me. PST was the best book ever written in RPG form. But as a game, it was shit. It had some of the worst D&D mechanics of the IE era, mind-numbingly retarded combat that consisted of you and Morte auto-attacking zombies and bandits for the first ten hours of the game, and a campaign style that, absent the poor combat, was basically delivery quests.
Oh, sure, the dialogue was excellent. The in-game descriptions were masterful. The world was well-realized. The characters were wonderful. But the balance? The mechanics? The gameplay?
Poor, flawed, non-existent.
PST was an interactive novel.
And yet, we were able to look past all that. Look past the fact that PST was basically a bad (and at the time, buggy) game with a great story and characters. To see it as something more, something that we might compare to "art."
The nature of the industry has changed since then.
"You are operating under Alpha Protocol"
And now, I'm ready to write about Alpha Protocol. Because this is a long post, I will write it in two parts. The first part will focus on the gameplay and the technology behind AP. The second, on the plot, the graphics, the music, the characters, and the overall theme of my post.
Now, before I start, let me point out that I sank more time into this game than I've sank into any other RPG, as of late (hence the length of this post). I played Mass Effect 2 once. I played Dragon Age twice (but never finished the second play through). I didn't finish Storm of Zehir. I played MOTB once. NWN 2 once. ME 1 once.
I played Alpha Protocol three times, with countless reloads to see the different branches. My save files show that I've spent at least 30-40 hours on a 10-hour game. So, either I really like AP, or I'm a masochist. As I will explain, it is a combination of both.
Alpha Protocol is a game of moments. Great moments that make you admire the developers for their ambition. Terrible moments that make you froth in rage-induced furor. Between them, there is the long stretch of derivative gameplay that you might expect from a RPG-FPS hybrid, as AP is and as its engine (the ME 1 engine) was built to support.
"There are conflicts, and then there are wars."
As someone who has played many of the FPS and Stealth games that inspired AP's combat system, I can only say that Obsidian's implementation is ... well, flawed - but still relatively fun. That's right. I didn't hate AP's combat system. It wasn't that bad, despite all the imbalances, frustratingly bad camera angles, and obvious deficiencies (ie the lack of a stealth indicator - HELLO?)
The fact that you were able to tackle scenarios in different ways played in Obsidian's favor, here. AP is no Hit Man, but it's not ME 1, either. Whereas Bioware had gone with the safe-but-boring route of mindless set-piece battles that encouraged brute forcing through everything, Obsidian opted to emulate a style of combat (popularized, perhaps, by Deus Ex) that I consider much more ambitious and interesting. There was good synergy between this approach and the focus on C&C, as the traditional RPG approach of offering two solutions - one based on diplomacy, one based on combat - was supplemented further by the stealth and gadget options, which made the gameplay feel genuinely "player-driven." It was not infrequent for me to pause the game in order to think about how I should approach situation or scenario, given my options, and this is a testimony to good C&C.
"Darling, I do not play games. And apparently, neither do you..."
Since the combat system is tied to the character development system, I'll go ahead and mention this. First, make no mistake about it: AP has no sense of balance. Some abilities are genuinely better than others, and you won't necessarily realize this during your first play through. I'll quote myself on this:
First run-through: Max martial arts & stealth. Everything was easy peezy then I ran into Omen Deng. And then Brayko. I raged.
Second run-through: Max shotguns and assault rifles. Everything was easier peezier. Took down Brayko in what I thought was a pretty cool fight.
Third run-through: Max pistols. All bosses died in 1-2 hits. I was speechless.
Did anybody at Obsidian even bother to test Chain Shot?
Having said that, some of the abilities in the game were honestly fun. Sure, Chain Shot was overpowered. Shadow Operative was ridiculous (from a realism point of view). Martial Arts was underdeveloped. Focused Aim was mostly useless. But despite all this, AP's character and combat systems felt like they had surprising depth - for a FPS-RPG hybrid - and this is something I didn't expect. I just recently played Bioshock 2 - a series praised for its gameplay, among other things - and I can say that I enjoyed AP's combat scenarios more than I did Bioshock 2's, or Bioshock 1's, for that matter. AP's core gameplay didn't bore me, and I could say this with confidence after three separate play throughs.
Now, what did bore me, over time, were the mini-games, but that's to be expected - when was the last time mini-games didn't becoming boring? At least Obsidian's mini-games were somewhat clever. And you could bypass them with EMP charges with a minor investment in Sabotage. Once I realized this, things became a lot less frustrating.
"You are here because of America's greed"
I liked the equipment system, which was modeled after ME 1's. After seeing how Bioware dumbed down ME 2, I'm glad that Obsidian didn't imitate the Canadians there. It felt good to equip Michael Thorton, because equipment clearly made a difference and I was often forced to control my own power gaming greed for the sake of the greater good at decision points.
Not much complaints here, and I especially liked the fact that characters responded to your choice of gear in dialogues.
"Can't have you showing up on the nightly news"
I will, however, complain about the camera angle. It seems that this is a perennial problem with Obsidian's games. The default camera angle in AP (ala ME, WoW) is not bad, but the game often screws it up when the camera gets occluded by one of the many obstacles you use to hide behind. Worse, sometimes the game flat out glitches and you're unable to face the direction you want to face. This is a serious problem when trying to use martial arts, as martial combat in AP is contact-based and you can't contact the enemy when you're not facing them.
Things like this make you wonder how much Q&A Obsidian really did on the final product. Clearly, not enough.
"So you're an intelligence analyst, huh? Found any? ... Intelligence, I mean."
The last part of this post will be about AI. Many people complained about the AI in AP, and they have good reasons to do so: the AI does some of the stupidest things, and often glitches out during path finding, resulting in hilarious situations where the AI would simply stand there while you took shots at them.
Having said that, I didn't find it to be too big of an issue because there's often enough opponents in any given encounter that their sheer numbers make them a challenge. And it's not like ME's AI was infinitely better. It was simply more polished, a theme that I shall return to.