Alpha Protocol Preview

License to skill-points.

A few minutes of footage is always unlikely to be representative of a role-playing game, because in a few minutes of videogame footage, in the face of lots of game-hungry industry folks, it's vital to show several things, those things being: guns, guns being fired at someone, someone falling over when fired at with guns. Given that RPGs are as much about dialogue and narrative as they are about action, this approach is rather like promoting an album by stitching together all the choruses. Sure, it's noisy and excited, but it's also confusing and peculiar. For the same reason, E3 didn't do Alpha Protocol many favours.

Guns, guns, guns. The wrong end of the stick, it seems. Sure, this is a game about secret agents in the near future, but it's being made by Obsidian - they of Neverwinter Nights 2 and Knights of the Old Republic 2. Regardless of those RPGs' many embarrassing technical problems - something Obsidian is resolute won't happen with Alpha Protocol - what they definitely did well was story. Arguably, even better than the BioWare games they were sequels to. In a lengthy walkthrough of what Obsidian call 'reactivity' in Alpha Protocol, I get a decent sense of how your character's actions - as opposed to his action - influence the game in both the short and long term. And all without some all-knowing morality meter judging you for choices.

Say you want to be a nice guy: the Sean Connery model. Super. Drunken geriatric informant Grigori is appreciative of your kindness to him, offering up details of a side-mission as well as the information you need, and, seeing as you're now chums, offering you some fancy armour to protect yourself. Off you go to your mission, feeling all warm and fuzzy, and, after killing or stealthing past a few mooks, you encounter Sei. She's a Teutonic warrior-woman, buff as you like and with an accent you wouldn't laugh at to her face - think Dolph Lundgren in a crop top. So you turn on the charm and... you get rebuffed, possibly even attacked. Sei's not interested in politeness. She wants aggression and arrogance. You could even opt to fight her, and that'll impress her even more. Later, we're promised a catfight between her and your agency guide.

'Alpha Protocol' Screenshot 1

He didn't start the fire! Oh wait, he did.

Or perhaps you don't want to be a nice guy. Perhaps you want to be a brutal meathead: the Daniel Craig model. Super. Drunken geriatric informatant Grigori peels his face off the table you've just smashed it into and grudgingly shares the location of your target. He doesn't offer any further information, but he's so terrified of you that he does let you access his gun collection. Off you go to your mission, feeling pumped with rage and confidence, and, after killing or stealthing past a few mooks, you encounter Sei. She takes your threats, mockery and absurd self-confidence as something like flirtation and offers to lend you a hand (or, specifically, the gun-toting hands of several dozen of her hired mercenaries). And you'll probably need it, seeing as battered old Grigori sold you out and let your target know you're coming.

Adaptation to your play-style, not punishment. In fact, Alpha Protocol could even be said to be rewarding you for playing however you like. While clearly this is only one example, if Obsidian can stretch this philosophy across all 30-odd hours of the game (which sounds short for an RPG, but the 120 hours of dialogue hint at huge scope for replay) it could achieve something role-playing developers have been chasing in vain for years: a game that's truly shaped by you, not one that simply tumbles into arbitrary good, bad, and somewhere-in-the-middle.

Alpha Protocol's theme helps, of course - you're not Sir Amnesiapants, with a fixed destiny to save the entire world, even if you are a tad prone to biting the heads off children en route. You're a spy. Spies do bad stuff as part of a grander plan to achieve their mission. In a sense, your morality is already fixed by the character you play as - you're always going to be Michael Thorton, Super-Spy, with a remit to bring down threats to civilisation (though there are strong hints you'll be deciding which threats are ultimately greatest). You can choose to give Michael a silly beard or a bald head, but while that makes the cut-scenes funnier, it doesn't change their outcome. He's a man with a job to do, and he'll achieve it by whatever means he and therefore you deem necessary. "We try and make it so there's no bad choices," says programming producer Nathan Davis. "We want to reward you for playing in the style that you want."

This includes the combat as well as the conversation: the pow as well as the pow-wow, if you will. While superficially the action and the levelling up/abilities system is reminiscent of Mass Effect, it's a lot more integral to the game as a whole, as opposed to an extra lump stuck on the side. There isn't, it appears, much in the way of wandering around hub locations picking up quests and making idle chat-chat: the conversations happen during missions, and then shape the directions those missions go in, and where you go next. On the one hand, this promises a tight flow and a naturalistic narrative, rather than the strange, ancient RPG hangover that sees guys delay saving the entire world to go find someone's lost teddy bear in the hope of earning a few coins and a pat on the head. On the other, it could severely limit the sense of world and place, in favour of a series of arenas with cut-scenes in between.

On the other, other hand, the one with knuckles made of steel, those arenas are impressively flexible. Wanna kill everyone? Kill everyone. Wanna avoid everyone? Avoid everyone. Wanna kung-fu everyone? Kung-fu everyone. Wanna, er, gadget everyone? Gadget everyone. This is a game chock-full of toys. Again, the game responds to what you do, rather than boxing you into a corner - keep on kung-fuing folk and you'll be rewarded with perks for it (many of which are paired with Achievements/Trophies) that unlock ultra-attacks. Switch to sub-machine-gunning goons in the face and you'll earn a few perks from that too. Again, there's that shining promise of replay value - a game that shifts down new paths in on-the-fly response to your actions is never going to play the same way twice.

'Alpha Protocol' Screenshot 2

Let's talk about this, and therefore allow for different outcomes.

On the other, other, other hand, the one with seven fingers and weeping sores on the palm, it's not an especially pretty game in either its technology or its art style, none of the demonstrated characters stick out as especially memorable and some of the dialogue seems a little stuck between the rock of run-on exposition and the hard place of attempted James Bond camp. Again, though - it's impossible to demonstrate an RPG in anything less than several hours if you want to convey a meaningful sense of what it's like to lose yourself in the character. And that's what Alpha Protocol aims to do above and beyond anything else. You're a secret agent, after all. Nobody tells you what to do - except you.

Alpha Protocol is due out for PC, PS3 and Xbox 360 in October.

Comments (38) Latest comment 3 years ago

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  • mkreku #1 3 years ago

    THORTON. Michael Thorton. Not Thornton.
  • Pro_Gamer #2 3 years ago

  • organica #3 3 years ago

    "Arguably, even better than the BioWare games they were sequels to."

    Alec,

    A note re: Any notion of KoToR 2 superiority.

    Pistols at dawn, sir. Pistols at dawn.

    Faithfully yrs etc.
  • Gnort #4 3 years ago

    This game intrigues me, but I have a feeling that it will be more of a flawed gem than a masterpiece. Which is okay with me.
  • Venkman90 #5 3 years ago

    The customization shown at Comic Con looked great, 30 hours and few side quests seems a bit crap though, seems more KOTOR than Mass Effect.
  • UncleLou #6 3 years ago

    A note re: Any notion of KoToR 2 superiority.

    He didn't say Kotor 2 is the superior game. It was an unfinished mess. But the writing is clearly better than in Bioware's game.
  • Evolution #7 3 years ago

  • matrim83 #8 3 years ago

    I am with Unclelou and Alec Mercer (:p) on this one. The quality of writing was much better in Kotor2 and NVN2. Even if KotoR 2 lacked the superb twist of the first one.

    I really am liking the sound of this one.
  • organica #9 3 years ago

    @UncleLou

    I know he didn't say that. That's why I said 'any notion' - i.e. any part of KoToR 2 being superior. Ugh, too early for pedantry.

    The writing isn't clearly better, in my humble opinion. There are promising aspects of the storyline and characterisations but it's all for nothing if none of them actually go anywhere. It's all subjective of course, but while the sequel isn't an awful game I found it a massive disappointment since the first is probably my all-time favourite.

    Darth Sion and Darth Nihilus are still kickass, mind.
  • UncleLou #10 3 years ago

    Fair enough. It also depends on how you define "writing", or how important different aspects of the writing are for you. For me, the dialogues themselves are almost more important than the overall plot (which in Kotor 2 suffered from omisisons indeed). I simply enjoy well written dialogues a lot, and found Obsidian's games a lot more rewarding in that regard than Bioware's.

    I'll still shoot you from behind while you're busy duelling, of course. ;)
  • organica #11 3 years ago

    Well that's why my back will be protected by a sociopathic protocol droid.

    Damn you, you're making me remember the good bits. Bao-Dur and G0-T0 were class characters as well.
  • w00t #12 3 years ago

    Fuck this Star Wars shit!

    SUPERSPY RPG

    I was becoming a bit bored with the established sci-fi/fantasy tropes in RPGs, so at the very least it will be a thematic change. The way the game adapts to your style of gameplay sounds... ambitious. I hope it works :)

    PS - HK-47 roolz
  • Zebula77 #13 3 years ago

    Hmmm, COULD be good, this. I like action RPGs and I like the sound of having a lot of personal choice in how missions are dealt with. Love stealth too.

    Vids didn't look all that impressive tho. Graphics and lip-sync not particularily good imo.
  • hiddenranbir #14 3 years ago

    I love games that adapt to your choices. The branches in ME weren't very significant, mostly just changed dialogue. "I heard you punched that lady, don't do it again"

    High hopes for this. Hope it becomes successful and then they make an rpg that is a bit more open but with an even greater ability to adapt to your actions!
  • TheTingler #15 3 years ago

    Very, very excited about this. The writing and the replay value alone, plus it's actually coming out this year (at the moment...) which most of the games I'm looking forward to have failed at.

    And it's not a generic non-licensed fantasy world trying to be edgy and adult like a certain Bioware game out near the same time.
  • Hunam #16 3 years ago

    Looking forward to this rather a lot I have to say.

    As for the KOTOR2 debate, I've always thought 2 had amazing characters, Kreia (however that's spelt) was pretty original in that she didn't push you to be good, or nice or anything, but to allow others and yourself to exprience to world in all it's glory and harshness, she actively tried to push your actions outside of moral boundaries, but then game still had those boundaries in it, which was an interesting mix.
  • Quint2020 #17 3 years ago

    I'm still looking forward to this but the idea of just moving from one mission to the next without any real world to explore in-between sounds like it could kill one of my favourite things about RPGs, the freedom, simply replacing it with linearity makes it nothing more than a shooter with skill points imo. We'll see though.
  • Meho #18 3 years ago

    This sounds better every time I read about it. I thought the E3 interview with Chris Avellone was also very encouraging. Actually, after reading Alec's preview, this really reminds me of Deus Ex, another game that had substandard technology, questionable (or at least variable) dialogue quality, underwhelming combat and no proper hub/ dungeon separation and eventually ended up being one of the best games ever. If only wonders could happen twice in the same lifetime.
  • Meho #19 3 years ago

    Also, KOTOR2 definitely had better writing than the first game. Yes, the story being cut short in the end didn't help much but the quality of dialogues and the underlying philosophy were on a totally other level than in the first game. Superior level.
  • BabyJesus #20 3 years ago

    I'm cautiously optimistic about this considering Obsidians RPG pedigree, although this is the first new IP I've seen them tackle in a while (if at all), also a little worried about their reputation for buggy games with poor support.

    Still looking forward to seeing how this shapes up, despite my concerns about the above.
    Edited by 1 at 05/08/09 @ 10:43
  • ardamillo #21 3 years ago

    I really hope this works.
  • BillyBrush #22 3 years ago

    When RPG's take on 3rd person shooter mechanics....they start having to be judged with that in mind....and this one does look pretty average in those aspects.

    In a lot of ways this, and the bigger daddy of Mass Effect, are interesting, because they take the RPG a mile away from turn based, random battles and all the worn conventions....and i like this...it's just, if you can control the shooty action, then the shooty action can't be miles below action games
  • asphaltcowboy #23 3 years ago

    Quite excited about this. If they deliver on their promises, it's going to be fantastic game!
  • glaeken #24 3 years ago

    I think this sounds good. It's certainly a title I will be watching when it comes to release to see how it reviews.
  • Bertie Verified Senior Staff Writer, Eurogamer.net #25 3 years ago

    Michael Thornton Chocolate is now Michael Thorton. Thanks for pointing that out. Mm chocolate.
    Edited by 1 at 05/08/09 @ 13:43
  • Scimarad #26 3 years ago

    This really doesn't sound like an RPG to me. To me an RPG needs to let you wander around, talk to people and explore as well as all the levelling up stuff.

    This just sounds like an action game with roleplaying elements, sort of like Mass Effect but with none of the freedom to sod about and do what you want.
  • Bertie Verified Senior Staff Writer, Eurogamer.net #27 3 years ago

    Lovely preview by the way, even if I am biased.
  • Drakron #28 3 years ago

    RPGs these days are most just FPS or OTSS with some window dressing.

    What I read about this looks it comes from a bad spy novel, cliche ridden ... there is nothing innovative or even improved over Mass Effect, adding a timer to the conversation option was done before in case anyone forgot.
  • UncleLou #29 3 years ago

    I am not quite sure what your point is - I don't think Alpha Protocol intends to innovate (neither did Mass Effect), nor does it have to. It's a game that seems to concentrate strongly on different solutions to each given situation, which sounds great. I'll take further progress of RPGs in that direction over some laboured attempt to innovate any day.
  • Rodriguez #30 3 years ago

    Looking forward to this one, pre-ordered it in the Argos 20% off deal. I like the fact that Obsidian are trying something fresh in the RPG genre aside from fantasy or sci-fi, even if I do love those too (I'm excited about Dragon Age: Origins this year!).
    Hopefully it'll be good enough to be the start of a new series of games, especially after the bum deal Obsidian got with the rushed release of KOTOR2 and the cancellation of the Aliens RPG, I hope this goes well for them.
  • Zyrxil #31 3 years ago

    <em>A note re: Any notion of KoToR 2 superiority.
    Pistols at dawn, sir. Pistols at dawn.</em>

    The first 80% of KoTOR 2 was clearly better than the first 80% of KoTOR 1. The story was more complex, the quests were better, the characters more interesting.
    Edited by 1 at 06/08/09 @ 16:13
  • organica #32 3 years ago

    @ Zyrxil

    Clearly, you say. Well there's no arguing against that.

    In all seriousness though, I have been surprised by how many people have pounced on me (some in a friendly fashion) for this. It was a supposed-to-be-amusing post but I did genuinely think most people preferred the first one by quite some way. I certainly don't know anyone in RL who doesn't. Maybe I should give it another runthrough...
  • anauroch1 #33 3 years ago

    Alec: No "arguably" about it. Obsidian are hugely superior writers to BioWare - and have actually managed to write new plots for each of their games, which is a big improvement on Bio. Although you missed their greatest creation, which is the NWN2 expansion Mask of the Betrayer.
  • Bits #34 3 years ago

    The KoToR2 story was a bloody mess, it's been a good while since I played it but that's the feelings I recall having about it. Especially regarding a very blatantly (from the start) evil character who SHOCK turned out to be the big badm that has always annoyed me. It was very clear from the first time I met her and yet I had to play along with all the bollocks to find out what I already knew. The story was no where near as good as in KoToR, I barely recall any of the characters either.

    Anywho, despite that, I've really liked what I've seen of Alpha Protocol and I can't wait to get my hands on it. Hopefully it lives up to the potential.
  • hiddenranbir #35 3 years ago

    It would make sense for them to have the better writers. Former Black Isle innit.
  • anauroch1 #36 3 years ago

    KotOR II's story was infinitely better than the generic "save the world" stuff BioWare has been flogging for the last ten years.
  • LarsWestergren #37 3 years ago

    @Bits

    What I found fascinating about Kreia was this:
    When I first met her, I though - well, there is a snake in the grass if I ever saw one. Also the game isn't exactly subtle in giving you hints right from the start that she isn't exactly a nice person.

    Then in the meticulous way I always play RPGs I tried to gain maximum influence with her by flattering her and ingratiating myself with her (especially since I knew from Planescape:Torment and Neverwinter Nights 2 that this could lead to significant gameplay bonuses).
    But it didn't work! Whenever I was playing the shiny white paladin to ingratiate myself with other characters, my influence with her went down. Even when I tried to second guess her, I kept losing influence with her. I found myself starting to weigh every word I said to her (or anyone else when she was around) and to listen extremely carefully to everything she said, like she was some kind of sage.

    Some people are still claiming that she is in fact *not* evil. She is the only one who has transcended simplistic black and white morality, in the Star Wars universe which has always been very black and white. Some even say she could be considered good, because she is fighting for free will, and sees the Force as a violation of the human spirit.
  • pinochet_cz #38 3 years ago

    I also found KOTOR2 characters more believable and story less black/white then it was in original. I loved them both and hope that AP will be mix of these and Deus Ex (first one, second was crap)