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File: 1446148041627.jpg (129.4 KB, 750x750, 1:1, alpha-protocol-wallpaper-6….jpg)

 No.19823

anyone remember this game? i recall it got a lotta shit when it came out, and my ayylmaolienware craptop couldnt really run it for more than an hour at the time before it would bluescreen so i never beat it and actually never played it again because of those reviews calling it shit. im reinstalling it now just to see what i missed out on thogh.

have you played it? what did you think of it? why cant obsidian into bugfixing? ( dont know how apparent these problems are, i just know that this was one of the major complaints about this game and other obsidian games )

 No.19908

OP here,

okay after beating the game the first time, i have to say i am very impressed and shocked no one talks about it. it is the culmination and perfection of the KOTOR alignment system, the realization of the mass effect " your choices matter" shit and the best example of the mass effect dialog wheel that im aware off.

first off, i say it perfects the KOTOR alignment system because instead of having to always choose either light or dark side, or even having such a static alignment system, you instead either gain or lose the respect of other based on what you say to them, and based on your reputation which is actually modified based on what you do and how you interact with others. and having the respect or dislike of characters can benefit you in some ways, depending on what you want to do. the game even explains all this in universe and even justifies the system; youre a spy! manipulation is part of the job and what distinguishes the player character from the NPCs in particular ( in universe i mean).

secondly, your choices really do matter for once! and not just you get a different slide in the ending cutscene either. most actions you do or dont take, do have an effect on the overall narritve, be it indirectly ( act like a dick to this guy i just met to piss him off now, and it, alon with other conversations where i behave the same way, will snowball into pissing him off enough to let me get a killing blow on him, or be reasonable with him and be on the right track for aquiring his help in beating the final boss much much later) or directly ( if i rough this old faggot up, ill get what i want out of him now for free, but it might make later missions more difficult.) its quite impressive how dynamic the story in this game can be, especially in this day and age where you pretty much have to stick to one specific dialog angle to get the full story in that playthrough. thats actually one of the best parts about this game; the "good" ending isnt good because you picked all the bleeding heart faggoty choices in the dialogs, its good because it resolved to your satisfaction. same goes for bad; its not the "bad" ending because you blew up the world and killed everyone forever, its bad because you didnt get the resolution you wanted. because of the lack of an alignment bar bullshit, the player characters morality is entirely subjective and lies in what choices you make, which is pretty incredible when you look at the markets alternatives at the time of release (2010), and ill even go so far as to say that the level of player interaction in the story along with the absolute subjectivity the game has towards your actions is unparalled even today. which brings me to my next point.

as far as the dialog wheel goes, your timed in conversations, so it at least justifies only giving you a summation of that option. it also diverges in and improves in that instead of giving you the shortest version of what that option will make the PC say, it lists the emotion you want to convey ( IE "aggressive," "cautious," "suave," "professional," etc) which almost always means what you think it means. im not saying dialog wheels are good, but this is the best implementation of it ive ever seen

the story is really fucking immersive, i literally did nothing but play this game all day today, thats how invested in the story i was. i havent been this enthralled by a gmaes story since bioware's glory days. ill just say its about spies and espionage to avoid spoilers. i will say its a chris avelleone game and that should speak to the quality of the story by itself. ill also say its the only RPG ive played that has me interested enough in the story to actually make me want to replay it out of sheer enjoyment. primarily because there are things i haven't actually seen in the game off of one playthrough that arent incredibly obvious as to how they would play out,a nd because im pretty sure you cant resolve the entire story from one playthrough.


 No.19909

File: 1446367807051-0.jpg (51.54 KB, 910x511, 130:73, alpha_protocol-1205218.jpg)

File: 1446367807051-1.png (69.53 KB, 1680x497, 240:71, apparently bugs are the wo….PNG)

File: 1446367807150-2.png (168.98 KB, 1701x887, 1701:887, fallout 3 ratings and appa….PNG)

OP part 2

it even has this neat dossier side-quest ish thing. its basically a summarization of any and all factions or individuals you hear about/ come into contact with, and is useful in that a completed dossier gives you a damage bonus against the individual or factoin, and can also unlock additional dialog choices, along with giving you insight into their combat tactics, and even insight into their motivations.

all of that being said, the game does still have its drawbacks, firearm combat is piss easy and there's really only 2 weapons worth using IMO. stealth is there if you want it, what with being a spy and all, but its optional and falls somewhere between metal gear solid 2 and the newest wolfenstein game. you can spec for kung fu if you want, and going full kung fu is viable if you wanted to play that way. but you dont play RPGs for the combat, you play em for the story. the game also suffers from consoleitis: the menus are very clearly designed for controller use and become tedious on the pc, inventory navigation especially .the mounted ( almost entirely optional ) weapons are atrocious to use because it automatically switches the senitivity to nasuatingly over responsive, i have to lower my mouses DPI just to make them usable. fortunately you only ever need to use them once, so they can be avoided if you really hate them.the game dislikes savescumming as well, and doesnt enable its use; you can only save to the last checkpoint, and checkpoints dont always come right before the part you want to redo. you also cant reload during conversations, so if you say the wrong thing in a conversation and want to change it, be prepared to close the game out and load it back up if you fuck up since it usualy autosaves at the end of the conversation. i recommend the you run it in a window for this very reason.

its also not without its bugs, but its fewer bugs than you would expect from a bethesda game to be entirely honest. which only adds to my contempt and disdain for game "journalists," considering how much dicksucking every bethesda game gets. i guess all this goes to show is that its not how good the game is, its how much you pay to advertise it. well that, and how much you pay off journalists, pics related.

all in all i feel… sad after beating it. not because of the story of anything in-game (well, maybe a small part is because of the story), but because i fear it will be a very long time, if ever, before another game comes along that has an interactive and immersive story of this quality, much less have characters this well written to complement it. what makes this even less likely is that story heavy games are starting to become the territory of the SJW, whereas the enthusiasts have largely retreaded to indie games that usually have almost no story. even worse is that even if obsidian made a sequel, it wouldnt compare to this since avellone is no longer full time with them, or would even be the head writer.

TL;DR play this game if you loved the golden years of Bioware style rpgs, this game is that genres swan song.


 No.19911

Ran like shit, constantly crashed and glitched out, even with latest patch. I never even got out of the tutorial. Game was so much trouble, I don't feel like ever trying it again.


 No.19913

>>19911

huh, only significant bug i had was it would fail to load saves a couple times. you using nvidia?


 No.19960

>>19913

I don't remember, probably AMD at the time.


 No.20006

>>19960

werks on my amd machine : ^ )


 No.20025

I don't know if it was just my shitty laptop but this was really hard to play. Also stealth was completely useless. I did not get pass the Saudi Arabia missions, I'll have to finish it when I get a gaymen computer

>>20006

kek


 No.20031

>>20025

> stealth was completely useless

are you saying this because combat is piss easy, even if they raise the alarm, or because you had difficulty stealthing? i only ask because i went through like 90% of the game without raising an alarm. i will say that the ai gaining wallhacks once your detected is bukllshit. either way you shouldnt put points into stealth beyond master awareness.


 No.20052

>>20031

It was easier just to kill everyone in an area.


 No.20060

>>20052

yeah pretty much. and you arent really incentivised to do a no kill run, since you can incapacitate npcs with knock outs and tranquilizers. but its stll there if you want to roleplay i suppose.


 No.20344

>>19908

>and the best example of the mass effect dialog wheel that im aware off.

Eh, I'm on the fence on it.

On one hand it does keep you in the game and engaged, on the other hand I'm a firm believer that you should know what the fuck you're about to say when selecting a dialogue option in an RPG. Luckily Obsidian writers (used to) know what they're doing so it's usually OK

I felt kinda disappointed in the choice department: Yes there were choices but they ddin't seem to change the course of events as much as enable or disable some content. The general outcome of events remained pretty static.

Also it feels like the story got rushed, you had to be really genre blind to not see Halbrech being behind it and just as you think the story will give you some final twist it doesn't really happen and you realise the cards were open pretty much from Saudi-Arabia on.

Characters are fucking 10/10

Even as I say all this criticism I finished this game 3 or 4 times and enjoyed every playthrough, the story might have not changed much but the way the characters were affected was very satisfactory.


 No.20416

>>20344

> I felt kinda disappointed in the choice department: Yes there were choices but they ddin't seem to change the course of events as much as enable or disable some content. The general outcome of events remained pretty static.

well you got me on that one, you have the advantage of beating the game more than once, and i wrote this wall of text on the high i got immediatly after beating it the first time.

> Also it feels like the story got rushed, you had to be really genre blind to not see Halbrech being behind it and just as you think the story will give you some final twist it doesn't really happen and you realise the cards were open pretty much from Saudi-Arabia on.

well the game doesnt really hide this from you, considering how early on you get lelands dossier and theres all those flash forward scenes. it did still surprise me though i wasnt expecting literally every woman, barring SIE and sis (dont know about the girl in italy because i let her die), to betray you. that took me by surprise. made me feel less bad about fugging all of them though.

> I finished this game 3 or 4 times

have you tried a full melee runthrough? i plan on doing a recuit playthrough next and figured melee was going to be the most economical.


 No.21386

I just finished this a few minutes ago, I have never had such mixed feelings about a game in my entire life. On one hand: the combat is objectively shit, the main characters/plot are extremely formulamatic, the mini-games are fucking awful, and a few of the character choices that matter the most are either not available or are too easily reversible later (not to mention my playthrough was tainted by not being able to fuck SIE and getting the most anticlimactic ending possible). On the other hand: the stealth was mediocre but was still fun, most of the political sub-plots were neat, and “most” of the time the dialouge wheel felt surprisingly satisfying. I can't see myself playing it twice but I would recommend it to someone who has never played a Mass-Effect-esque game before (like myself).


 No.21387

>>21386

Sounds like I might give it a try myself at some point here.


 No.21388

File: 1457985576619.jpg (177.56 KB, 1280x720, 16:9, sis.jpg)

>>21386

Sure you can, if you pick her for the last mission. What's real annoying is that if you pick Sis you get a cutscene in which she gives you a gun, but you don't get anything.

>Alpha Protocol

>Mass-Effect-esque

>implying Mass effect cares about your conversation options

also postan best girl


 No.21389

>>21388

I did choose SIE for the last mission but she only teased me a bit because I was acting too desperate throughout the game.

Are there any other good action RPGs where dialogue/combat choices actually affect the path of the game instead of just the ending? Alpha Protocol was refreshing after some of the shitty Telltale games I've played, but its flaws have left me craving more.


 No.21398

>>20344

>On one hand it does keep you in the game and engaged, on the other hand I'm a firm believer that you should know what the fuck you're about to say when selecting a dialogue option in an RPG. Luckily Obsidian writers (used to) know what they're doing so it's usually OK.

For me, the real-time mechanic of dialogue made the summarized options make sense. fit because in real dialogue, you're making the script up as you go,

>I felt kinda disappointed in the choice department: Yes there were choices but they didn't seem to change the course of events as much as enable or disable some content. The general outcome of events remained pretty static

I don't think this is terrible. When possibilities have extreme forks, it adds a lot of cost to development, for content that might not even be experienced in the single playthrough that most people will bother with. So, they used sleight of hand to make the forks seem more extreme than they were. For example, sprinkling G22 encounters around make you think that what happened in Russia/Taiwan (whichever came first) put you on some exclusive track.

This gives the first playthrough a much stronger impact on a smaller budget. The cost is disappointment when someone replays to explore the whole possibility space, unless you get a kick out of seeing through the tricks.


 No.21399

File: 1458498103466.jpg (195.84 KB, 1024x576, 16:9, Flotilla_-_encounter_(Blen….jpg)

>>21389

Does Flotilla count? You choose what sides you take and individual adventures are short.

>>21398

>For example, sprinkling G22 encounters around make you think that what happened in Russia/Taiwan (whichever came first) put you on some exclusive track.

Not really, it felt natural either way.


 No.21402

File: 1458610995467.jpg (5.14 KB, 184x184, 1:1, ultraviolence.jpg)

>>21388

>playing through on hard as a recruit with a stealth/melee focus

>decide to do Moscow first

>spend 45 minutes before I finally take her down

>replay the game later as a veteran on normal

>immediately stomp her shit and blow her brains out


 No.21409

File: 1458782447719.jpg (333.38 KB, 1920x1080, 16:9, 20160323181709_1.jpg)

>get to Taipei

>"Oh Steven you're so wacky, ha ha"

>the price of fruit correlated to suicides and alcoholism? that's fucking stupid you wild nigger

>wait a minute, that theory…

>realize this is exactly what the "genius analyst" Parker did his doctoral thesis on

>this is probably exactly the kind of shit he's been getting paid to do

>Steven Heck was actually 100% right all along

>was almost definitely an ex agent from a previous iteration of Alpha Protocol




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