Patryn said:I would have gotten that achievement butyou have to select Sie as your final handler. If you select anyone else, you won't get the romance scene.
Personally, I picked Steven Heck. I love god ol' Steve.
Labadal said:Ah, true.I picked her as my handler in the last mission. Since that is where the option to plough her appears.
I had Heck as my handler on my first playthrough.
KnightAttack said:This is true, but it's more like, she plows you! Best Achievement/Trophy name ever!
Snuggler said:two questions:
Are there any interactions withSis beyond the end of the Yacht mission? I spared her in one playthrough, and executed in another, but that was the extent of it. She seems like she could have been a really cool character, maybe they didn't have the time/resources to flesh her out.
Are there any good post-mortems on this game? I'd love to know more about it's development.
Snuggler said:two questions:
Are there any interactions withSis beyond the end of the Yacht mission? I spared her in one playthrough, and executed in another, but that was the extent of it. She seems like she could have been a really cool character, maybe they didn't have the time/resources to flesh her out.
Guesong said:She also appears in the last mission, providing that you chose Albatross as your handler, but nothing major.
daviyoung said:Yeh, she saved my ass in the last mission. But she's a mute character, in a game full of dialogue. I don't see how she could be anything more than just a squadmate.
SteelAttack said:Just reached Saudi Arabia for my first assignment. Was there a tutorial of sorts I was supposed to take? Because all I did was talk to Westridge.
Now I'm a bit overwhelmed by the amount of information to take into consideration and the fact I seemingly can't take two steps in any direction without someone spotting me.
SteelAttack said:Just reached Saudi Arabia for my first assignment. Was there a tutorial of sorts I was supposed to take? Because all I did was talk to Westridge.
Now I'm a bit overwhelmed by the amount of information to take into consideration and the fact I seemingly can't take two steps in any direction without someone spotting me.
SteelAttack said:Welp. Fortunately I was mostly dicking around, so nothing lost. I'll start all over then. I don't want to fumble around in the dark because of not keeping important shit in mind. Thanks, guys.
"Let's speak very commercially; the game hasn't sold what we've expected, therefore we won't be doing a sequel," said Hayes.
"The concept was brilliant, though," he added. "You know this whole thing with Metacritic where you have to be in the high 70s to mid-80s minimum [to have any success] - well, with RPGs you have got to be in the late 80s."
"Whilst we had a good game, I don't think we had a game that had enough to get us to that upper echelon and I think that was the issue."
"Again, the amount you need to invest to get there is so large because RPGs are naturally big projects. We've decided we won't do a sequel."
CFA: The Dialogue Stance System (and the forward momentum) belongs to APs original creative lead, Brian Mitsoda (whos now heading up Dead State at DoubleBear). The system is designed with no takebacks, which makes it feel more like a normal conversation, and in many respects, makes the choices more meaningful and less game-y. It also works especially well in the context of an espionage role-playing game, as it helps to add to the tension when you know that every second you need to be on your toes to see what choices are coming up.
We did want to avoid the morality scale in Alpha Protocol. Having an internal good/bad karma scale didnt feel right however, the idea that other people and factions would judge you on your behavior and having each one of them have a perception of you (good or bad) and judge you that way made a lot of sense in the game, you may be the only one who knows why you do the things you do, and while what you did may have been for the best of reasons, in the eyes of others, they may only see the evil that results and categorize you accordingly. It felt more natural to us rather than an internal barometer.
Pretty sure they don't.Vlodril said:I thought Obsidian said they do hold the rights to the ip.
Very interesting. Your conclusion's most likely right. Just a case of bad developer-publisher combination.Labadal said:The changes were made because SEGA wanted them. There are several interviews out there that indicate that Obsidian had to redo a lot of things because SEGA were thinking it needed to be more actiony and less rpg. So the gameplay had to be changed somewhat.
Thornton in the final game is very different from how he was intended to be. They had already done the voice acting for "old" Thornton when they had to redo him.
Then the game was delayed for 6 months, and during this time, Obsidian were not allowed to actually work on improvements.
I'm not saying it's all SEGA's fault, but I'm also saying it's not entirely Obsidian's fault. It seems to me these companies did not share the same vision for the game.
Yopis said:Just started another run through this and am having a better time with it to be honest. Really think they were on the verge of something special. Sucks obsidian only got one shot with this. Sequel would have been great I think.
So I aced both the weapons and gadgets tutorials, got offered the extra mission and did alright in both. However, the stealth instructor won't offer me an extra mission, even though I just nailed his test with a score of 123. What gives?Patryn said:Make sure you keep retaking the courses until you get a score of at least 100 on each of them. That'll trigger an extra mission from each of them that can give more exp and perks.
zkylon said:Pretty sure they don't.
It was really douchey of sega to announce that there wouldn't be a sequel to AP since the rights don't belong to them.
EDIT: First and last neg I'm gonna drop on the publisher. Still unprofessional but I'm comfortable with this one considering how unprofessional that press release was of them.
Obsidian owns the rights? So there COULD be a sequel?
Yes, yes. Sega has made is clear they wouldn't be the publisher though by publicly crapping in their hands and throwing it at Obs.
Darksiders is more polished and contains few if any game breaking bugs (never mind it's in a complete different genre which may not appeal to your tastes). And Fallout New Vegas is from Obsidian themselves so that's a poor example IMO. You have to be able to overlook the terrible combat, terrible AI, and game breaking bugs to be able to enjoy the game (I'm assuming those reviewers couldn't, or they could and gave a fair score of 7). A sequel should iron all of it out and net a better score.IPoopStandingUp said:Then went to play Darksiders. Got bored after 20 mins of pressing the square button.
Then went to play Fallout New Vegas. Got bored for several reasons.
And it hit me, all of these games scored higher than Alpha. And these aren't games I didn't just like less than Alpha, I plain out refuse to play them. I am certain now that either I have a screw loose or people weren't appreciating Alpha Protocol.
you never do get to pick up guns or interact with bodies no. You do have the weapon cupboard in your safehouse to control your inventory and can pick up some items(weapon mods, use slot stuff, ammo) in missions but guns are always through the store or boss rewards. The game certainly has a narrow design that could lead to that trapped feeling, I found the conversation side of the game to improve as it left saudi arabia and that was enough to make up for the other aspects to me.Kuran said:Kind of disappointed after sampling it for about half an hour. The first gun I picked up was stuck on my left hand for a while, so it looked all wrong. Always frustrating to get obvious bugs so long after a game's release. Fuck you Obsidian.
My biggest disappointment is how I can't seem to pick up a guard's gun.. what, really? I thought this was a role playing game.. do you get more 'options' after the first level? Where is my inventory?
Shooting felt pretty good. Although I feel 'trapped' in game design where I can't seem to interact fully with the elements in the environment. (such as picking up a gun that is laying right in front of me) That even ticked me off in Deus Ex. Bad game design imo.
Will play a bit more when I get time, I do hope it picks up.
Grayman said:you never do get to pick up guns or interact with bodies no. You do have the weapon cupboard in your safehouse to control your inventory and can pick up some items(weapon mods, use slot stuff, ammo) in missions but guns are always through the store or boss rewards. The game certainly has a narrow design that could lead to that trapped feeling, I found the conversation side of the game to improve as it left saudi arabia and that was enough to make up for the other aspects to me.
Oh man, this is great news. It still sounds like it'd be hell to pitch AP to new publishers, but at least there's hope.angular graphics said:The Lead Designer on Rome, thinks otherwise: http://forums.somethingawful.com/showthread.php?threadid=3308998&userid=19836
10 bucks? It's $2 on Steam!Kinyou said:Came in here wondering if the game is worth 10 bucks, looks like it is
Kinyou said:Came in here wondering if the game is worth 10 bucks, looks like it is
The actual RPG elements are superb. It's the basic things like AI and bugs that need work. The level design is actually pretty solid, almost like a mini deus ex.Tylahedras said:AP2 shouldn't be a hard pitch, the idea for the game is very solid, it's the execution that needed work.
SteelAttack said:So I aced both the weapons and gadgets tutorials, got offered the extra mission and did alright in both. However, the stealth instructor won't offer me an extra mission, even though I just nailed his test with a score of 123. What gives?
Also, that lockpicking minigame is bullshit. When all three picks have the sweet spot towards the middle, it's all gravy, but if I find one fucking pick like the one in the far left:
<--not my pic, I'm playing with controller
I can't push the trigger with enough finesse to hit the right spot, no matter what I try. Fuck lockpicking!
SteelAttack said:I'm playing with controller
I can't push the trigger with enough finesse to hit the right spot, no matter what I try. Fuck lockpicking!
aasoncott said:What controller are you using? I was using a DualShock and had the exact same problem. Plugged in a 360 controller instead and had no trouble. It was really, really obviously made to be played with a 360 controller and 360 controller alone.
SteelAttack said:Also, that lockpicking minigame is bullshit. When all three picks have the sweet spot towards the middle, it's all gravy, but if I find one fucking pick like the one in the far left:
<--not my pic, I'm playing with controller
I can't push the trigger with enough finesse to hit the right spot, no matter what I try. Fuck lockpicking!
Yeah, DS3 via MotionInJoy drivers. It's just frustrating. I had a hard-ass time trying to ace the stealth tutorial.aasoncott said:What controller are you using? I was using a DualShock and had the exact same problem. Plugged in a 360 controller instead and had no trouble. It was really, really obviously made to be played with a 360 controller and 360 controller alone.
You, sir, are a fucking BOSS. Lol. Thanks, I'll try it out tonight for sure.Red Blaster said:Found a solution to this. If you're using Motionjoy, upgrade to the latest version (6.0004 or whatever) and then go to options and change the threshold of whatever buttons you've got set to for LT/RT to zero (default is at 64 which means a considerable deadzone).
CrocMother said:So I just bought this game for $2 off steam...can't wait to try it out
jackdoe said:Also, Mike Thorton VA has to go. He makes male Shep seem like a downright charismatic character in comparison.