There's also a place in Moscow where you get something if you're a Veteran
You can save Albatross/SIE and get thing you came for in the first place.
Any RPG or adventure designer without a copy of Alpha Protocol and a notepad with its name surrounded by little hearts is an RPG or adventure designer not doing their homework properly. Like Vampire: The Masquerade: Colon: Bloodlines, Alpha Protocol is nothing short of a treasure trove of ideas and unspoiled systems just waiting to be cracked open and presented as new innovation.
Good to see big time press post-liking it, it's unfortunate they didn't think as much when it was released.
Game is already in hard difficulty if you don't use pistols.
Only if you're not going stealth.
Yeah that was what I tried to sayNo, the game is only in hard difficulty if you use weapons more power than pistols actually. If you go full stealth + CQC takedowns, it's still easy mode. But the big guns just make the game hilariously harder.
Okay, this is quite random, but I wanted to get this out.
I initially liked the real-time, abbreviated dialogue stance mechanics. But I don't now after a couple of playthroughs. Let me list the characteristics of the mechanics.
- Real-time creates a sense of urgency, and perhaps even some tension. Unnecessary if it gets in the way of more important aspects.
- Real-time means it's more cinematic than any other dialogue cutscenes.
- Real-time means the pc's dialogue lines need to be abbreviated.
- Stances mean pc can have just as many lines as npcs as the stance can be carried through a long exchange. Not really a positive or a negative, perhaps more cinematic.
- Stances can mean it's pretty difficult to tell what the pc is going to say. For example, when talking to a female npc, is Suave going to make Thorton make a light-hearted quip or flirt?
- Real-time plus stances can mean the player doesn't have adequate time to consider his choices; in other words player choices are obscured. This is important because the game is pretty heavy on C&C, and it's all done through dialogue.
Looking at those, overall, it's trading clarity in choices with cinematic presentation. I know which I prefer every time.
That's kind of the point, innit?Okay, this is quite random, but I wanted to get this out.
I initially liked the real-time, abbreviated dialogue stance mechanics. But I don't now after a couple of playthroughs. Let me list the characteristics of the mechanics.
- Real-time creates a sense of urgency, and perhaps even some tension. Unnecessary if it gets in the way of more important aspects.
- Real-time means it's more cinematic than any other dialogue cutscenes.
- Real-time means the pc's dialogue lines need to be abbreviated.
- Stances mean pc can have just as many lines as npcs as the stance can be carried through a long exchange. Not really a positive or a negative, perhaps more cinematic.
- Stances can mean it's pretty difficult to tell what the pc is going to say. For example, when talking to a female npc, is Suave going to make Thorton make a light-hearted quip or flirt?
- Real-time plus stances can mean the player doesn't have adequate time to consider his choices; in other words player choices are obscured. This is important because the game is pretty heavy on C&C, and it's all done through dialogue.
Looking at those, overall, it's trading clarity in choices with cinematic presentation. I know which I prefer every time.
How would you feel if their was a perk that showed you if the npc would like/dislike you depending on your response? I.e Suave +1 Intimidate -1 ....etc
Sure, and that's exactly my problem - the game chose style over substance. The game is not providing the most accurate and complete information it can because of the style of presentation embedded as a mechanic. That may feel like a spy game, but, really, the trade-off isn't worth it to me.That's kind of the point, innit?
You're a superspy on a mission to stop the evil guys from blowing up the world, you don't have time to think twice about shit, you just choose. It works because a spy game is supposed to be cinematic. It this were a game about elves and dwarves it'd be different.
I personally never had a problem with it in my 5+ playthroughs and in fact I wish it was implemented in more games. Wouldn't want the system in every RPG, but it just looks cool on cinematic games and makes conversations feel a lot more natural, since there aren't really dialogue trees.Sure, and that's exactly my problem - the game chose style over substance. The game is not providing the most accurate and complete information it can because of the style of presentation embedded as a mechanic. That may feel like a spy game, but, really, the trade-off isn't worth it to me.
"Can you hold on for a minute? I need to look up just what to say on Gamefaqs."
They are there to immerse you into the role of a spy, they're mechanically working together with the context to make the most out of it.I like/want mechanics and systems that are least compromised. The real-time stances don't add anything to C&C, and do in fact keep the player in the dark to an extent.
I'm sure it could be done with dialogue trees, but I'm content with how it is and I actually like it a lot.I just think taking a traditional dialogue mechanics approach wouldn't make the game any less a spy game, only bringing net benefits. The thing I do like that plays a part in dialogue is the Dossiers which give a general idea of what stances to take against different characters. But that doesn't need real-time stances to work.
I just think taking a traditional dialogue mechanics approach wouldn't make the game any less a spy game, only bringing net benefits. The thing I do like that plays a part in dialogue is the Dossiers which give a general idea of what stances to take against different characters. But that doesn't need real-time stances to work.
It's a net loss or benefit depending where your priorities lie.
The real-time is there for cinematic presentation. It doesn't actually make one "think quickly"; the real-time is a problem not because of real-time but because of the consequent stances. The stances don't always adequately convey the message. I've already given an example. Another example can be, it's difficult to tell the difference between Professional and Direct.
It's simple in how it plays out: cinematic presentation > real-time > stances > lack of clarity.
Note that the lack of clarity is in the message, not in how npcs react to it*; dossiers help there. It's not a glaring flaw of the game, it works. But it's compromised because it makes a poor trade-off, and can otherwise be better.
*Come to think of it, with dossiers you're learning how npcs respond to different attitudes, and not necessarily to what the actual content of Thorton's lines is.
Well, yeah? I mean you only have a couple seconds... The stance system is there just so you don't have to read three whole sentences before you make up your mind.It's a net loss or benefit depending where your priorities lie.
The real-time is there for cinematic presentation. It doesn't actually make one "think quickly"; the real-time is a problem not because of real-time but because of the consequent stances. The stances don't always adequately convey the message. I've already given an example. Another example can be, it's difficult to tell the difference between Professional and Direct.
It's simple in how it plays out: cinematic presentation > real-time > stances > lack of clarity.
Note that the lack of clarity is in the message, not in how npcs react to it*; dossiers help there. It's not a glaring flaw of the game, it works. But it's compromised because it makes a poor trade-off, and can otherwise be better.
*Come to think of it, with dossiers you're learning how npcs respond to different attitudes, and not necessarily to what the actual content of Thorton's lines is.
By having the constantly advancing conversations and no reading of dialog ahead of time i feel like it allows the typical conversation to be longer than a traditional crpg conversation system.
It also removes the whole hunt and peck or dialog exhaustion part of the game.
jankyness, and some of the best choice and consequence in any game ever.I was just thinking about picking this up on steam. How is it? What should I expect?
big suggestion would be not to spec assault on your first runGot this for PC today for $5 sealed.
Anything I should know?