I love the game, to be honest. I'm about 80% of the way through it on the PS3, and I don't understand how my experience is so different from most other peoples.
Yes, the graphics are bad, but that doesn't bother me. The texture pop is, for the most part, minimal, the lip syncing isn't bad... I think that the numerous delays just make the graphics seem worse than they would've been.
The stealth isn't entirely broken. Your armor choices, the speed you move, the powers you utilize all make a difference. Don't put any points into stealth, and if you don't stay far, far away using silenced weapons, the enemies will respond. Sure, sometimes you get away with sneaking up on someone you shouldn't have, and sometimes an enemy will spot you from across the way, but I think the hidden dice have something to do with that, not just less than stellar AI. My biggest issue here was that the bodies disappeared, so unless an enemy was staring at another enemy when you shot him, you could get away with it. The bad AI comes in smaller doses, like climbing ladders mid firefight, or not taking cover. But even that doesn't bother me so much... mooks are always stupid in spy movies. Also, they can never hit for anything, so really, if this was accurate to spy movies, I'd never get hit, except maybe in a dramatic cutscene.
I didn't have any control issues either, other than the occasional issue of what I have dubbed "Gearsofwaritis", wherein too much shit is mapped to one button. Cover, drop from ledge, pick up loot, hack, lethal takedowns.... sometimes it would mess that up, but not often. The closest thing to a control issue I can think of is a flincky camera in tight spaces... it zooms in too close and is a tad uncontrollable.
And actually, the guns do play fairly differently. Each one has its own mechanic. Pistols must be trained on a person to activate their critical hit, but you can move the cursor and maintain that damage bonus as long as you stay on your target, with a skill that lets you stop time to aim a bunch of shots a la Red Dead Redemption's Dead Eye. ARs don't need to stay on a target, but they lose their critical hit if you adjust your aim, though they have a skill that lets the game track an enemy for you while still gaining critical. Shotguns build up knockdown chance the longer you aim down the sights, with an ability that removes the need for charge time to get said knockdown. Get full, and even one pellet will knock someone down from well beyond the range a shotgun does any respectable damage (which seems to me like a perfect use for Flechette rounds). And SMGs build damage the longer you spray one target, and they have a skill that lets you have a bottomless clip, so who needs accuracy? Sure, you're likely to stick with your favorite, and maybe have a few points in a backup but that happens in every game (Hell, that's how I played Mass Effect too), plus you can only carry two guns anyway.
But really, the key here is the story, which as Ms. Arendt says is quite good. The voice acting is generally good, the story is fun and believable and more dynamic than just about any other game out there (where what you do, how you do it, and in what order actually dramatically change the story), the characters are interesting and engaging, and you can feel your impact on it.
Honestly, I think Alpha Protocol's biggest roadblock is that most reviewers seemed to have wanted Mass Effect 3: The Moderning (yes, I made up a word). And while it bears a resemblance on the surface, it's not that. Sure, it could've used more polish, and the AI could've used a bit of beefing up. But the game is still good, and it's gotten an unfairly harsh rap.
Story: 5
Graphics: 2
Gameplay: 3 for the action, 5 for the dialogue
Sound: 2 for the SFX, 4 for the voice acting
Replayability: Well once I beat it tonight, I plan to immediately restart and pick different stuff, so 5.
TOTAL: 4 out of 5
As a side note, I think this may be one of the first times I've disagreed with Ms. Arendt.