Put it perfectly, sure its clunky and has rough edges but look beyond that and you have a really well designed story system where you can actually feel your choices matterRhombusHatesYou said:Like every other Obsidian game, it's a flawed gem.
Alpha Protocol is the game for the whole 'actions have consequences' thing that other games have tried to implement and fallen far short on. Obsidian actually made the consequences happen in-game rather than simply affect which cut scenes you got at the end of the game. For that alone the game should be compulsory for future game designers.
I only encountered one bug a handful of times throughout five playthroughs. I personally don't get the complaints about bugs but maybe I was just lucky.Hisshiss said:I never got to play it, but other than some bad rumors about framerate/bug quality, it looked like a fairly fun multi-playthrough RPG.
Eh, I'm not too fond of the conversation options. Reminds me too much of the Mass Effect wheel, where I'd pick something according to the summery, and the actual dialog would be something different. Didn't happen often though, but enough to the point where it annoyed the hell out of me.imahobbit4062 said:That wouldn't be too hard, since Bethesdas choices are major, but very black and white, and Bioware only nailed dialogue options in Dragon Age.Irridium said:Precisely. One of the few games that actually delivers on choices having consequences. I was frequently amazed at how much the story changed through what I did. This game puts any Bioware and Bethesda game to shame when it comes to your actions affecting the story. Sadly it didn't sell well, and nobody ever seems to mention how great the choice system is.RhombusHatesYou said:Like every other Obsidian game, it's a flawed gem.
Alpha Protocol is the game for the whole 'actions have consequences' thing that other games have tried to implement and fallen far short on. Obsidian actually made the consequences happen in-game rather than simply affect which cut scenes you got at the end of the game. For that alone the game should be compulsory for future game designers.
However, I constantly hear about how good the conversation system is in Alpha Protocol.
I much prefer this approach. It helps to provide a character that exists independent of your own choices whilst still allowing you to provide interactive input.Irridium said:Eh, I'm not too fond of the conversation options. Reminds me too much of the Mass Effect wheel, where I'd pick something according to the summery, and the actual dialog would be something different. Didn't happen often though, but enough to the point where it annoyed the hell out of me.
The game practically assigns the punch button an 'I WIN NOW' clause if you take Melee and Toughness, even in the boss battles. Hell it's even possible to beat bosses with no points in the skills the game wants you to use (such as the aforementioned Melee character in a long-range battle).Jazoni89 said:Also bosses can be extremely hard if you don't bother levelling up your gun skills.
But thats the problem I have. I don't know what the character is going to say. I remember plenty of times when talking to Jacob in ME2 as femshep, quite a few of the "nice" choices were unnecessarily flirty.GiantRaven said:I much prefer this approach. It helps to provide a character that exists independent of your own choices whilst still allowing you to provide interactive input.Irridium said:Eh, I'm not too fond of the conversation options. Reminds me too much of the Mass Effect wheel, where I'd pick something according to the summery, and the actual dialog would be something different. Didn't happen often though, but enough to the point where it annoyed the hell out of me.
In games like Dragon Age I never feel like I'm seeing the portrayal and development of an actual character. Adding in the element of surprise by not showing what is going to be said helps to restore some of that. The way the dialogue trees are laid out is really nifty as well what with the direction motifs towards specific character stances.
But Shepard/Thorton aren't your character, they are characters in their own right that also act as the vessel through which you experience the game.Irridium said:But thats the problem I have. I don't know what the character is going to say. I remember plenty of times when talking to Jacob in ME2 as femshep, quite a few of the "nice" choices were unnecessarily flirty.
I like knowing what my character is going to say.
Thats still not a good reason for why quite a few dialog wheel choices are much different from what the character actually says. Plenty of times I thought Shepard/Thorton would have said one thing, but said something completely different. Was a bit more of an issue with Thorton, since you just chose his tone instead of his words.GiantRaven said:But Shepard/Thorton aren't your character, they are characters in their own right that also act as the vessel through which you experience the game.Irridium said:But thats the problem I have. I don't know what the character is going to say. I remember plenty of times when talking to Jacob in ME2 as femshep, quite a few of the "nice" choices were unnecessarily flirty.
I like knowing what my character is going to say.