Alpha Protocol is a third-person espionage role-playing video game, developed by Obsidian Entertainment and published by Sega. The game revolves around the adventures of field agent Michael Thorton
Combat
Alpha Protocol is played from a third-person perspective, allowing the player to see Thorton and his surroundings at all times. As Thorton is a trained CIA operative, the tools at the player's disposal include numerous firearms, hand to hand combat using kenpo, and spy gadgets.
In addition to the action elements, players also earn Advancement Points, which can be placed into any of the ten different skills in the game. These skills will increase Thorton's ability to use certain weapons and grant different abilities to him. These abilities are free to use, but require a "cooldown" period before they can be used again. One ability that has been mentioned in previews allows Thorton to scan a group of enemies in slow-motion before popping out of cover and shooting each of them more rapidly than he would be capable of normally
Dialogue system
Alpha Protocol features numerous characters with whom to interact. Conversations occur in real-time, giving the player a limited amount of time to respond at key "decision points" during dialogue. The dialog system in the game - known as the "DSS" or Dialogue Stance system- allows the player to choose from three different attitudes, or "stances," when speaking to an NPC. Obsidian has said that these options are based on the personalities of the "three J.B.'s": Jason Bourne of the Bourne Identity novels and films, James Bond of the eponymous film and book series, and Jack Bauer of the television series 24, although the game itself does not use these names. During dialog sequences, the player will be able to choose from options like "professional" (Jason Bourne), "suave" (James Bond), and "aggressive" (Jack Bauer), sometimes with a brief description of the dialogue choice (such as "sarcastic") taking the place of the general stance. A fourth, "action" dialogue choice is sometimes available, used to terminate a conversation prematurely. Each NPC will react differently to these choices; one character might be intimidated by an aggressive stance, but another character may find an aggressive stance to be insulting or childish. While dialogue choices will have some immediately noticeable consequences, many may not be seen until much later in game. As each conversation is experienced once per playthrough, multiple playthroughs will be required in order to experience all of the game's content; while the game contains a total of approximately twelve hours of cinematic sequences, a player will only experience around four hours during any given playthrough.
Last edited by fireless; Jun 10, 2010 at 06:07 PM.
The second picture looks sort of like the chat interface in Mass Effect 2, this is also the first time I heard of this game.
Will read more about it, though.
Watched many reviews and all have said basically the same, looks really boring to myself, I wont buy it. Heck, even some folks from Obsidian have said they aren't proud of the final product, will link the interview if I find it.
The one thing about reviews is i stop reading/watching them i find i miss out on alot of great games for doing so and i would have missed this game if i did read the review but for the hours of game play i did play it take my mind of Red Dead and for that i think it was great for me loved the story