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- E3 08: Eyes-On Alpha Protocol
- Posted 5 months, 3 weeks ago by Coop
Alpha Protocol has been on the gaming radar since it found itself on the cover of Game Informer a few months back. Since then, this modern RPG/shooter has become a highly anticipated title for gamers of all types, and during E3 I found myself sitting in a small conference room with Veggie Jackson and a few Obsidian employees playing on an Xbox 360. It wasn’t long before we were both deeply interested in the tale of CIA agent Michael Thorton, and frothing at the mouth over what is sure to be a massive hit in 2009.
What I saw was a game that looked not unlike Bioware’s recent RPGs, but with more of a focus on the action. With promises to make player’s actions influence the game’s story they had me interested, and with some examples and proof that it would actually deliver on that promise it won me over. The demo began with ur protagonist walking up to a marine standing guard in front of an embassy, exchanging some words and trying to charm himself into the building.
The conversation system previewed looks very similar to Mass Effect’s with a few key differences. A timer was added, forcing split-second decisions to be made, well, quickly. The dialogue moves swifter and more cinematically, which helps the game feel like less of an RPG and more of an action game. The choice to end the conversation with a quick shot from a pistol is offered from time to time, making the player’s actions feel even more important.
The developers promised that none of these choices will end the game or set it into an “unwinnable” state, stressing that there is no wrong choice. That said, killing someone prematurely could make a later level more difficult, and there will certainly be repercussions for your actions.
Once Thorton worked his way past the guard, some explosions signaled the embassy’s attack. Since the player decided not to take down the marine at the entrance the soldiers inside were on his side, showing off how decisions can have a huge impact on the actual game. Combat was typical for a third-person-shooter with some interesting flourishes. I hate to make more comparisons in this article, but the combat moves work almost exactly like “Tequila Bombs” from Stranglehold. These powerful attacks are unlocked as your character levels and can clear a room of enemies in just a few short seconds.
Another portion of the demo had Thorton face-to-face with a gunrunner, who had been helping military countries kill countless innocents. The government wants you to arrest him, he wants to be let free and will pay generously for it, but his actions are unspeakable and a shot to the head wouldn't be out of the question. The choice was ours, and before Veggie Jackson's "kill him!" left his lips a quick bullet took down the dog. Each option would have changed the outcome of the game, and Obsidian promises that this type of exchange isn't an isolated incident.
It was an unfinished game, with a lackluster framerate and plenty of graphical glitches, but with nearly a year of development left they have plenty of time to work out all of the kinks. Obsidian promises a 20-hour campaign, and if the game I saw is as fun to play as it was to watch 2009 will find itself with one of the best titles of this generation.
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This will be a good game if they can do it right