Monday, July 1, 2013
Letters on: Alpha Protocol - Part 2
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Games: As promised , here's the second installment of the letters between myself and @SparkyClarkson on Obsidian's underappreciated espionage RPG, Alpha Protocol.
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Hey Brad,
I don’t know how swank the Rome apartment is, but I have to
say the Moscow flat is pretty classy. I’m not sure I’m a huge fan of decorating
the dining room with Nasri’s glass eye, but I guess when you shoot a guy in the
face you want to keep a part of that face around as a memento. Or something.
Thorton’s mission here seems pretty straightforward -- find
out who trafficked those missiles through the city -- but the characters he
encounters are a bizarre mix. On the one hand, we have Grigori, Albatross, and
Surkov, who could fit easily into almost any serious spy drama ever made. On
the other hand, we have Sis, SIE, and Brayko, who are absurd. SIE is the least
ridiculous, even though she’s a Bond-style vamp in the mold of Xenia Onatopp.
I’ve been playing Mike using aggressive answers leavened with professional
ones, which seemed to appeal to her.
Sis and Brayko are bigger problems, because they show off
the worst aspects of Alpha Protocol’s incongruous boss fights. Sis shows up
with a bunch of hi-tech operatives, but instead of advanced rifles and
night-vision goggles she’s equipped with two revolvers and a hoodie. At least
the hoodie is made of kevlar, if her resistance to being shot in the face is
any indication. The awful fight with Brayko is even more bizarre - perhaps all
that cocaine has formed a protective shield? And no matter how many bullets you
sink into their faces, afterwards these bosses are still ready for a
conversation! “Ah, you beat me! Now I shall converse with you and possibly
escape!”- it feels very JRPG-ish (and not in a good way).
Alpha Protocol feels like it’s making more sense when it
provides confrontations like the fight against Championchik (Surkov’s
bodyguard). He’s a boxer, and he wants to fight hand-to-hand. A Bond would take
up the challenge and end up mauled but victorious. A Bauer would just shoot him
in the face, which Alpha Protocol lets you do.
This seems really simple, but I’m fond of it because for the
most part Alpha Protocol separates characterization from the combat mechanics,
so that you have long stealth/combat sequences punctuated by short character
moments. Mass Effect gave me a similar feeling, and in both cases the character
stuff is so much better than the combat gameplay (I love that some of these
missions are just talking) that the shooty bits can feel like a chore.
That’s such a missed opportunity, because action, at its
best, is characterization. Consider what Jason Bourne’s elegant, brutal
takedown of the cops in the park in The Bourne Identity reveals about him, or
taking the nearest parallel to this scene, what Indy shooting the swordsman in Raiders
of the Lost Ark says about him. The fight against Championchik turns a combat
moment into a character moment, which makes this one of the best encounters in
the game. That’s missing from most of Alpha Protocol’s boss encounters, to its
detriment.
Well, I’m going to clear out of town and leave Brayko to his
fun. Won’t you join me in Taipei?
Hey Sparky,
I’m not going to lie, the Rome safehouse is fabulous.
Being something of a foodie myself, I love the kitchen. Then
toss in a hot tub and a rooftop balcony for sipping espresso? Heavenly.
I also thought that some of the small details were nice touches – I
assume the messages of encouragement from Mina and Darcy were there as a
consequence of cultivating a positive relationship with them both. I would be curious to see if these touches change
if they disliked me, or if they would be different had I chosen Rome later in
the game…
But we’re not here to talk about quality time on Mediterranean
getaways, are we?
Out of the three mission clusters Mike Thorton can choose
immediately after completing Saudi Arabia, I’ve got to say that Rome just might
be my favorite. It starts out with our
intrepid hero not having much of a plan, and I can’t recall many games that routinely
send their protagonists out on fishing trips for information. It seems like a very logical, believable
first step after being burned by his own agency, and I appreciate that.
My first move was to tap a local CIA listening post in order
to scan transmissions and keep an ear out for anything that pertains to Mike’s
situation. Mina, my handler, expressed
concern for the American citizens staffing the place. I complied, and went non-lethal. This little twist reinforced the feeling of
Mike being on the run, but not abandoning his ideals and his devotion to his
country.
In a more concrete sense, I appreciated that the design of
the house I was infiltrating felt fairly realistic – there weren’t any
excessively long, empty hallways and the overall space was quite small compared
to most levels in games. Appropriately,
there were only a small handful of people to be dealt with in the building, and
it was easy to subdue them and go about my business undetected.
Speaking of the undetected, this was the first point in
Alpha Protocol when I got to use the mid-level stealth power that turns Thorton
invisible. Literally invisible.
As we mentioned earlier, playing stealth is really the best
way to get through the game, but there’s no question that the developers went
in some strange directions with it. I
mean, Mike is able to utterly vanish from sight for no discernible reason. Although I’m not the kind of person who
demands realism in all my games, this ability pushes suspension of disbelief to
the breaking point. I mean, what, he
disappears through sheer force of will? There’s
no question that it’s an incredibly useful skill, but come on… throw me a bone
here, Obsidian.
In any event, Mike gets in and out with a minimum of
fuss. Although there are a couple of
guards to be dealt with, I liked how the game veered sharply away from large
amounts of combat for combat’s sake, like so many other games would do. Although this type of design is quite unusual,
it makes a lot of sense and I respect the developers for not cramming gunplay
in where it doesn’t belong. This same
restraint is only reinforced in the next few sections.
For example, my next objective was to tap into an NSA
listening post. The mission is to get in
and out without raising any suspicion, and it’s over in just a minute or
two. The entire scene consists only of
dialog choices, and I love that one of the very first options is to eliminate
the guard on duty before he’s able to say a word, if that’s what’s
desired.
Since I’m playing as White Hat Super Nice Guy Thorton, my
intent was to play things cool, but I had a slip-up. Things didn’t go as planned and I couldn’t have
my cover blown under any circumstances, so I had to put a bullet into the guy
asking questions. However, I can’t take
full responsibility. The game was a
little unclear as to whether I had accomplished my mission or not, and I didn’t
want to leave if my goals were not met.
It turns out that all I had to do was walk out the door, but the lack of
clarity tripped me up.
Oh well, collateral damage is unavoidable, I guess. I’ll track down that guy’s family after my
mission is over and send some flowers.
The next section was all about conducting surveillance at a
party, and again, it’s a time when Alpha Protocol shows itself as unafraid to
break from the expected norm.
Rather than making my way through the level as I’ve been
doing up until this point, Mike is ghosting around in the bushes outside and
identifying targets from a distance with a special sniper scope. It’s a short section, but it’s all about simply
observing and getting info from Mike’s handler.
At the end I was faced with the choice to pull the trigger on someone
who may or may not be related to the people I’m tracking down, but I decided to
let my target go, and the entire mission was violence-free. Pretty refreshing. Also, verrrrry espionagey.
While many game directors might be feeling pressured to get
the player “back into the action” at this point, Alpha Protocol keeps its
trigger finger at rest and continues along with two more dialogue-only scenes,
one with the vaguely super-villain-like Marburg and then one with his personal
assistant who’s blowing the whistle on his shady deeds in Rome. If you’ve taken the time to find and read the
dossiers on these people, it’s possible to gain both of their confidences… It’s not too surprising in the latter, but it
certainly is in the former. It’s clear
that Marburg is not your friend, but it is possible to establish professional
respect. It’s not incredibly deep, but
it is a solid piece of character writing and another way the game reinforces
the idea that Thorton’s best weapons are his Super Spy Brain and his way with people.
At this point Mike dusts off his pistol in preparation for
some action, and much like the rest of Rome, it’s not the standard thing you'd expect. When investigating a
suspicious warehouse, I stumbled into the middle of a confrontation between two
rival groups. Bullets were flying
everywhere, but I had the choice to either engage and take them all out while
they were busy with each other, or simply keep my head down and go about my
business. I'm probably sounding like a
broken record, but I just adore the way that Alpha Protocol
manages to put an interesting spin on so many parts that could have
easily been cookie-cutter productions.
I’ve blathered on for far too long already, but I couldn’t sign off without saying a quick word of reverence for Madison,
the first “love interest” whose relationship can be consummated. After a rocky start things seemed to be on
the upswing, but let’s just say that it didn’t end well… The developers have a
habit of putting Mike in between a rock and a hard place, and it’s tough for
love to bloom in such circumstances. That said, I did get the Rome-Mance
achievement, though…
See you in Taipei!
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Look for the next installment of this series coming soon. And by the way, if you'd like to play along with us through this second look, copies are averaging about $4 the last time I checked... That's a pretty superb value for an interesting, informative experience, if you ask me! Hop aboard and share your comments with us!
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I'm happy to have found this letter series for two reasons. First, it brought me to this lovely blog for the first time. Second, it finally motivated me to play Alpha Protocol (a game I'd had my eye on for years and even picked up in the winter for $5). I tore through it over the holiday weekend, but I'm looking forward to seeing what you guys have to say about Taipei and especially the endgame.
Thanks for reading, and we'd love to hear your comments after we wrap it up! Cheers!