Alpha Protocol: Review
All! You can already write in the comments something like “well, finally” or “really, I thought it wouldn’t happen”. Yes, review Alpha Protocol in text form a little late. Let it be because the game is so deep and varied. The author allegedly broke his leg in all these dialogues and endings. Or the reason could be a huge emotional burden of disappointment. It fell on the poor author and crushed him, this is not what was expected from spy adventures… The main thing is not to think that the warm season and the joys associated with it are to blame. StopGame Team.ru works seven days a week, holidays and holidays. The little secret of delay Alpha Protocol you will find out at the end of the article, but now about the game.
If you have already watched the video review Stepan Chechulin, That why are you reading this? great, happy for you. Let me explain to everyone else what this is for. Alpha Protocol, as you easily learned from its card on the website, it was created by the company Obsidian. In addition to the brutal name, the office has a team of developers from the legendary Black Isle and, in fact, direct involvement in projects in the Fallout series. Fergus Urghart they even settled in the city of Hub – that’s how cool and influential he is. On the other hand, despite this daring command, Obsidian I was only engaged in developing sequels to role-playing projects. Years later, it is clear that Neverwinter Nights 2 is deeper, better and more exciting than the first part, and Knights of the Old Republic 2 is head and shoulders above the original from Bioware in terms of plot. However, after the release, the average player usually wrote on the next forum something like “how do you play this crap G?", and then with a light heart he removed the creation Obsidian from computer. This is exactly what happened to me with Neverwinter Nights 2.
I hope this long paragraph makes it clear that the developers are awesome guys beyond measure, but they are famous for the fact that there is always something wrong with their projects. And the truncated plot, as in KotOR 2, is still a small thing. The more interesting it was Alpha Protocol, after all, this is not a continuation, but a full-fledged, separate and independent game. Well, the call to wait for the whistle and be interested in geese during a fire was very intriguing. 57 seconds of trailer. If anyone doesn’t remember.
Spies, quack-quack!
I probably won’t tell you the details of the plot in detail. Let’s get by with some brief military espionage information. The main character’s name is Michael, he is new to the Alpha Protocol agency. Super-secret spy cases are happening around the world, but in the spotlight for some reason for obvious reasons, we are the ones. What follows is a banal story about betrayal and whitewashing of one’s honest name. In general terms Alpha Protocol does not please with surprises – yes, it’s based on hackneyedness, what can you do?.
It’s funny, however, that the very development gamblingsitesnotongamstop.co.uk/ of events and participation in this process cannot be called hackneyed. Everyone probably already knows that dialogues in Alpha Protocol designed like Mass Effect. There are no clear phrases – only the general essence in one word. It’s funny, but in ME this feature was poorly implemented, although during development they didn’t shout about being revolutionary, but actually screamed piercingly, like a thousand Sindel queens. There are only two differences from Mass Effect. First, the dialogues branch (this is an ME shot, for sure). The same action can lead to different consequences. Moreover, without time restrictions – what is said at the beginning will easily come out sideways (or sideways) at the end. The opposite is also true – if you say something to a guard’s face that he doesn’t like for religious reasons, he will make a colander out of the hero; the informant will not tell you something interesting; and a character who can be spared and gain a lot of profit from this action will remain a cold corpse fertilizing the expanses of another “hot” country.
About the main feature Alpha Protocol you can talk for a long time, even until you’re blue in the face. Branching dialogues and influence on the plot are what made Fallout immortal. For some reason I don’t want to ramble on about tens or hundreds of cases of cause and effect that create a sense of involvement and so on. Play it, feel it. The spy theme is not very close to me, so let’s move on to less seemingly complex things: from plots to shoot-outs, surroundings and all that.
Spies, blah blah blah!
In general, I really don’t like dumping the results at the beginning. Or the conclusion in the preface to the article. It turns out unfounded and stupid – especially if the text is large. The author said everything he wanted in two lines, and the rest is an empty appendage. This article is short, so I will say sad things right away and without florid constructions, cheerfully peppered with sarcasm.
Alpha Protocol looks bad. Everyone talks and writes about poor animation. I was even surprised that Western critics of the terrible thing found such a thing? Maybe they’re overdoing it? It turned out not. And it would be okay if all sorts of clumsiness stuck out in your eyes. So they actually throw themselves! Well, how could you not notice during development that the character twitches from side to side when moving?? Press S+D, and then quickly A+W. The main character joyfully remembers Fallout and repeats the legendary bug – there, if you click the mouse several times in the other direction while running, the hero in the air, with his legs raised, scrolls around an axis, and then calmly moves on. IN Alpha Protocol there’s a whole carload of such annoying crookedness. No, the train is complete with two locomotives.
It’s sad that the shortcomings are not only in the animation. If you take away the magnificent journey through the plot, role-playing and influence, then you are left with a very weak project in technical terms. Appearance – not very impressive. Locations are like twins.
The skill tree is a complete design flaw. Why improve hand-to-hand combat if the strikes are always the same, and in your pocket there is a rapid-fire machine gun that will allow you to clear the territory one hundred (five hundred) times faster? And in general, it often happens that the points killed for leveling up are not useful… or become useless. For example, most levels are such that there is nothing to do with pistols there. (Well, personally, I, unknowingly hoping for cool stealth, chose pistols and hand-to-hand combat. Everything was easy and without problems, headshots were placed well. — Prim. edit.) An operative with the most run-down assault rifle will create absolute hell while “Bond” wastes ammunition in the air.
Finally, the eyebrow rises in bewilderment at all sorts of secretive actions. This is a stealth action game, as they say in the West. And even more so about spies – much closer to the genre? In general, things here with silent passage are exactly the same as with different types of weapons. If you have a cool machine gun, it will be faster and easier to kill everyone. Moreover, this will not have a significant impact on the result.
And I also remember hacking systems that funny migrated from consoles. They look like this. We approach the computer, a field of symbols appears on the screen. Some of them are constantly changing, but two sequences always remain in place. These are our codes. To hack a computer, we need to point the same segment exactly at the right place in the field. Nothing complicated, just another arcade puzzle. But there are two codes. The left one moves with the keyboard, there are no problems with it. But the right one is exclusively with the mouse and extremely slow. Sensitivity cannot be adjusted. And if the code is too low, then you can start hacking again – you simply won’t be able to get there in time. It’s easier with doors: you have to maintain a balance, bring the tongue to the desired level. It’s probably difficult on a gamepad. But I’ve been able to place the mouse in the right place in microseconds for at least fifteen years. PC players are super spies, no less. And the best of them.
I promised to say at the end why the review Alpha Protocol stayed late. There are reasons. There’s a lot of philosophy involved and stuff like that. We’ll talk about philosophy later. in autumn. Follow the news. And the pretentious ellipsis..
Well, well Alpha Protocol, as you can see, I received “Commendable”. For the plot and dialogue options, but to be honest, I didn’t really like playing it.
Pros: non-linearity in dialogues and events; many ways to influence the world around us; unusual setting.
Cons: oak plot; crooked camera; bugs; errors; poor level design; cardboard heroes.