Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
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http://www.next-gen.biz/index.php?optio ... 9&Itemid=2
So far so good.“We’re used to giving players options as to dialogue and how to approach missions,” says Avellone, explaining that Obsidian’s aim is that the world will react to what you do, both changing the story around your choices (who lives and who dies, who you win over and who you alienate) and providing feedback for your actions via television and radio. All of this raises immediate concerns about the butterfly effect – early whims unwittingly locking you into a certain path later down the line – but Avellone is confident he knows how to play fair.
He certainly seems to be taking such choices seriously: we’re shown a mission’s flowchart and a sample dialogue tree, and they both look like master documents for a space shuttle launch. It remains to be seen whether this dangerous complexity will result in an engaging story.
Sniping or gun-blazing? How very Far Cry. Let's hope the game will offer a bit more tactical options than that.The freedom of approach becomes even clearer in our second demo level, a dusty Middle East canyon. While there’s no doubt the player’s being tightly funneled towards the objective, a rescue raid on an enemy base, once the base itself appears a number of approaches are available: a slow crawl through cover, sniping your way inwards, or an explosive free-for-all followed by some frantic zip-lining.
Most admirable.The second distinction is the extent to which the game wants to welcome you in, giving you the superspy world of headshots and flying kicks, but without the brutal admin of dragging bodies out of sight and tidying up after yourself – the espionage equivalent of being told to make your own bed. Guards will trigger alarms on finding corpses, and Parker admits that if further playtesting reveals players want to shunt their victims around then it may be implemented, but it’s a sign of how streamlined an experience Alpha Protocol is willing to be in order to find an audience.
"What could be worse than the Mass Effect dialogue system?" question has finally been answered.Central to that answer is the Dialogue Stance System, or DSS. Working a lot like the Mass Effect dialogue wheel, it has a few crucial additions. The first of these is a Fahrenheit-style time limit for each response. “We want to force decisions in dialogue to preserve tension,” explains Parker....
Very promising.There’s no playing back through dialogue trees to get a better outcome. (Avoiding the potential for frustration this may cause, there is no wrong answer in most circumstances, just different consequences and different rewards.)
Because it always works so well.The team has still made some potentially controversial choices, however, such as offering unlimited ammo...
Now THAT sucks. Nothing breaks realism faster than killing a bunch of well-armed guys and being unable to pick up their guns.... and an inability to pick up guns from enemies.
Which is a popular trend these days and if there is one thing Obsidian games are missing, that would be challenge.Obsidian is explicit that it really wants players to get to the end – or ends – of their game, but there’s a danger that this streamlining of resource management, coupled with Alpha Protocol’s brand of simplified stealth, may result in a game that has removed too much of the challenge for some of its audience.