ComradeCommissar
Learned
- Joined
- Jun 27, 2010
- Messages
- 717
alkeides said:How do you kill Marburg in Rome?
You have to piss him off enough. Just be the biggest smartass/prick Thorton you can be.
alkeides said:How do you kill Marburg in Rome?
Fucking Quality Poster said:I'm the first to admit that my tastes may not be as refined as some others, as my English is not very strong. To be honest I found the crass nature of the Suave options to be entertaining, as well as the smartass tone that Thornton would use when making them.
So if you rolled your eyes at "big ass screen", "fuck of a lot of stairs" or "they will suck you dryyyy" it's probably safe to blame Avellone. I'm reluctant to call it well-written, but it was fairly entertaining to listen to even when it was dumb. I liked the emails and Taipei for the most part, so I hope MacLean and Stout continue to provide dialogue for future games.Much as with the level designers, we broke down the narrative sections into email (95% Matt MacLean) and set Travis Stout loose on the news and at one Hub (Taipei) as well as periphery characters in some of the other locales (Rome). Whenever possible, we set up the narrative team so each designer was married to a specific character (Travis = Stephen Heck, Hong Shi, Omen Deng, for example, and I got most everyone else, plus the dossier and banter for levels). Then once the assignments had been made, that designer would design the interactions for those characters over the course of the game. If I had an Omen question, I'd go to Travis, and if Travis had a question about a handler or SIE, he'd come talk to me. It was also good because it gave Travis a chance to write and contribute to the narrative (which shows in the Heck Taipei phone calls as just one example) and stretch his skills there.
And how's the game as a whole?Volourn said:The writing is worse than MOTB but better than SOZ.
Roguey said:If you want to give credit/blame where it's due:
So if you rolled your eyes at "big ass screen", "fuck of a lot of stairs" or "they will suck you dryyyy" it's probably safe to blame Avellone. I'm reluctant to call it well-written, but it was fairly entertaining to listen to even when it was dumb. I liked the emails and Taipei for the most part, so I hope MacLean and Stout continue to provide dialogue for future games.Much as with the level designers, we broke down the narrative sections into email (95% Matt MacLean) and set Travis Stout loose on the news and at one Hub (Taipei) as well as periphery characters in some of the other locales (Rome). Whenever possible, we set up the narrative team so each designer was married to a specific character (Travis = Stephen Heck, Hong Shi, Omen Deng, for example, and I got most everyone else, plus the dossier and banter for levels). Then once the assignments had been made, that designer would design the interactions for those characters over the course of the game. If I had an Omen question, I'd go to Travis, and if Travis had a question about a handler or SIE, he'd come talk to me. It was also good because it gave Travis a chance to write and contribute to the narrative (which shows in the Heck Taipei phone calls as just one example) and stretch his skills there.
Cassidy said:
And ehh, Project Runway is not known for fierce, TYRA IS. Get your fact's straight, like totally.back to sportforredneck said:Why would "I could smell something a little fierce" be from Project Runway? Something smelling "fierce" has been a phrase for years and years.
Fucking Quality Poster said:Although I was less-than-impressed with the game overall, I have to say that some aspects of Alpha Protocol were extremely enjoyable.
Azarkon said:Regardless, I didn't notice any major discrepancies in the level of writing.
felt a lot more earth-shattering than when the same thing happened in AP. I can't place my finger on why, it may be just because I like Deus Ex a hell of a lot more.
Darth Roxor said:Another problem with 'going rogue' is the fact that nobody seems to care. I mean, you're supposed to be that giant loose end in the way of GLOBAL CONSPIRACIEZ!!1 but there're no AP agents going after you, nothing.
Flying Spaghetti Monster said:It's weird. Grigori was probably the only character that seemed... real to me. The rest seemed to be absurd caricatures, which I know kind of fits the bill of the spy movie genre.
One of the reasons why I feel the story and characters don't begin to make up for the abortion that is the rest of the game is that I think they had a chance to write a really good spy story here, but instead made it full of camp. I don't know, playing through Deus Ex and
going rogue
felt a lot more earth-shattering than when the same thing happened in AP. I can't place my finger on why, it may be just because I like Deus Ex a hell of a lot more.
Azarkon said:Darth Roxor said:Another problem with 'going rogue' is the fact that nobody seems to care. I mean, you're supposed to be that giant loose end in the way of GLOBAL CONSPIRACIEZ!!1 but there're no AP agents going after you, nothing.
Considering AP is three guys and a gal sitting in an underground bunker (with some mercs guarding them)... Yeah. But another agent being after your ass would've been great, I agree. Thought Darcy was being setup for such a role but then they gave the "his father is a Senator" excuse. Smells of cut content.
Azrael the cat said:Azarkon said:Darth Roxor said:Another problem with 'going rogue' is the fact that nobody seems to care. I mean, you're supposed to be that giant loose end in the way of GLOBAL CONSPIRACIEZ!!1 but there're no AP agents going after you, nothing.
Considering AP is three guys and a gal sitting in an underground bunker (with some mercs guarding them)... Yeah. But another agent being after your ass would've been great, I agree. Thought Darcy was being setup for such a role but then they gave the "his father is a Senator" excuse. Smells of cut content.
Yes, especially with Albatross's comment about knowing his father if you kill Darcy, i.e. that 'this could bring some....complications'.