Jaesun
Fabulous Ex-Moderator
http://www.gamebanshee.com/interviews/a ... tocol1.php
Some highlights:
GB: Can you give us a few examples of weapons and other spy-related gear that we'll be able to get our hands on in AP? Will we typically be purchasing these items from some sort of arms dealer or will they automatically become available (as mission rewards or loot) as the story progresses?
Your inventory can also give you options to help overcome areas of the game you find challenging but would like to attempt nonetheless. If you're having a hard time being stealthy, bring along gadgets that will disable cameras or send in false 'all clear' communiqués if an alarm is raised. If you're good at sneaking but far less capable of holding your own when discovered, pack some medical supplies to last longer in a fight, or maybe some incendiary ordnance to lay down a smoke screen against snipers while simultaneously crisping nearby assailants.
GB: How are the game's missions structured? Will we be able to choose which mission we'd like to tackle each time or are they all set up in a linear progression?
Ryan: The game starts off pretty linear. This is where we introduce the player the use of their abilities, equipment, and the dialogue system However, after the first few missions when the story begins to really unfold we start to unlock missions in different hubs.
The player then can choose whatever mission they want to in any location that has been unlocked. Some of the missions are completely optional but if the player finishes the story related missions, then certain other missions become available sometimes in new areas of the world.
GB: Will NPC dialogue change as the game progresses and certain events have occurred? For example, will some of our previous actions - as honorable or unscrupulous as they may be - be referenced during conversations with NPCs?
Ryan: They will absolutely respond to your actions. Some of the characters you communicate with prefer certain actions over others so if you went to the local orphanage and decided to blow it up, you can definitely expect the NPCs to mention it.
GB: Tell us more about Mr. Thorton's love interests in Alpha Protocol. Are the game's romances entirely optional? Will there be any game- or story-related benefits to pursuing or rejecting any such romances?
Chris: They are entirely optional, but as with all things romantic, they will convey gameplay benefits in the form of reputation, reactivity, and in some cases, gameplay bonuses known as "perks". Love is a gift, and Alpha Protocol will prove it.
Help me Obsidian-kenobi. You're our only hope!
Some highlights:
GB: Can you give us a few examples of weapons and other spy-related gear that we'll be able to get our hands on in AP? Will we typically be purchasing these items from some sort of arms dealer or will they automatically become available (as mission rewards or loot) as the story progresses?
Your inventory can also give you options to help overcome areas of the game you find challenging but would like to attempt nonetheless. If you're having a hard time being stealthy, bring along gadgets that will disable cameras or send in false 'all clear' communiqués if an alarm is raised. If you're good at sneaking but far less capable of holding your own when discovered, pack some medical supplies to last longer in a fight, or maybe some incendiary ordnance to lay down a smoke screen against snipers while simultaneously crisping nearby assailants.
GB: How are the game's missions structured? Will we be able to choose which mission we'd like to tackle each time or are they all set up in a linear progression?
Ryan: The game starts off pretty linear. This is where we introduce the player the use of their abilities, equipment, and the dialogue system However, after the first few missions when the story begins to really unfold we start to unlock missions in different hubs.
The player then can choose whatever mission they want to in any location that has been unlocked. Some of the missions are completely optional but if the player finishes the story related missions, then certain other missions become available sometimes in new areas of the world.
GB: Will NPC dialogue change as the game progresses and certain events have occurred? For example, will some of our previous actions - as honorable or unscrupulous as they may be - be referenced during conversations with NPCs?
Ryan: They will absolutely respond to your actions. Some of the characters you communicate with prefer certain actions over others so if you went to the local orphanage and decided to blow it up, you can definitely expect the NPCs to mention it.
GB: Tell us more about Mr. Thorton's love interests in Alpha Protocol. Are the game's romances entirely optional? Will there be any game- or story-related benefits to pursuing or rejecting any such romances?
Chris: They are entirely optional, but as with all things romantic, they will convey gameplay benefits in the form of reputation, reactivity, and in some cases, gameplay bonuses known as "perks". Love is a gift, and Alpha Protocol will prove it.
Help me Obsidian-kenobi. You're our only hope!