Alpha Protocol Previews
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First up is GameOn:
Your choice of armaments for each mission fall under 4 categories: Handguns, Shotguns, Sub-Machine Guns and Assault Rifles. Under each category will be a vast selection of fine instruments of death, each with their own set of attributes in classic RPG style detailing reload speeds, power and rate of fire etc. Additionally you may purchase replacement components for certain parts of your preferred implement of death to improve the statistics of the gun. For example if you purchase a silencer for your pistol you will notice that your accuracy will go up in a trade-off for stopping power.
And then we have PALGN:
Like any good RPG, the gameplay of Alpha Protocol will be driven by both the action and dialogue. In terms of the game's dialogue system it will play out similarly to that of BioWare's system in Mass Effect. Each dialogue choice will tell you exactly what emotion will play out with your next response, and what effect it will have on the person on the other side of the conversation. Obsidian has also tried to add in a sense of tension by giving players short time limits for their responses, in order to inject a feeling of dramatic tension - something which the developer believes is an integral aspect of all good spy films - and will mean that players will have to make their choices instinctively, rather than weighing the pros and cons of their decision. Obsidian have pointed out that this structure has been put in place to combat the common criticism amongst many console RPG's where your choices will either ultimately end up with the same conclusion, or some of the dialogue options choices will have you scratching your head as they don't have the outcome that you expected.