@Jimbo said:
In theory, it was possibly the best RPG of this gen. In practice it didn't quite work out like that, but still a great game. I wanna say that the most important thing it does that many other similar games don't do is to make the narrative and gameplay feel like they are connected and genuinely impacting on each other in meaningful ways. Your narrative choices genuinely affect how missions play out, and how you play the missions can affect how the narrative plays out. For example, if you kill guards during the US Embassy mission, it's taken into consideration during the narrative towards the end of the game, which is very smart game design and a solid example of how these games need to combine their two halves better so they feel like a single experience. Here's the problem though: in theory that was what was supposed to happen, but in practice it was hit or miss whether that condition would actually function properly, which obviously undermines the whole thing.
Ding ding ding. This is why I loved Alpha Protocol. It helped that I picked it up for fifteen bucks, and I exploited the shit out of the game, but the experience, and how the narrative played out? Brilliant. Alpha Protocol nailed the notion of choice and consequence, for me, better than any other RPG this generation. The gameplay was shit, yes, but it still had a profound impact upon the story. And your choices definitely had a profound impact upon the game. And it was damned well-written, voice-acted, and it walked a fine line of serious and tongue-in-cheek brilliantly. And Matt Rorie worked on it. Seriously, I love this game. Would I have loved it had I spent sixty bucks? Maybe not. But still, it's something I think a lot of games can learn from when it comes to marrying narrative and gameplay.
And here's a fix for horse shit gameplay: it's god-damned cheap. Exploit the stealth, or turn it down to easy. That's what I did, and I loved it. I went into the game with stilted expectations--I knew the gameplay wasn't incredibly strong. But it wasn't break-your-controller frustrating, either.
Also, I loved pretending Thorton was fucking insane. I'd run around my safehouse karate-chopping the air just for shits. And then I started to play the game like Thorton was a nut-case. Made the dialogue choices a lot more fun.
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