Alpha Protocol
Developer: Obsidian Entertainment
Release Date: May 27, 2010
Time Played: About Nine Hours
Dubiosity: 4 out of 5
With All Apologies to: Matt Rorie
Would I play more? I beat the game. I don’t think I’m gonna play it again anytime soon.
To open Season 2 of everyone’s favorite Streaming/Blogging feature about playing the weird, obscure, and questionable representatives of the RPG genre, I ended up replaying Alpha Protocol. Despite not being the biggest fan of it back when I played it in 2011, over the years I’ve softened on AP, a lot of it having to do with a very rose-tinted view of its ambition and much-vaunted reactivity. There’s a lot of it that sticks out as interesting and unique, especially after BioWare’s reputation took a calamitous drop in the years following. I’ve always wanted to root for Obsidian as the scrappy underdog of RPGs, and for the most part I think that reputation held true right up until the Microsoft acquisition. You might have to squint a little, install a fan fix or two, but outside of Dungeon Siege III I don’t think you could accuse any of their games of being anything less than *interesting*.
Unfortunately, I’m here to say that I was right the first time. For as many interesting ideas as it throws out, Alpha Protocol isn’t a great game. That was sort of the consensus back then, but the bigger surprise in this most recent playthrough was seeing how little of the runtime is comprised by the stuff people remember fondly. Aside from the general tenor of Alpha Protocol very much being influenced by the geopolitics and espionage thrillers of the 2000s, it’s going for a pulpy tone with the writing that I found really hard to deal with. There is a concerted level of snark coming out of any of Michael Thorton’s three conversational styles (square, slimeball, sociopath), as well as most of the supporting cast that feels… maybe a little too much of its era? Basic cable? It’s not as sharp as it seems to think it is, and the embarrassing polar bear rape jokes and eye-rolling characterizations don’t really help either? It has a solid voice cast, outside of Michael’s VA having zero direction beyond a general layer of smarm, so it's mostly not a performance issue. I'm just a little past the kinds of highly pastiche'd espionage fiction archetypes this game traffics in, especially when it comes to the female characters. There are moments for sure, but a lot of them are drowned out
Now, the good news is that Alpha Protocol’s much-vaunted reactivity is still quite impressive, even if it’s a lot easier to see the strings. The funnel isn’t quite as obvious as Telltale’s various game series, but it’s a lot more evident when you realize exactly how much of the game is exactly the same regardless of the choices you make. Characters might make different comments, story events might play out slightly differently, and the ending can take a few dramatic turns if you basically follow a guide to get super-rare events to happen. The context might be different, some sequences might be easier or harder, there are a few optional boss fights, but you’re doing the same levels regardless. Even with that said, it’s still impressive to see all the ways the pieces can fit together. There was a lot of care put into making the game feel like it's constantly reacting to everything you've done, and if I hadn't soured on the general concept of "Your Choices have Real Consequences" in the aftermath of Mass Effect 3 and Telltale's various games, I think I'd still be enamored with it.
The part where you played AP wasn’t great in 2010 and I’d go as far as to say it’s barely functional in 2021. I’m not going to hammer on it too much because I feel like that’s almost included in its reputation, but it's a poor video game that looks bad, animates awkwardly, and is beset by egregiously bad minigames. Shooting bad, stealth OP, AI bad, pistols OP, bosses bad, etc. There’s enough recorded evidence in the form of my entire playthrough to make that point clear. At best, it’s something to be tolerated, but even when things are functioning like they’re supposed to (which, to be clear, they’re often not) it’s a breadth of ambition curtailed by the realities of budget and game design. And not in a fun, Eurojank sort of way. Two Worlds this isn’t, and I’m sorry to say that if you have fond memories of Alpha Protocol, it might be worth it to keep those memories locked as they are. If you do end up deciding to revisit it (which, given that it was pulled from Steam due to expiring music licenses and Sega not giving a shit, might be more or less difficult depending on where you want to play it) don't say I didn't warn you, but I'm also not closed to the idea that some enjoyment could be derived from it. It just didn't really hit for me.
IMPORTANT ANNOUNCEMENT
Thankfully, with that pain out of the way, I am excited to announce THE WHEEL OF DUBIOUS RPGs SEASON 2, back again with another 20* weird, questionable, and obscure examples of the role-playing genre. Not only am I back with some CRPG “classics” that were overlooked in season 1, but also some “high quality” console and Japanese RPGs for the first time! That's right, all the bullshit I spent months planning, all the older PS2 games I have my hands on, all the console streaming solutions I've acquired... lead up to this. You're Welcome.
*Titles are subject to change if I can’t get shit to run properly with OBS or my Elgato.
That’s right. It’s back. It’s better than ever(?) and I hope you’ll join me along the way starting next week. Look forward to it. Shadow Hearts write-up soon? Maybe?
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