One of these new titles is Alpha Protocol. A modern spy RPG from Obsidian Entertainment, the same guys who brought you Knights of the Old Republic II, and Neverwinter Nights II. Despite what you think about their previous titles, you can’t help but admit that Obsidian know RPG’s, and judging by the demonstration we got of Alpha Protocol, ‘know’ my be an understatement.
Stepping back from the typical sci-fi or fantasy setting that most RPG’s have, Alpha Protocol is an ‘espionage’ RPG that takes all of the best story elements that you usually have, conspiracies, etc… and puts them in a modern setting and a modern context, so you’ll probably end up with something like the Bourne films or 24. This could be a good thing however, as there hasn’t really been a game like this before, and it could set a new standard within the genre. The developers have also gotten rid of the classic D20 system, and have put in place something they’ve cooked up themselves. No details on specific, but looking at this early (pre-alpha) build, it will probably end up feeling a bit like Mass Effect.
Unlike Mass Effect however, you can’t control what your character looks like. He is ‘Michael Thorton’, and that’s it. The fun, Obsidian would tell us, is in moulding Michael’s personality. You don’t know anything about this guy, so essentially he is a blank slate in which you can project whatever you want onto. There are some customisation features in terms of facial hair and accessories, but in terms of character, it’s pretty linear. An odd design choice, in comparison to other RPG’s, and even Obsidian’s past work in KOTOR II, but in context with the rest of the game, it may only be a minor gripe in the end.
Like any good spy, it is essential that you ‘dress the part’ whenever you go out on a mission. In Alpha Protocol, Obsidian has added a variety of different sets of clothing that will apply to certain situations. There are no separate pieces, like trousers and shoes, just entire sets. So if you’re going to a dinner party, you equip the ‘tuxedo’ set. If you want to go take out a crime syndicate, you equip the ‘I’m going to kill you all’ set, and so on… A simple system, but view in context with the game, it is an essential part of making this world believable.
Whilst we’re on the subject of missions, the developers have told us that they will be non-linear, with several ways for them to be completed and for them to end. There will also be side quests, and in terms of the wider game, different endings as well depending on your choices. That’s another effect of setting the game in a modern context – there’s no Light and Dark, Black and White, Good and Evil (Well, to an extent), there are just varying shades of grey. Different factions will be present in the game, and your choices will align you with some of these factions, which will in turn affect how the game plays out.
The ‘hub’ of your world will be the Safehouse. The spiritual equivalent of the Normandy, or the Ebon Hawk, the Safehouse is where you go in between missions to stock up, rest up, and chose your next mission. Obsidian has taken the idea one step further though, as you can actually do things that affect the main story – chase up leads, look for clues on television, have conversations, buy and sell etc… makes you want to stick around and get things done rather then just a pit stop before the next mission.
Like any good RPG, the gameplay is driven by both action and dialogue. In terms of the Dialogue system that will drive part of the gameplay, you’ll have definitely seen it before. Similar to BioWare’s system in Mass Effect, you get to choose options as the conversations play out, but it is far more direct. Each choice will tell you exactly what kind of thing you will say, and what effect it will have, so you know exactly how things will turn out. This is trying to combat a common criticism of many console RPG’s where either, no matter what you say it all ends at the same conclusion, or that some of the choices don’t have the outcome you expect. This feature was demoed for us in the build, and it is looking very promising indeed – probably a major selling point for the game as a whole. Obsidian has also tried to add in a sense of tension by coding in time limits for these responses. According to them, all good spy films have tension, so this needs to be represented in the game and in the dialogue.
Action looks like it will be pretty straight forward – there will be hit detection coupled with health bars, abilities and skills you can use. The setting will mean a lot of the action will involve guns, but melee will also be added in, apparently. There will be a whole host of guns and gadgets available to you, with sub models and customization options a plenty. As mentioned before, each mission can be done in several ways, and this involves low-action stealth and high action all guns blazing varieties.
The main thing that Obsidian want to hit-home with this title however is that everything has consequences. Every choice you make in the game will change the game, and the world around you will change. You’ll be able to see how the world perceives you and your actions via a news broadcast on your TV, or by how people re-act to you. In some cases, the developers say, your reputation may actually precede you.
Alpha Protocol is shaping up to be one of the better RPG’s to grace the home console, but with nearly a year left to go, there’s a lot of time for things to go wrong. Still, if they deliver on all there promises, then this could be a candidate for Game of the year, but it wouldn’t be the first time that Obsidian has skimped out to meet a deadline.