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	<title>Critical Gamer &#187; Obsidian Entertainment</title>
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	<link>http://www.criticalgamer.co.uk</link>
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		<title>Alpha Protocol: review</title>
		<link>http://www.criticalgamer.co.uk/2010/06/09/alpha-protocol-review/</link>
		<comments>http://www.criticalgamer.co.uk/2010/06/09/alpha-protocol-review/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 09:02:27 +0000</pubDate>
		<dc:creator>Ian D</dc:creator>
				<category><![CDATA[Latest Reviews]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Alpha Protocol]]></category>
		<category><![CDATA[Critical Gamer]]></category>
		<category><![CDATA[Obsidian Entertainment]]></category>
		<category><![CDATA[Sega]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=9824</guid>
		<description><![CDATA[Billed as 'The Espionage RPG', Alpha Protocol is an attempt at mixing strong story telling elements from the role playing genre with third person shooter mechanics from the action/adventure genre, resulting in a mixed bag of results.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" title="alphaprotocolpic1" src="http://i268.photobucket.com/albums/jj31/ID182/alphaprotocolpic0.jpg" alt="" width="425" height="489" /></p>
<ul>
<li><span style="font-size: medium;"><strong>Format: </strong></span><span style="font-size: medium;"><em>PS3 (version reviewed), 360, PC</em></span></li>
<li><span style="font-size: medium;"><strong>Unleashed: </strong></span><span style="font-size: medium;"><em>Out Now</em></span></li>
<li><span style="font-size: medium;"><strong>Publisher: </strong></span><span style="font-size: medium;"><em>SEGA</em></span></li>
<li><span style="font-size: medium;"><strong>Developer: </strong></span><span style="font-size: medium;"><em>Obsidian Entertainment</em></span></li>
<li><span style="font-size: medium;"><strong>Players: </strong></span><span style="font-size: medium;"><em>1</em></span></li>
<li><span style="font-size: medium;"><strong>Site: </strong></span><a href="http://www.sega.com/alphaprotocol"><span style="font-size: medium;">http://www.sega.com/alphaprotocol</span></a></li>
</ul>
<p><span style="font-size: medium;">Billed as &#8216;The Espionage RPG&#8217;, Alpha Protocol is an attempt at mixing strong story telling elements from the role playing genre with third person shooter mechanics from the action/adventure genre, resulting in a mixed bag of results.</span></p>
<p><span style="font-size: medium;">The first element of the game you&#8217;ll be thrown into is the heavy RPG work going on in the background as you set up your very own Agent Mike Thorton. Along with what Mike looks like, you get to pick from a range of backgrounds or to customise your own, which basically all have an influence on what his starting skills are. Shortly after that, the game begins and Mike wakes up on an operating table to one of the most extreme job orientation days you&#8217;ll be likely to experience.</span></p>
<p><img class="aligncenter" title="alphaprotocolpic2" src="http://i268.photobucket.com/albums/jj31/ID182/alphaprotocolpic2.jpg" alt="" width="426" height="239" /><span style="font-size: medium;">This initiation into the Alpha Protocol group of super spies and secret agents working for the US government to fight terrorism serves to teach the player about the many aspects of the game to get to grips with. At its core is essentially a third person shooter with stealth aspects mixed in (more about these in a moment), but what is most important here are the RPG elements.</span></p>
<p><span style="font-size: medium;">The reason we say that the RPG elements are the most important are because they are just about the only thing done right. For your actions you receive XP and eventually you hit enough to level up. At this point you can spend AP on levels of new skills ranging from weapon type expertise, to better hand-to-hand abilities, to gadget proficiency and stealth. You also earn perks through various actions or Achievement/Trophy unlocking. These new levels of skills and perks may just have a latent function like &#8216;Endurance+5&#8242; or have a skill that you can activate whenever you want. The various skills you can learn are not even remotely kept within the realms of realism, such as Iron Will causing Mike to glow blue and deflect bullets or the various traits in stealth that can make you invisible.</span></p>
<p><span style="font-size: medium;">The choice chat system will also come into play here and stays strong throughout the game. Unlike something like Mass Effect rather than pick how to react, you choose the emotion you want to convey - generally whether you want to be professional, suave or sarcastic, with a last option only being available if some special action like &#8216;Execute&#8217; is available.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img title="alphaprotocolpic3" src="http://i268.photobucket.com/albums/jj31/ID182/alphaprotocolpic4.jpg" alt="" width="426" height="224" /><p class="wp-caption-text">Shall we Headslam the old gent? Yes, let&#39;s Headslam him.</p></div>
<p><span style="font-size: medium;">Obsidian are in their own right a decent RPG developer, so it would not be fair to claim that they have basically copied Mass Effect and stuck it in a more modern day setting. They certainly have had their own versions of multi-path chat systems for example. What doesn&#8217;t help matters is that not only does the default Mike look like Shepard, but his voice actor even sounds like him. We kept expecting him to discover that the enemy behind the terrorist conspiracy was actually a Reaper.</span></p>
<p><span style="font-size: medium;">Choice also plays a part in how the story unfolds and true to other Obsidian games this is done well. Who is fighting alongside you by the end, who you trust, and how you handle the final enemy (while obvious while playing, we have been vague about their identity to avoid spoilers) are all up to you. Again, this is an excellent part of the game and despite essentially being a by the numbers thriller plot, taking part in it and having genuine effects on it as you go is great.</span></p>
<p><span style="font-size: medium;">And so ends being able to say anything positive about Alpha Protocol, as in just about every other aspect it is terrible. A summary of some of the larger bugs encountered to start with: people disappearing during conversations, people&#8217;s faces disappearing during conversations, people&#8217;s upper bodies disappearing during conversations, slowdown, missions not forwarding, crashes, bad visual errors, and general bugs. While not a bug we&#8217;ll also throw in here that it isn&#8217;t very good looking either.</span></p>
<p><img class="aligncenter" title="alphaprotocolpic4" src="http://i268.photobucket.com/albums/jj31/ID182/alphaprotocolpic3.jpg" alt="" width="426" height="240" /><span style="font-size: medium;">Perhaps the worst crime other than the clearly minimum amount of polish this game received is the broken gameplay. You basically have the choice of going the guns blazing route or the stealth route, and both have massive problems. Guns blazing leads to boring and repetitive combat with hilariously inaccurate weapons, and a broken cover system that you can easily manipulate to shoot from perfect safety if you find the right angle. If you go the stealth route, until you get the skill high enough that you can run around invisible to all, you must suffer through never being sure how hidden you are in shadow – in fact most of the time shadow doesn&#8217;t even seem to register with AI enemies.</span></p>
<p><span style="font-size: medium;">If you are willing to put up with all that, there is a good story here. It will last upwards of eight hours to get through and there is replay value if you want to see just how much you can change how things happen as you go along; but again that&#8217;s if you can put up with so many glitches, and quite frankly boring gameplay.</span></p>
<p><span style="font-size: medium;">With some strong titles under its belt, you would think that it would be a given that Obsidian&#8217;s Alpha Protocol would be an excellent game. It isn&#8217;t. Instead, it stands as a perfect example of trying to do too much with too little and ruining what could have been a great experience as a result. </span><br />
<span style="font-size: xx-large;"><strong><br />
3/10</strong></span></p>
<div class="tfc_widget"><a href="http://www.testfreaks.co.uk/playstation3-games/alpha-protocol-202061/">Alpha Protocol</a> @ <a href="http://www.testfreaks.co.uk/">testfreaks.co.uk</a></div>
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		<title>Fallout: New Vegas teased</title>
		<link>http://www.criticalgamer.co.uk/2010/02/04/fallout-new-vegas-teased/</link>
		<comments>http://www.criticalgamer.co.uk/2010/02/04/fallout-new-vegas-teased/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 16:32:30 +0000</pubDate>
		<dc:creator>Michael J</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[Bethesda Softworks]]></category>
		<category><![CDATA[Fallout: New Vegas]]></category>
		<category><![CDATA[Obsidian Entertainment]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=6775</guid>
		<description><![CDATA[The first teaser trailer for Fallout: New Vegas has arrived and as it starts you may feel a familiar sensation of deja-vu as it retains the series' trademarks oldie soundtrack, as a tracking shot pulls away from a crusty old tv. Ron Perlman's series tagline "War, war never changes." is present too.]]></description>
			<content:encoded><![CDATA[<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/rwiFbPvzLH0&#038;hl=en_GB&#038;fs=1&#038;color1=0x006699&#038;color2=0x54abd6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/rwiFbPvzLH0&#038;hl=en_GB&#038;fs=1&#038;color1=0x006699&#038;color2=0x54abd6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p><span style="font-size: medium;">The first teaser trailer for Fallout: New Vegas has arrived and as it starts you may feel a familiar sensation of deja-vu as it retains the series&#8217; trademark oldie soundtrack, as a tracking shot pulls away from a crusty old tv. Ron Perlman&#8217;s series tagline &#8220;War, war never changes.&#8221; is present too.<br />
</span></p>
<p><span style="font-size: medium;">The trailer hints at a landscape less barren and desolate than previous titles though, as we get a glimpse at what we can only presume is the titular New Vegas. </span></p>
<p><span style="font-size: medium;">Obsidian Entertainment have been handed this title by franchise owners Bethesda, which bodes well for fans of the older Fallout games, with many former Interplay employees plying their trade there. Importantly the teaser also gives us a time-frame for the next title, so we can expect a Fall 2010 release (that&#8217;s Autumn for the non-yanks among us!).</span></p>
]]></content:encoded>
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		<title>Alpha Protocol: interview</title>
		<link>http://www.criticalgamer.co.uk/2009/10/28/alpha-protocol-interview/</link>
		<comments>http://www.criticalgamer.co.uk/2009/10/28/alpha-protocol-interview/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 09:42:24 +0000</pubDate>
		<dc:creator>Patrick G</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Alpha Protocol]]></category>
		<category><![CDATA[Obsidian Entertainment]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=3108</guid>
		<description><![CDATA["I think a Russian mob boss with an obsession with the 80s and a ballroom battleground straight out of a Billie Jean music video might be a bit of a stretch, but hardly implausible, and besides, it's damn fun to design." ]]></description>
			<content:encoded><![CDATA[<div class="wp-caption aligncenter" style="width: 436px"><img title="chris avellone" src="http://i630.photobucket.com/albums/uu24/Luke_K/IMG_0093.jpg" alt="" width="426" height="449" /><p class="wp-caption-text">Evil genius Chris Avellone</p></div>
<p style="MARGIN-BOTTOM: 0cm"><span style="font-size: large;"><strong>Prepare yourselves for one awesome interview. After much slaughter of henchmen and navigation of dialogue trees, we made it to the heart of Obsidian&#8217;s secret volcano base to confront Alpha Protocol&#8217;s lead designer Chris Avellone, and a few surviving Obsidian staff. Plenty of details about the game here but, more importantly, the answer to the question on everybody&#8217;s lips: if James Bond, Jack Bauer and Jason Bourne met, who would walk away alive?</strong></span></p>
<p style="text-align: center;"><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=alpha-protocol-artwork.jpg" target="_blank"><img class=" aligncenter" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/alpha-protocol-artwork.jpg" border="0" alt="Photobucket" /></a></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <em><span style="color: #ff0000;">Alpha Protocol is the first time Obsidian as a team has had the opportunity to create something completely from scratch, not pandering to a big license. Did you find that liberating? Did it bring out different sides of people and talents within the studio that you didn&#8217;t know existed before? </span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> It was liberating and a hell of a lot of fun. I think the biggest gain was more experience in 3D level design and real-time combat mechanics. I also enjoyed scripting for the new dialogue system and am interested in how people react to the timed urgency. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">And I have to say, the chance to write &#8220;real world&#8221; characters was liberating as well. Being able to use &#8220;goddammit&#8221; and &#8220;hell&#8221; vs. &#8220;gods damn it&#8221; and &#8220;by the hells!&#8221; alone was worth working on the project. Don&#8217;t get me wrong, I like working on fantasy titles, but man, after a while you just want to write some real-world dialogue. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">I think the strongest gains were in the supplemental action systems &#8211; the shooting mechanics are solid, but both the stealth mechanics and the mini-games exceeded our expectations, and a lot of it is due to our Systems Lead, Matt MacLean &#8211; he took those systems by the horns. Now the stealth mechanics and the mini-games really pop out, not only as fun elements in and of themselves, but their presentation also does a great job of complementing the espionage feel of the game as well. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG: </strong><em><span style="color: #ff0000;">Alpha Protocol looks to be a game about choice, about acting how you want to act in a situation and then facing the consequences. Do you worry at all that people will game the game, as in, they&#8217;ll look for the &#8216;right&#8217; thing to do in a given situation for the maximum benefit (for instance choosing dialogue options that will please everyone and get them on your side), would that even work in Alpha Protocol?</span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> We made an effort to balance all paths with different gameplay and mission rewards &#8211; if you want to be a ruthless asshole in the pursuit of your mission, you can be, and we don&#8217;t penalize you for it, we just give you different results. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Ultimately, the espionage world is not a world of absolute right or wrong, and your decisions shouldn&#8217;t be &#8220;right&#8221; or &#8220;wrong&#8221; either; the world and people just react to them as individuals. We made sure to present these rules of the Alpha Protocol world up front, and we don&#8217;t mince words. Part of the orientation (in the game) is demonstrating how right/wrong works in Alpha Protocol &#8211; you should expect consequences for any action, not for the right or wrong ones, so just do what you want to do or feel you should do to accomplish your mission. Once we make that compact with the player, then we reinforce it quickly in the opening missions, and ruthless, merciful, pragmatic, or sociopathic playstyles just produce different results, not penalties.</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <em><span style="color: #ff0000;">When moving away from the Star Wars and Forgotten Realms fantasy universes, did you find it difficult at all to create characters that were as innately interesting and compelling? Considering that in fantasy everyone can be sort of unique and different because of their race or their magic powers, did moving to a real-world setting throw up any problems with regards to creating unique or interesting characters that could grab the players attention? </span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> A lot of the original character designs were done by narrative designers who have a talent for creating interesting characters (Brian Mitsoda, Annie Carlson), so that wasn&#8217;t much of a problem (and you can see that in Vampire: The Masquerade as well). Each character has a nice visual and dialogue hook that makes them stand out, and also makes them fun to script as well. I think a Russian mob boss with an obsession with the 80s and a ballroom battleground straight out of a Billie Jean music video might be a bit of a stretch, but hardly implausible, and besides, it&#8217;s damn fun to design. </span></p>
<p style="text-align: center;"><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=alpha_2.jpg" target="_blank"><img class=" aligncenter" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/alpha_2.jpg" border="0" alt="Photobucket" /></a></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <em><span style="color: #ff0000;">Which of the JB&#8217;s (Bourne, Bond, Bauer) would win in a fight to the</span> <span style="color: #ff0000;">death? </span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> They&#8217;d all die, here&#8217;s how I figure it: In the opening five minutes, Bauer shoots Bond dead after finding out Bond slept with Bauer&#8217;s daughter, his ex-wife, and all of his romantic interests from Season 1 through 5. Bauer then shoots up with heroin to smooth himself out, unaware that Bond already poisoned his black tar blend with a synthetic poison that&#8217;ll kill him in 24 hours. Bauer takes a deep breath, searches Bond&#8217;s possessions and discovers he&#8217;s just murdered a British intelligence agent. Bauer goes underground as a rogue agent, but CTU counters this by drafting Jason Bourne to go after Bauer and bring him in by any means necessary.</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Bourne ambushes Bauer, and in the midst of the fistfight of rapidly-shifting camera angles and improvised weapons, Bauer (face bloodied) explains why he killed Bond. Bourne (face bloodied, and now with a limp) nods and says he would have done the same thing if Bond had slept with Sarah Silverman.<strong>*</strong> </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Bourne offers to help Bauer get the antidote &#8211; another lethal poison that ironically enough, perfectly counteracts Bond&#8217;s poison but is otherwise lethal if ingested. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Bauer tells Bourne, you aren&#8217;t going to &#8220;forget&#8221; are you? </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Bourne says no way, &#8220;mind like a steel trap.&#8221; </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Bauer says, well, let me write you a note to make SURE you don&#8217;t forget and puts it in Bourne&#8217;s jacket pocket. Bourne goes after the antidote being held at CTU, recovers it in a bloody shootout, Sarah Silverman shows up for 10 minutes, takes a bullet and dies saying Bourne&#8217;s name, Bourne is sad and mopey, and on the way out has an amnesia attack and forgets everything that happened. Searching his jacket for clues, he reads the note from Bauer which simply says, &#8220;recover the antidote to save my life.&#8221; Bourne assumes the antidote is for him, then injects himself with the counteragent and keels over dead. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Bauer waits the remaining 22 hours (becoming the most boring season of 24 ever) and then dies. Then there&#8217;s an explosion.</span></p>
<p><em><strong><span style="font-size: medium;">* We&#8217;re assuming that Matt Damon is reprising the role of Bourne.</span></strong></em></p>
<p style="line-height: 150%;"><span style="font-size: medium;"><strong>CG: </strong><em><span style="color: #ff0000;">Other Spy based games tend to have strong protagonists, such as Sam Fisher or Solid snake. With Alpha Protocol being an RPG, how hard was it to fuse Michael Thorton with the same sense of character, whilst at the same time trying to cater for the different choices a player might make? </span></em></span></p>
<p><span style="font-size: medium;"><strong>CA: </strong>Tough, but the voice cast really helped differentiate the character &#8211; our lead, Josh Gilman, understood the range of attitudes a player could choose and was able to switch his tones and motivation on the fly pretty well. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Character customization in terms of appearance, special abilities, and skills also helps, and the game plays very differently depending on which development path you take &#8211; my playthrough as a smooth-talking pacifistic martial artist was much different than my soldier Brock-Samson-fully-loaded-shotgun-and-submachinegun-kill-anything-that-moves-including-witnesses-and-get-results-at-any-cost playthrough, but both were satisfying. </span></p>
<p><span style="font-size: medium;">The special abilities involved in each branch of character specialization change the approach to a lot of the missions alone&#8230; knowing you have access to Evasion powers vs. having a few more seconds left on your Bullet Storm or Fury ends up being pretty important tactically.</span></p>
<p style="line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong></span><span style="font-size: medium;"><span style="color: #ff0000;"> <em>We&#8217;ve heard a lot about how Alpha Protocol has consequences to your actions, that may reveal themselves later in the game, arms dealers selling you weapons, or potential foes becoming your friends. But how do they impact the main story? Can we expect to see different endings, depending upon how we acted throughout the course of the game?</em></span></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> Absolutely. We have a number of different endings, and your relationships with characters, weapons dealers, and others have repercussions in terms of intel, news reports, others&#8217; opinions of you (and reputation gains and losses), missions available, what handlers you can take on those missions, and even changes boss battles (both in terms of content and the AI of the bosses depending on the actions you&#8217;ve taken). Ultimately, we want the player to feel like their choices matter, and in significant, observable ways &#8211; they&#8217;re making an impact on the world, and it shows. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <span style="color: #ff0000;"><em>What sort of game did you set out to make with Alpha Protocol?</em><br />
</span><strong></strong></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> A real-world RPG&#8230; and as Feargus (our CEO) has said, an espionage role-playing game that lets you take on the role of a lone agent against the world. He and our tech director, Chris Jones, had the idea over lunch and pitched it to us, and we pitched it to SEGA.</span></p>
<p style="text-align: center;"><img src="http://i280.photobucket.com/albums/kk167/scruffy_bear/wwwtotalvideogamescom_Alpha_Protoco.jpg" border="0" alt="Photobucket" /></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <em><span style="color: #ff0000;">The player&#8217;s character starts out with amnesia. Is this a nod to the fact that it&#8217;s a rather overused plot device in video games?</span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA: </strong>He doesn&#8217;t start out with amnesia. The player does not know exactly where he is at the start of the game, however, but that&#8217;s because of the drugs they used to keep the location confidential. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <em><span style="color: #ff0000;">How deep is the character customization that you offer? Will players be able to create a character skilled in many areas, or will they have to concentrate on their favorite play style (offensive rather than stealthy, for example)?</span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> You can either specialize or be a jack of all trades, and after your first Operation in Saudi Arabia, you&#8217;re allowed to choose an additional three skill areas of specialization (this gives the player enough time to play around with all the skills in the opening missions and see what they do). </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Only characters that have specialized can take the selected skills to advanced levels, levels no other character can. It&#8217;s a way of tailoring the experience for the player after they’ve played enough of the game that they can make an informed decision on gameplay and how they prefer to play their espionage character. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <em><span style="color: #ff0000;">How much of an impact on the story and gameplay will the moral choices offered to the player make? Can you give us any examples? </span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> The best example in the game is something you&#8217;ll have to play, but I can point to two of the minor examples and their consequences. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">In Saudi Arabia, you track down a weapons dealer with the knowledge that he may be able to lead you to a terrorist leader &#8211; when confronting him, however, you have a choice between capturing him and losing a potential lead to the terrorists &#8211; but shutting down weapons traffic in the area, saving lives and reducing violence in the region. You can also choose to let him go in order to track his movements on the chance he&#8217;ll lead you to your target&#8230; but in so doing, this allows him to continue weapons trafficking and further destabilize the region. What do you do?</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Another example occurs in Moscow, where you have a choice of going to see an informant&#8230; with the catch that simply the act of contacting the informant may cause him to sell you out to other (hostile) factions. With that in mind, you have a number of different approaches in how to talk to him.</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">One choice is if you&#8217;re going in Jack Bauer style, you can choose to be aggressive and take a quick, violent action to get the information you need without beating around the bush&#8230; saves time, effort, and gets you what you need. But in so doing, however, the action terrifies the informant into alerting the authorities to your presence and putting your next target on alert, bolstering the guards and the marines protecting him from the crazy American agent. This may seem like a disadvantage at first, but on the plus side, the informant actually ends up being too frightened to sell word of your presence to anyone else except the authorities &#8211; that means other factions interested in the same target won&#8217;t be aware of you being there, which is bad news for them and a nice surprise when you cross paths later on. As a further bonus, the added personnel guarding your new target can switch to your side in the middle of the mission (resulting in more allies with better armor and equipment than if the target hadn&#8217;t been warned), and the added firepower and marine presence ends up being on your side and helping you out, rather than being turned against you. If the informant hadn&#8217;t been frightened, you&#8217;d have much weaker allies or no allies at all, which would leave you outnumbered and at a disadvantage during the mission.</span></p>
<p style="text-align: left;"><span style="font-size: medium;">From there, the ripple effects keep going throughout the Hub, and the aggressive path above is just one of three consequences that can occur just by speaking to a single character (and even speaking to the informant in the first place is entirely optional, so the player may not even see these effects in favor of ripple effects from other missions in Moscow). What we wanted to do was highlight the consequences, not in terms of good or bad, but just the reactivity of the world to what you do.</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=alpha_protocol_profilelarge.jpg" target="_blank"><img class=" aligncenter" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/alpha_protocol_profilelarge.jpg" border="0" alt="Photobucket" /></a></p>
<p style="line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong></span><span style="font-size: medium;"><span style="color: #ff0000;"> <em>Does the use of real world locations mean you&#8217;re going for a realistic feel? Can we expect any political or satirical commentary? </em></span></span></p>
<p style="line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> We have a &#8220;to an extent&#8221; rule that&#8217;s summed up as &#8220;we&#8217;ll do the real world up to the extent that being realistic isn&#8217;t fun.&#8221; This translates into the look of characters and level layouts &#8211; while having bathrooms every 500 feet and exit doors that meet national and city building codes may be realistic, we don&#8217;t adhere to city ordinances when building game levels, for example.</span></p>
<p><span style="font-size: medium;">And as for political and satirical commentary, we have a bunch, both in dialogue, news reports, and especially through email. I think people will see more than a few satirical nods to modern day events and politics.</span></p>
<p style="line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong></span><span style="font-size: medium;"><span style="color: #ff0000;"> <em>It sounds like stealth will only be a major factor in the game if the player wishes it. Do you think stealth is overused? Was there too much or too little of it in Metal Gear Solid 4, do you think? </em></span></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">MR: It&#8217;s hard to say that it&#8217;s overused; people do seem to enjoy being stealthy and sneaking through the shadows. It&#8217;s been an interesting challenge in Alpha Protocol to incorporate stealthy gameplay in such a way as to make it truly optional. A lot of work has been put into balancing the game to the point where it&#8217;ll give a run-and-gun gamer the same amount of challenge as a stealth player, but hopefully we&#8217;ve succeeded at it in the end. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong><span style="color: #ff0000;"><strong> </strong><em>Alpha Protocol has often been compared to Mass Effect in previews. Is this a comparison you welcome? </em></span></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> Sure, I think they&#8217;re right to compare them. They&#8217;re different genres (sci-fi vs. espionage), but the presentation is similar enough to warrant the comparison. Personally, I think being compared to Mass Effect is awesome; I loved the first one and am looking forward to the second one. </span></p>
<p style="line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong></span><span style="font-size: medium;"><span style="color: #ff0000;"> <em>Why has this game received comparatively little press coverage leading up to release? </em></span></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>MR:</strong> As you may have heard by now, our shipping date has been moved to Spring 2010. We&#8217;re looking forward to getting the word about Alpha Protocol out far and wide before we ship. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG:</strong> <em><span style="color: #ff0000;">What mistakes and successes from your previous games have had an impact on Alpha Protocol&#8217;s development? </span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> I think one of the changes I can point to is the revisions we&#8217;ve made to the Influence systems we&#8217;ve used in Knights of the Old Republic II and Neverwinter Nights 2. In general, the influence system was intended as a mini-game that didn&#8217;t focus on black/white morality as much as trying to understand what motivates your companions and then achieve camaraderie or hostility based on philosophical differences rather than alignment.  The issue came about in that there was often no reward for alienating a companion other than them leaving the party or turning on you, which leads the player down a path of trying to do &#8220;right&#8221; by each companion rather than just playing the game the way they want.<br />
</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">What we tried to improve in Alpha Protocol came through in the reputation system, where we made sure that losing or gaining reputation with individuals in the game focused on consequences and different game mechanic bonuses, not penalties&#8230; getting someone to hate you can have an equal (and different) game mechanic change as getting them to like you, respect you, or even fall in love with your character. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CG: </strong><em><span style="color: #ff0000;">What next for the team? Anything to expand on Alpha Protocol before moving on to the next game (and what might that be)?</span></em></span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>CA:</strong> We&#8217;re on to our other projects, notably Fallout: New Vegas and other internal titles (which we can&#8217;t disclose right now). I do know our producer Chris Parker is most likely going to retire to Margarita Island and play this &#8220;game&#8221; where you drink margaritas all day long and everyone wins. </span></p>
<p style="MARGIN-BOTTOM: 0cm"><span style="font-size: large;"><strong>If you want to sneak around the official Alpha Protocol website then turn all the lights off, close the curtains, and aim your browser at <a href="http://www.alphaprotocol.com/">www.alphaprotocol.com</a> </strong></span></p>
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		<title>Alpha Protocol delay confirmed</title>
		<link>http://www.criticalgamer.co.uk/2009/10/16/alpha-protocol-delay-confirmed/</link>
		<comments>http://www.criticalgamer.co.uk/2009/10/16/alpha-protocol-delay-confirmed/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 13:51:57 +0000</pubDate>
		<dc:creator>Michael J</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Alpha Protocol]]></category>
		<category><![CDATA[Obsidian Entertainment]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[Sega]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=2760</guid>
		<description><![CDATA[SEGA have confirmed that Obsidian Entertainment's spy RPG has been delayed until Spring 2010. ]]></description>
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<p style="margin-bottom: 0cm; line-height: 150%;"><img class="aligncenter" title="Alpha Protocol" src="http://i235.photobucket.com/albums/ee28/Jockie85/alpha_protocol01.jpg" alt="" width="426" height="272" /></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">SEGA have confirmed that Obsidian Entertainment&#8217;s spy RPG has been delayed until Spring 2010. </span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Rumours of a delay have been doing the rounds for several weeks, with Obsidian CEO Feargus Urquhart releasing a short statement; “We’re very happy that SEGA has made the decision to hold back the shipment of the game in order to give it the best chance at becoming the publishing success that we at Obsidian and our partners at SEGA are striving for.”</span></p>
<p style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;">Some previous Obsidian titles have been criticized for being incomplete or rushed such as Knights of the Old Republic II, which allegedly had content cut in order to fulfil a concrete release date. Hopefully the extra time will allow them the breathing space needed to give Alpha Protocol an extra layer of polish. Getting their game away from the ridiculously packed Christmas schedule can&#8217;t do any harm either!<br />
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