Developed by Obsidian Entertainment, Alpha Protocol is the latest in the story-driven Shooter/RPG market. The main story is pretty straightforward: You are the good guy who gets selected to work for a special team called Alpha Protocol. You pick a character background for your character, assign some skills and climb right into the gameplay. Throughout the tutorial you are introduced to basic combat, skill usage and dialog. The dialog itself is presents is pretty straightforward, but definitely key to maintaining the story. Each possible turning point in the conversation, you are presented with options of how to respond and/or react. Gone are the days of being able to ponder for ten or fifteen minutes at a time, though, because here you only have a few seconds to make a choice. It may seem simple, but it adds a sense of realism and depth to the whole process.
I will just come right out and say it: if you have played Mass Effect, you have played this game as well. I don’t like making comparisons, but Alpha Protocol is done in the same grain as both ME and its sequel. The story is strong, the combat is still fairly intense and the decisions you make as your character give you the impression that you are shaping the story. The plot itself is rather thick so I do not want to divulge anything, but there are three main locations that the character finds himself in: Rome, Taipei and Moscow. Each of these locations provides you with a “safehouse” to use as a base of operations and a miniature story arc to complete. All of these come together, though, at one point or another so do not think of them as independent from one another. Your missions in Moscow may effect the way some people treat you in Taipei, for instance.
Considering that combat is a major portion of the game (nearly every mission involves some sort of combat), there had to be a sizable focus on how that was handled. The skills your character chooses will effect what load-out he brings into the field. Even if you emphasize stealth, technology and sabotage, it is worth it to drop points into one of the four weapons categories (Pistol, Submachine Gun, Assault Rifle, Shotgun) as well. Increasing ranks in skills brings new passive and active bonuses as time goes on. These can range from bringing time to a near stand-still to take aim and fire several shots at once to something as simple as re-charging all of your skills that currently have a remaining cooldown. Making use of these skills becomes more and more important as the game goes on, so don’t be like me and forget that you have them until 60% of the way through the game
. Also, perks are acquired throughout the game that help to boost your stats in various ways and add fluff so that you feel like your decisions have left marks on you character.
There are some random features that crop up throughout the game that are definitely worth mentioning as well. Each safehouse is configured similarly and provides some options for you to pursue in your downtime between missions. There is a computer terminal for you to access your e-mail (this provides some interesting story options since you can reply to messages) and acquire weapons through the black market. There is an area for your character to customize his appearance with different hair styles, skin tones, facial hair and eye wear. These options expand as you progress through the different parts of the game so it is at least somewhat dynamic. Another neat little easter egg is that random trinkets from your journeys will show up in places throughout your safe house to server as reminders for what you accomplished. One final detail that must be mentioned is the ability to customize weapons. It is a bit redundant as time goes on, but being able to add four different modifications to each weapon can really help to balance a particular gun or make its extremes that much more noticeable. Simple things like silences and scopes can add a sense of practicality as well.
The game was executed well, but it definitely needed some polish. The combat was either simple or over-the-top challenging at times. Moving around in the world and accessing certain menus would create stuttering that would stop your screen for a second or two; this could be a huge problem when entering into a new area and not being prepared for an enemy walking around the corner. The mini-games (hacking, lock-picking and the re-programming) also felt like poor console ports. They were possible, but the mouse created issues for me in the hacking scenarios more than once during the game. There were also realism issues that came up with the modification of the weapons and combat in general. Overall, though, I do not see why people are being so critical of the gameplay or the story. I felt like it was a solid plot that, even at its worst, was just plain entertaining. It provides a solid 20 hours of gameplay that consistently gives you new things to do and new ways of interacting with the other characters which turns out to be the most rewarding experience Alpha Protocol has to offer.