Right-O. Let’s talk Alpha Protocol.
You may have noticed that this was high on my ‘Most Anticipated List’. And I was rather angsty about how delayed the release date was in SA. Well, I’ve finally got my mitts on a copy. I’ve only just started, but I thought I’d post my initial impressions.
I really, really want to like this game. Fairly unusual setting (for a CRPG), unique spy-themed mechanics, promises of plenty of ‘Choice & Consequence’, writing by Chris Avellone. Hard not to feel hyped.
Which is why I am sad to have to savage it. Seriously, what the fuck Obsidian? What. The. Fuck?
You’ve all probably played the game by now, so I’m not going to bother talking about the premise much. You’re a spy dude who signs up with a secret covert outfit called Alpha Protocol, missiles have been stolen, shady corporations are selling to both sides of the conflict. At first blush, this sounds much better than the standard ‘save the world/universe from marauding orcs/aliens/robots’ RPG plotline, even if it is fairly pedestrian by spy-genre standards.
The problem is that, as shocking as it is to say for an Avellone title, the delivery of that initial premise is bad. The introduction to the plot is just a fuck-up.
It’s a simple principle. You start with a story hook. Something that draws the player in, gives them a ‘Why’. Why pursue the plot, why care about the characters, why is everything happening the way it’s happening. A good plot hook will kick your game off with a bang, draw them into the mindset and context of the game and give them good reason to chase your primary goal. It’ll give them a reason to grind rats in their underpants.
BG2 starts with you being abducted and tortured by Jon Irenicus, a man seeking to draw out your divine essence, until an attack by unknown forces on his compound gives you an opportunity to escape. ME2 has you being sucked into space and dying as your ship is ravaged by unknown aliens. Planescape starts with you waking up in the mortuary, looking like a corpse, a message to yourself from yourself tattooed into your back and a floating skull with an accent chatting you up. Fallout sees you kicked out of your home vault in search of a desperately needed water chip, the door and security locking behind you, an unfamiliar world ahead. Bloodlines sees you transformed into a vampire after a night of sex and drugs, waking up only to be taken prisoner by the court of vampires you never knew existed, your sire slain in front of you and you yourself narrowly avoiding this fate.
All of these are RPGs that have done that initial plot hook really well (I’m sure there are plenty more that have too). Alpha Protocol…doesn’t do it well.
Maybe it’s just me. But I just didn’t find a reason to care, the ‘hook’ failed to sink into my skin. Sure, they try. You’re presented with a situation from the end of the game, the protagonist confronting some smug executive of the company who is selling weapons to terrorists, a dude clearly setup to be the antagonist (but I’m sure there will be some twist there later). It then flashes you back to the beginning, when you joined Alpha Protocol. Except you don’t realize you’re playing your initiation mission, you wake up on a table and have to ‘escape’ what seems like an enemy facility, which it turns out is just a setup by your superiors to evaluate your skill. Once you get out of that you’re introduced to your jovial spy-boss, who then sends you to do some basic spy proficiency training. Once you’re finished that, you again get interviewed by your boss who sends you off on a mission to Saudi Arabia, but not before that it flashes forward to the scene with you and the evil executive dude….
If it sounds a bit muddled, it is. I know what it’s trying to do, the old ‘tell the story through flashbacks during a conversation so as to intrigue’ thing, but it bounces you around too much. You’re in the future, then you’re in the past escaping an enemy facility, but it turns out you’re not escaping, it’s just training! But ok, now you’re really training, ho ho, except before you can settle down in your HQ and get to know the place/characters you’re shipped off to the desert (after a quick trip back to the future), to a safehouse with a TV, a computer to read your email and no real people to interact with at all.
The way it bounces you about, added to the way you don’t really have much time to get the feel for the Alpha Protocol HQ, resulted in me feeling rather bemused and disconnected from it all. Didn’t really care about the organisation I was a part of, nor did I have much of a connection to my own character. Had a bit of a sense of the other agents but didn’t spend enough time with them before being shipped off to my empty safehouse to establish any real interest in who they are, as people.
Except for this bit where my character says ‘I hope to never see this interrogation room again’ and the boss-man says ‘If I had my way Mike, you never would’ in a way that made me go ‘dun-dun-DUN’ in my head. Hopefully it won’t amount to anything. ‘Cause I swear, if that was a ‘subtle’ hint that the bossman is the real antagonist I’m going to mail Avellone an angry letter.
So yes, the story doesn’t work for me at all, not in the sense of it being incoherent, in the sense that I just don’t care, it’s failed to hook me. Ok, I’ll go shoot terrorists in the desert, whatever. This is a problem, because the story and interactions are desperately needed to hold this game together. Because fuck me sideways, but the actual gameplay is shody.
It’s not the whole ‘It looks like an RPG but plays like a shooter’ thing that bothers me. I’ve enjoyed a number of other titles like that. It’s a range of poor design choices and technical issues that drag the experience down. It just doesn’t feel competent, not at all.
In fairness, this isn’t Obsidian’s usual type of game. So it’s understandable that they don’t have a great grasp of the mechanics. But it isn’t really that hard to look to the other games they are obviously drawing inspiration from and analyze what works and what doesn’t. They seem to have failed to nail the core gameplay. I sometimes get hints that it is almost there…and then something fucks up and I lose that feeling.
Let’s start with the design decisions. Probably the poorest is how they’ve done the stealth system. I was completely flabbergasted to discover that you have no UI indication whatsoever of how well you’re hidden and how much sound you’re making. I know it is based on finding cover instead of hiding in shadows, but still. Am I more exposed behind this potplant than behind this column? How much noise am I making with this equipment load-out? What about when I shoot this pistol? I can’t think of a stealth game which didn’t feature at least some feedback for the player. But AP shows nothing. Am I doing well at stealth? The only way of knowing is when the guards ring an alarm.
Speaking of which, cardinal sin number 2 : Gradually increasing levels of awareness, and the lack there-of. This is key to a stealth game, it allows the player to experiment and make small mistakes without completely blowing things. AP has an incredibly tiny margin here when you’re starting out, even though I took a stealth character. If you don’t hide well enough the guards go hostile, alarms blare and everyone starts shooting. As you get access to skills like evasion it becomes a little better, you can make a slight slip and quickly duck away, but the margin is still really tight in comparison to other games. Combined with lack of UI feedback it results in a seriously poor stealth experience.
And then there are the magic powers. I’m not talking about Shadow Operative, which I haven’t got yet. I’m talking about Awareness. Thorton must be part bat, because I just activate Awareness and now all the guards show up on my sonar. You’d think it would be a great help with all the insta-spotting nastiness but it actually further ruins the stealth gameplay if you don’t have to even check around walls to see that the only hostiles nearby are in front of you, or in that room. So it’s a choice between very little margin of error when you stumble, or complete awareness of every NPC in front of you when you activate the power.
So the basic stealth mechanics are shit. But it’s compounded by fucking terrible level design. I’ve played three missions in Saudi Arabia, bear in mind, and people say it gets better later. Fuck, I hope so.
You’ve already got very little visual feedback about stealth and guards who are alerted to you the minute they see you. Now, add levels where simply turning a corner will put you in view of a guard tower across the compound that you didn’t see and where the guard will instantly spot you and start firing. I thought I was being clever climbing up onto a roof to get the lay of the land, sneaky like, but I was being shot at before I got up over the top of the ladder, by dudes I couldn’t yet see, who had become instantly alert across the courtyard. It was awesome, like a birthday party, but with bullets instead of cake. So far, I’m 0 for 3 in my attempts to stealth through the missions with a stealthy character. I was good at Thief, btw, so it’s not just incompetence.
Luckily (or unluckily), on Normal difficulty the game is a cakewalk so far. Guards manning the towers or machine gun emplacements struggle to hit the broadside of a barn. Which is great, because it allows you to actually use another poorly designed system : The gun focus shot.
AP has this idea of each gun type having a specific type of gameplay, and most having a special focus shot to support that type of gameplay. Which is cool enough. But each focus shot takes a few seconds of aiming in stillness to ready. For example, the pistol lines up critical shots if you focus on guys for a moment, the shotgun does a knockdown attack, etc.
It sounds cool, until you use it. Aiming from stealth, it makes sense. You get a bead on a dude’s head and take him down. But once you’re actually in a medium range firefight, standing still waiting for the special shot to charge feels particularly awkward. Especially given the cover-based shooter concept. This is a fairly common scenerio : After triggering a machine-gun manning soldier’s alertness, I pop up out of cover, ignoring the hail of bullets that are raining around me ineffectually, and carefully line up a shot on the guy’s head, taking him out. It feels fucking ridiculous. And that’s from cover. I can’t even imagine how dumb it would be bursting into a room with the shotgun and standing there waiting for your knockdown shot to charge up.
The guns feel feeble without those focus shots, even from 10 feet away. It is almost always more effective for me to just run up to a guy and karate-chop him, even if he is armed and firing at me, than to take the time to shoot him normally. Unless the dumb AI gets stuck, in which case I sit there waiting to focus my shot. This happens all the time, an AI will get confused by me being up on a ledge and stand there, waiting, or hover indecisively on stairways.
Now, I know the low gun damage is probably because my skills are low. But there is a sweet spot for balancing this kinda thing. Opening up with my guns from 5-10 feet away should be more powerful than low level melee, even if I’m not skilled with those weapons. Instead my choice is ‘exchange ineffectual pellets’ or ‘hold still while being shot at to build up a critical shot’ or ‘stunlock the fool into oblivion’. I tend to simply charge around melee’ing everyone. I’ll charge a dude and beat him while his friend is firing at me with a shotgun, then beat his friend. And now that I have Rage it’s just joke.
Grenades are cool though. Well, mine are. On normal difficulty I’ve ignored the ‘grenade nearby!’ indicator and kept firing a few times. They don’t sting that much, unless it’s a serious firefight. It’s often fine to just let your endurance soak it.
The level design is poor in other ways. Stealth games generally feature guard patrol routes, half the fun is figuring them out via observing NPCs from cover and then sneaking your way through/knocking them out. But a number of times the patrol routes are so obviously designed just to give you a stealth take-down opportunity that it screams artificialness. Guards who are patrolling in nearly empty rooms, moving from staring out a doorway to tapping on a keyboard and back again, endlessly. And muttering ‘interesting!’ each time they do. It just isn’t laid out well (or open enough) enough to give the sense of a restless human being, it is all too robotic, too obviously a script just to get them to turn away from the doorway you’re hiding in. And the alternate ways are all clearly marked out for you by the special animation markers, killing any sense of ‘figuring it out yourself’.
I could probably harp on some more, but let’s move on to technical issues. Can anyone say ‘rubbish console port’?
The UI is shit. Why do I close menus by right clicking? Why doesn’t ‘escape’ always work to close a menu? Why do I open/close my PDA with tab, but once I’m inside a sub-menu I have to right click to go back from that sub-menu before I can close my PDA with tab again? This is clearly not a PC design.
And then there is the way the inventory screen sometimes goes wonky. I’ll click on ‘Armor Mod slot 2′ to open it, and it will open the base armor tab. So I go back and try again, it does the same thing. So I open slot 3, then go back and open slot 2, now it works.
And what about the awesome mouse? If I spin my camera there is often a ‘jerk’, where suddenly it will glitch and then be in a slightly disconcerting position. If I ever felt truly threatened by the combat that would be annoying.
And some idiot thought it would be great to have a motion blur effect when you spin your camera around your own avatar. I couldn’t figure out how to turn it off until my friend pointed out that I was stupidly going to the ‘Advanced Options’ tab in the video settings, not noticing that it was actually under the Simple options. Silly me, motion blur is a Simple option while distortion effects are Advanced! It all makes sense now!
Speaking of shader effects, what about the cool Depth of Field effect which sometimes doesn’t shift focal depth when I’m using a scope on my assualt rifle, resulting in me zooming in on a big blur. It’s a hard life, I tell you, being a visually impaired super-spy.
The basic animations in the game aren’t amazing, but I’d be fine with them…if it weren’t for the glaringly noticeable problems with path following. Basically, every time an NPC hits a path node and changes direction, they simply jerk to be pointing in that direction. No kind of turning, just yank and they’re off that way. To make it worse, there was an animation glitch in the NPC soldiers in the training levels. Every time they’d turn, for a fraction of a second they’d try to go to some other animation before resuming the walk, resulting in it looking like they were trying to do a jumping jack for a split-second every time they turned.
Fuck it, I’m tired. There may have been more bugs, I can’t remember now. I think that about does it…
…wait! How could I have forgotten the mini-games?!?! Oh my word. That hacking mini-game is, without a doubt, the single worst mini-game I’ve ever played. And I’m vaguely sympathetic to the urge to experiment with mini-games. But squinting at a grid of shifting numbers for the ones that aren’t moving is just painfully shit. The circuit by-pass game is fine, as is the lock-picking…well, the lock picking game would be fine if it didn’t feature a nonsensical timer. Computer circuits, I can get the timers there, it’s all cyber-nonsensey. But picking a lock? The time pressure should come from patrolling guards, not an inherent property of the lock itself! I suppose all the cool mini-games had a timer so lockpicking would have felt lonely without one too.
(Speaking of nonsensical, why does an elite pistol cost me $112K? Is it made of Unobtanium?)