Friday, February 22, 2013

Disclosure Alert: Alpha Protocol: Episode 8: Rouge Agent

We had planned to only do four episodes in Saudi Arabia. However, this hub ran longer than anticipated, so we had to stretch into 5 episodes. The next one SHOULD be posted either by the end of the day tomorrow.


This is one of those episodes where nothing worth commenting on happens. It's basically just us talking with Aldowyn playing in the background. Sorry, but sometimes that happens.

But rather than leave this space nearly blank, I'm going to instead talk a little about the save system of Alpha Protocol, mainly because it isn't particularly good. For context, before we record a particular segment of the game, Aldowyn usually performs a practice run, streaming it to whichever one of us wishes to watch. (It's usually anaphysik, since I am often busy doing one of the following: College coursework, writing articles for PSTD, or playing whatever game-of-the-week interests me.) When he went to start his practice save to begin our next hub world (which I'll talk more about next episode), he had difficulty finding the correct save. This is because of a couple of problems with Alpha Protocol's save system. First, it only saves checkpoints and while you can manually save, you can only save progress up to the last checkpoint. Second, unlike other games like Mass Effect (Yes, I know. Shut up!), game saves aren't neatly divided into careers for your convenience. They are all in one list. These two facts in combination combine to great irritation. If you're like Aldowyn and have multiple saves in the same spot, it can be trouble when trying to find a particular save (which you would almost always want to do whenever loading a game). You can't rename saves either, so best of luck to you if you have 5 saves all at "Saudi Arabia Safehouse."

I have to wonder if this is a fault with the engine or with Obsidian's programming. Honestly, by now saving systems should've been perfected years ago. We should not have to put up with bad save systems in the modern day. I had a similar problem with Hitman: Absolution and its god-forsaken checkpoint system. Why am I seeing developers and game engine programmers so often screw up this part of the game? Save systems may say nothing regarding your game's mechanics, themes, or play, but done poorly they're tedious and annoying, which may cause players unnecessary frustration and agitation with the game.

Sorry for not having anything substantial to say about the game. Once shit hits the fan in tomorrow's episode, I'll have a much more interesting post to give you.