Wednesday, February 13, 2013

Disclosure Alert: Alpha Protocol: Episode 4: Our Chance to Seduce Yancy

This episode is a rather dialog heavy one, where we finally leave the Greybox and head to the mission hub in Saudi Arabia. Also, Yancy gives us the low down on Alpha Protocol's most important mechanic: dialog.



Yancy's conversation here highlights what anaphysik and I were talking about: There are no bad conversation options you can take in Alpha Protocol. Every choice you make confers some sort of perk. Even if someone is upset with you and becomes your handler in a later mission, you don't get a penalty for it. Instead, you get a different perk, which could either be better or worse depending on the character archetype you are going for. No matter which way you go through the game, the game will react accordingly, giving you different perks and possibly dialogue options.

We also learned a bit about dossiers, which are another important element to the game. As you explore the levels, you can learn much more about the people you encounter by scavenging for documents and details on them, unlocking more of their dossier. While this has the benefit of helping you figure out how people will react to you pushing and prodding them, they have another benefit. If you complete a dossier on any of the boss characters in the game (we'll get to that, I assure you) you gain a damage bonus against that boss. This is more useful than those unfamiliar to the game might think.

We want Aldowyn to wear civilian clothes for the comedic value, but there is actually a good reason to wear regular clothing over armor. While civvies do not have the same protection and potential for upgrades as any of the armors (which come in Combat, Stealth, and Utility varieties), they offer some of the best noise reduction in the entire game, only matched by the Advanced Stealth Suit. Daring players can use it as a cheap replacement until they can gather the necessary funds for the suit.

Lastly, I want to take the time to mention how hilarious I think it is that every intelligence agency and criminal enterprise goes through the same Clearinghouse system to do business. I understand that it has to be that way because Alpha Protocol is an RPG, but it still amuses me. Several characters reference this because oftentimes when you meet them for the first time, you'll get an e-mail later saying that they've marked you as a preferred buyer at their Clearinghouse store. The guy who runs the service must make a fortune off all the sales that happen over it.

#56: The Timeless Question: What is an RPG?

Most of you out there know that I love to talk about video games. I derive pleasure from discussing what makes certain games work, where they go wrong, whether or not their stories make sense, and so on. Out of all of the questions related to video games that one could asked, there exists two that I dread seeing. These two are “What is a game?” and “What is an Role Playing Game (RPG)?”. This week, I will be discussing the latter because the topic came up on Twitter the other day and the realization dawned on me that I would be unable to answer that question in a series of 140-character posts. The fact is that there are so many games under the umbrella term of RPG that a definition that is broad enough to include all of them, yet narrow enough to exclude other types of game. With that in mind, coming up with my own definition and then working it around all the kinds of games in the genre would be impossible. Instead, I think it would be best to analyze all the games, from Mass Effect, to Fallout, to Final Fantasy, to Kingdom Hearts, that people mostly agree fit under the term and create a definition of “RPG” based on what all of them have in common.

The first of these characteristics that I notice in all RPGs is an overall sense of progression. By that, I mean that as the game goes on, there is generally a sense that the protagonist is growing and getting better at certain feats. Most of these games accomplish this through an experience/leveling system. As players accomplish objectives and dispatch enemies, they gain experience. After enough experience, they level up and gain stats and/or skill points used to purchase abilities. This model is one of the most common, appearing in Final Fantasy, Persona, The Elder Scrolls, and many similar games. Other franchises like Fallout add perks to this to further a sense of growth. While this is the most common method of instilling a sense of progression, it is by no means the only way to go about it. Both Deus Ex and its modern sequel, Deus Ex: Human Revolution, employed different systems. The original Deus Ex gave players Ability Points directly, after completing objectives or finding certain locations, which they could spend on skills from different types of weaponry to more passive skills such as First Aid, Lockpicking, or Swimming (which I would not recommend). Deus Ex: Human Revolution had experience, but instead of ability points which increased certain skills, they allowed protagonist Adam Jensen to unlock the cybernetic augmentations he is equipped with. Regardless of what systems are in place to encourage it, an RPG always has some way to make the player feel like his/her character is growing in either skill or power.

Another very common characteristic in RPGs is that designers tend to place a very large focus on the world and its inhabitants when making them. If players take the time to talk to people and explore in an RPG, they can expect to learn about economies, cultures, society, geography, political struggles, and more regarding the world or region that it takes place in. Games like The Elder Scrolls and Fallout (both older and newer titles) can boast a very rich and detailed world just waiting to be explored. That is one of the biggest draws of those games, and a topic I have written about before. Also, Bioware games like Mass Effect, Baldur's Gate, or Knights of the Old Republic serve as good examples. Like it or hate it, a major part of what makes the Mass Effect franchise so popular is that Bioware took the time to envision and develop a very vivid lore that most of the fans fell in love with. Learning about all of the various races, their cultures, and beliefs is half the fun of the game to some players. This is also true for the Japanese side of the RPG moniker. While games like Final Fantasy and Persona do not necessarily need to have very detailed background information due to how linear those games tend to be, players of them are often treated to pretty interesting worlds like the land of Spira in Final Fantasy X or the rural town of Inaba in Persona 4. The people and places all have there own story. The church of Yevon and the story of its creation and internal corruption are as fascinating as the discovery of a world inside the TV and all of its mysteries. When it comes down to it, all RPGs have deep, interesting worlds to learn about and/or explore.

The last element that I have noticed in all Role Playing Games to some extent is a feeling that the player has some element of choice in how the player character/party develops. Admittedly, this one is going to be a bit of a hard sell, so hear me out. In most western-style RPGs, this characteristic is pretty obvious. Usually, the player gets to choose what skills the protagonist has and/or how they develop. This is usually tied into the development system, similarly to the sense of progression. Players can often be asked at the start what class they wish to play as, a tactic employed in Alpha Protocol and other games. This can either be used separately or in combination with a system that gives players Ability Points to spend on skills as they rank up. Another well known system in Western RPGs is Skyrim's system where skills develop as they are used. From the other side of the coin, in JRPGs, this characteristic may be less noticeable, but I feel that it is still present. Games like Final Fantasy usually have characters evolve on static and fairly predictable paths, at level X they acquire ability Y. However, all of these games have some form of customization. The very first Final Fantasy allowed players to choose their character classes at the start of the game. The second had abilities level up upon using them. The third and fifth had job class systems that allowed players to experiment with different classes and truly customize their characters to their own playstyle. And most others allowed players to pick their party from a very large group. All of these games have some element that allows players to pick their own way to play through the game. The other notable JRPG, Persona, is also extremely well known for this thanks to its system where the player character and hold and use different personae while the rest of the party can be chosen from a diverse cast of character, although earlier games in the franchise allowed all party members to switch personae. Every RPG allows for players to think for themselves and play through them in their own way.

To me, all of these elements are what separate an RPG from other genres of video games. A strong sense of progression and customization along with a detailed world are ultimately what binds all of the games under this heading together. While this is the definition that I have reached, I will not claim that this definition is absolute by any means. Feel free to dispute and criticize my opinion on this subject all you like. I would welcome the conversation gladly. Whatever your own opinion is, I encourage you to discuss and share it with others.

Tuesday, February 12, 2013

Disclosure Alert: Alpha Protocol: Episode 3: Sweeping Up the Park-er

In this episode of Disclosure Alert, we continue on to the game's last orientation: The Stealth Orientation.


One interesting fact worth noting is that the Stealth orientation is almost the complete opposite of the Gadget one. While the scored section of Gadget training can be completed without actually using any of the gadgets (it only asks that you take out the guards, meaning Martial Arts can be used to take them out), Stealth requires a little bit of hacking and lockpicking along with the assumed skill in sneaking to get a high score.

The proctor of this exam, Alan Parker, is also an infinitely more interesting and important character than Darcy. While Darcy's roles in the game could be easily done by any other character in the Greybox, Parker is vital to the way the story plays out and the backstory of quite a few characters in the game. As he so confidently points out, his role in Alpha Protocol is one of the most vital. He specializes in analyzing and tracking world events and deciding the most appropriate action with which to deal with them. Also, when Alpha Protocol gets discovered, he's the one who shuts the whole thing down and starts it up again. While Westridge is officially the leader of the organization, it can be said the Parker is the guy who is truly in charge.

His importance is even extended into his side quest. Unlike the other two side quests, you get a bit more than money or reputation from his quest (in fact, you can lose reputation with Parker, as we did, for screwing it up). You get intel and information which can be quite interesting and useful for the upcoming missions in Saudi Arabia.

Lastly, we talked a bit about Tranquilizer rounds. This is another reason why I strongly recommend Pistols. They are the only weapon-type that gives players a non-lethal option to deal with foes, although it is also possible to use Martial Arts for that. It is astounding how imbalanced the weapon skills are in this game. While the other weapons are indeed decent, the Pistols offer much more in terms of combat ability and versatility, which is ultimately what you want. Also, as it turns out, Aldowyn's lack of sneaking skill is not entirely his fault. Since we are playing Veteran, we were given combat armor when opening the locker. That armor has low noise reduction, so guards could hear us coming from a mile away. Recruits gave civilian clothes with high noise reduction, so they are actually better at sneaking in this segment than Veterans. While you can fix this by not opening the locker and/or using Silent Running, it was pretty dumb of Obsidian to make that appearance anything put cosmetic. Seriously, while I love those guys, they can be particularly daft at times.

As my final remark (I know I already said lastly, but whatever): Since Aldowyn has been having a particularly difficult week with 3 tests and 1 project and I have been having internet troubles of late (I hear the storms been causing similar problems all over New England), we haven't actually recorded this week's episodes and it will cause a delay in our posts. Since this show just started and has already gained so many viewers, it is distressing that we are having these kinds of problems so soon. We hope you understand and appreciate your patience. :)

Monday, February 11, 2013

Disclosure Alert: Alpha Protocol: Episode 2: Gettin' Darsey With Us

Because a lot of people were requesting that we post the videos on a blog, and since I am nothing if not shamelessly trying to attract an audience to this site, I have decided to post updates on this site as well. So without further ado:



This episode really highlights one of Alpha Protocol's biggest issues, which is that some skills are blatantly better than others and it almost forms a kind of hierarchy of weapon skills.
Pistols are clearly the best weapons in the game. I do not think that anyone who plays this game can really dispute that. They allow you to equip silencers, have pretty decent range and power, are easy to make critical hits with, can make shots from behind cover, and have Chain Shot, which allows the user to make up to 6 headshots at the same time (depending on the player's ranking in Pistols). The only downside is the lining up the sights for critical hits can take a bit of time.

Assault Rifles are the next best weapon in my opinion. If you don't want to use Pistols, they are your best bet. They allow you to line up your sights similar to the way a Pistol can, but they don't require a target to lock on to the way a Pistol does, so you can sit and wait for enemies to walk into your sights. This combines well with their incredibly long range. Their power is Focused Aim, which is not as good as Chain Shot, but still very solid. It temporarily slows down time and gives Mike's Assault Rifle an auto lock-on where the cross-hairs track enemies.

Next, we have Shotguns. As you would expect from video games, shotguns are strong, but are really only good at close range. Their critical hit mechanics work in that all that is requires is holding down the aim button long enough and then firing, which will knock down targets. Their special power is Room Sweep, which makes all shots critical hits, along with a higher rate of fire. I wouldn't recommend specializing in Shotguns, but they can make for a decent sidearm.

Lastly, my least favorite weapons are SMGs. SMGs are good for clearing small rooms, which is a situation most players won't incur very often in Alpha Protocol. They don't necessarily have a critical hit, but rather a damage multiplier. As enemies are wiped out with the SMGs, the multiplier increases. Once you reload, the multiplier is reset at one. SMGs offer the Bullet Storm skill, which makes your clips bottomless temporarily, but you are forced to reload once the skill is over. I honestly do not see much of a use for SMGs. They are points better spent on other weapons.
(As a side-note, my copy of Alpha Protocol came with a "Stealth Pack" that included a Pistol and an SMG. I guess SMGs are more "stealthy" than the Assault Rifle and Shotgun in the "Combat Pack," but really they have no business in a Stealth Pack.)



Gadgets are another discussing entirely, and exist somewhat outside the combat skill hierarchy. Alpha Protocol throws all the Lockpicking, Hacking, and Gadgetry into a blanket "Sabotage" skill. Combined with Technical Aptitude's passive bonuses and it's Brilliance skill, I suppose it would be entirely possible to create a gadgeteer character, but I do not think I could recommend it. Gadgets are an expensive investment which can often preclude players from higher level weapons and armor. Fortunately for gadgets, most players will likely invest a bit in Sabotage anyway for the hacking bonuses (which also give more money from infiltrated computers and safes), so it's not a huge hit to skills. Also, most players will want to make investments in EMPs and First Aid Kits to make life easier.

And, for the record, the skill to disable devices with EMPs w/o damaging systems is available at Rank 1 of Sabotage. It basically allows you to use EMP grenades to bypass hacking minigames. We should have been able to do that, but I imagine that it was disabled as part of the training.

Thursday, February 7, 2013

Not an Article, but a plug for some of my other stuff.

So with college starting up, I've been a bit too busy to write something this week. In order to make it up to the more consistent viewers out there, I'd like to plug some of my other projects.

First off, I am now starting up a new Let's Play series with my friends Aldowyn and anaphysik. Called Disclosure Alert, we will be doing Alpha Protocol as our first game. The first episode can be found here with updates on the groups Twitter and YouTube accounts:


There's also the Let's Play of Vampires the Masqurade: Bloodlines that I have been doing with Exetera and Krellen. The first episode can be found here and updates can be seen on Exetera's YouTube account.
Lastly, some of my old friends from high school and I occasionally update our group YouTube channel, ZombieKrew. Though we have not updated in awhile, you can find the channel here.