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Alpha Protocol


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Alpha Protocol

 

 

Developer: Obsidian Entertainment

Publisher: Sega

Genre: Action RPG

Platform: Playstation 3, Xbox 360, PC

Engine: Unreal Engine 3.0

Players: Single Player

Release: 2009

 

 

SEGA Europe Ltd. and Obsidian Entertainment, Inc. has announced a new espionage role-playing game set in the modern world - Alpha Protocol. Alpha Protocol is developed by the globally revered and genre defining development studio, Obsidian Entertainment, known for smash hits such as Star Wars: Knights Of The Old Republic II: The Sith Lords and Neverwinter Nights 2. This exciting new game will set the world alight on the Xbox 360 video game and entertainment system, the PLAYSTATION3 computer entertainment system and Windows-based PCs in 2009.

 

"Alpha Protocol blends Obsidian's knack for intricate stories, engrossing characters, and significant character advancement with fast-paced modern combat," said Feargus Urquhart, CEO of Obsidian Entertainment. "Alpha Protocol embraces everything we enjoy about making RPGs from a fresh perspective. We are confident our talented staff at Obsidian will enable us to deliver this exciting RPG experience."

 

Loyalty carries a price and no one knows this more than agent Michael Thorton. A talented young agent cast out by his government, Thorton is the only one with the information needed to stop an impending international catastrophe. To do so means he must cut himself off from the very people he is sworn to protect. As players determine how to accomplish different objectives, the decisions made and actions taken in each mission will ultimately transform the type of secret agent Michael Thorton will become. Every choice the player makes as Michael Thorton will carry consequences for his future and the fate of the world.

 

"Working with Obsidian Entertainment on a project of this stature is incredibly exciting for SEGA. We have one of the best independent developers working on what will be one of the definitive games of 2009," stated Gary Knight, European Marketing Director, SEGA Europe Ltd. "With innovative RPG action and an incredible interactive storyline to match the very best spy-thrillers, Alpha Protocol delivers a heart thumping high definition experience."

 

Images

 

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Sources

 

Sega

Game Informer

NeoGAF

Wikipedia

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http://gamecinemahd.com/article/2008/07/17...ocol_first_look

 

While similar to Mass Effect's dialogue system, Alpha helps separate itself by giving you a time limit for each conversation. This helps force the urgency during intense situations, and much like real-life, can cause you to regret your actions further down the road.

 

Players will also have the option of customizing their play style to fit one of three different categories. Stealth, Aggressive, and Suave are all viable personality selections, and will ultimately have an impact on what answers are selectable during conversations. And to further ensure that each player's experience throughout the game is different, each kill, conversation, and action you perform will shape the world around you. For example, Stealth players will notice familiar enemies later in the story because they spared their lives in previous levels, while Aggressive players will see increased guards or security patrols because they chose to execute the same character earlier in the storyline. Each decision has its ups and downs, and it will be up to the individual player to determine what's best for them.

 

The last major feature we got a chance to see was a CIA Safehouse, one of many safe-havens scattered around the world. Here players can purchase weapons, save their progress, but more importantly, change outfits and disguises. Each mission will have unique locations and surroundings that you must take into consideration, so choosing your attire appropriately is a must if you are interested in going down the Stealth path.

 

http://www.gamecyte.com/2008/07/24/e3-2008...a-protocol/2378

 

The conversation is directed by general "moods," such as "intimidation," "friendly," "bribe," or "draw gun," instead of full lines of dialogue (as in Knights of the Old Republic) or summaries (as in Mass Effect). We opted for the friendly route, and Thorton innocently asked why the embassy was on alert, and whether a fellow American might lend a hand. The marine wasn't having it, and when we failed to produce ID, he decided to make a call to the boss, and check whether we ought to be detained. At this point, while listening to the marine's tense radio conversation, we continued to have timed options - [/i]this time, though, they allowed us to react to a potentially worsening situation, giving us choices like "draw gun," "retreat," or "wait." We waited, like a polite spy ought to, and the situation was defused - the marine got confirmation from our contact that we were okay to let inside.[/i]

 

Had we chosen to sneak past the marines or attack them, we might now have to fight them, as well. Or, we were told, if earlier parts of the story had gone differently, we might now be working with this opposing faction.

 

Certain plotlines can even be completely changed as a result of the player's choices. We were treated to one last demonstration, in which Thorton corners a Middle Eastern explosives dealer, demanding to know where his latest bomb is. The man smugly replies that he has sold it to another party, but he may be willing to lead us to them in exhange for a few favors. This plot point, we were told, could lead to a number of possibilities, including establishing the bomber as a recurring contact, or even a later threat. Or, as our demonstrator was happy to show us, we could shoot him in the head, thus erasing all of those possible outcomes in one rash action and allowing us to track down the bomb on our own.

 

:majesty: :ko2: :(:majesty:

 

MY GOD !!! Obsidian !! I LOVEEEEEEEE YOUUUUUUUUUUUUUUUUUUUU !!!! Go go obsidian rangers !! Show the world what RPG really means !! Chris Avallone - I am gay for you !!!!

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