When thinking about combining the action role-playing and stealth genres, one might think “wow, that sounds like a great idea!” and of course they’d be right. But they also might get a bit ahead of themselves and think about guys such as Sam Fisher, Jason Bourne, or even James Bond and start to contemplate how bad-ass they’d be in that fantasy of naivety.
Well, Alpha Protocol combines the action role-playing and stealth genres, but not in the way you might think. In this game you are not a Sam Fisher clone nor are you a bad-ass. At least not right away. Some people may tend to forget about the whole “role-playing” aspect and ignore the fact that it takes work to become the ultimate killing machine. Along with that, there will also be some very important choices to be made.
Not simply the choice between good and evil like the majority of role-playing games, but the kind of decisions that tend to blur the lines and truly test the human condition. These choices become very prevalent within each dialogue sequence. They are presented in such a quick fashion that they should be considered more of an on-the-fly judgment aside from anything else. The “Dynamic Stance System” as it’s properly named, keeps the conversations in real time and you only have a moment to think before you act.
Michael Thorton, kicking guys in the face in Asia…
Unlike the typical good, bad or neutral responses that most RPG games apply, these are more based on aggressive, professional or suave stances, which can all interchangeably be considered as good, bad or neutral responses given the context of a conversation. This dialogue system is an amazing way to keep the pace of a deeply enthralling story and what you ultimately decide to do with these snap judgments can lead to a multitude of outcomes in the world of Alpha Protocol. Multiple endings, branching plot points, or even missing out entirely on meeting important characters are just the tip of the iceberg.
The cast of characters in Alpha Protocol is very well represented with their eclectic and captivating vocal performances. Everything from a promiscuous, yet deadly, German mercenary to the almost stereotypical Russian tank of a boxer (think Dolph Lundgren in Rocky IV) it seems as though they have all the bases covered. Nolan North even makes an appearance as a borderline psychotic CIA agent who apparently can’t find his keys. The soundtrack itself leaves a little something to be desired, but other than that the audio in general is fairly average at best.
The first major decision you’ll be making when you begin the game is concerning your main character’s background. Much like in the way of Mass Effect, you begin by choosing a military history of sorts for the story’s protagonist Michael Thorton. You’re given the task of becoming a Soldier, Field Agent, Tech Specialist, Freelancer, or Recruit. All backgrounds start out with pre-selected skill sets with the exception of the Freelancer and Recruit classes, who both begin with a blank slate.
…and obscure office corridors
The difference between these last two character classes is that the Freelancer receives 31 Advancement Points (AP) to do with as you please while the Recruit begins the game with nothing but alternative dialogue options during your training, which can also greatly affect the game’s final outcome. The Recruit class is a much more difficult path to begin with, but if completed it unlocks the ability to begin a playthrough as the Veteran class. This particular class starts agent Thorton off with additional dialogue as well as three tiers on every skill equaling a total of 120 AP points.
AP points are awarded to you once you earn enough experience points by completing specific objectives during your missions throughout the campaign. It is something to note that not all of these pre-selected skill points are locked in place within each character class at the start of your playthrough. You can essentially remove all skill points from any given class at the start if you have the desire to fully customize your agent to suit your needs.
When you get into the game itself one of the first things you notice is how the cover system works. Initially it may seem like a pretty decent cover-to-cover system that’s comparable to any other game that uses the Unreal Engine, but unfortunately it seems that a few basic fundamentals were left high and dry. There is no way to vault over small bits of cover. This can be forgivable as it’s not always needed in terms of gameplay, but the major disappointment comes from the fact that some doorway entrances won’t allow you to properly snap to cover. It can lead to a disturbing amount of frustration for someone who is trying to go for a more stealthy approach, considering early in the game your stealth skill is more towards the shallow end of the pool.
Unfortunately the combat system isn’t very cohesive even for RPG standards
The shooter aspect is also a bit on the frustrating side if you aren’t able to invest enough AP points early on. But even so, it doesn’t feel all that well executed to begin with seeing as just because you aim your target reticule at someone, it doesn’t mean you’ll actually hit your mark. Each weapon has its own statistical rating of Damage, Accuracy, Recoil, and Stability and it feels almost impossible to find a weapon proficient enough to be accurate in the middle of a long range firefight. You can always go for a “critical” shot by holding aim on a target for a certain period of time, but you never really get the chance unless you sneak up on an enemy and continue on unseen.
Technically the game has a few drawbacks with its random frame rate issues and the ability to see through walls while crouched in cover. It’s nothing that ever really breaks the game in any significant way, but it’s definitely noticeable. The enemy AI also has its problem of getting stuck within pieces of the environment and the fact that they’re just kind of dumb doesn’t help the situation much either. If a battle with multiple enemies occurs, they’ll typically run around aimlessly and barely bother to find cover. When they do that’s usually when they’ll get stuck. Not to mention the “brawler” type of AI that will not even take a shot at you with his gun, but instead charge you head on like a bull ducking and weaving until you finally land a shot and kill him.
Ultimately after all that’s “technically” wrong with the game it still boils down to how fun the game really is. Alpha Protocol is certainly an entertaining and uniquely deep experience once you understand how important the setup is and how carefully you need to craft your own agent Thorton. With every decision you make you’ll be left hoping that you won’t regret those actions later, and it’s that facet that will keep you more and more involved as the story progresses. In the world of espionage there is always a choice to be made. So let’s hope you make the right one.