Alpha Protocol: Complaints

Last week I gave Alpha Protocol a glowing review. I purposefully held back all my complaints because… Well, I thought that the game was pretty good. That said, it did have some serious issues. Today I will complain about everything and anything that annoyed or bothered me.

Checkpoints

Alpha Protocol is a checkpoint based game. On one hand this is sort of justified – I can see how Obsidian chose this method to add gravity to the choices in the game. In most cases the dialog options bear a lot of weight and you can lose or gain a lot of reputation points with someone when you say something inappropriate. In most cases there is no easy way to recover after you blurted something out – not unless you feel like re-playing last 20 minutes or so. So the check-point based system does force you to pick your conversation options very, very carefully. The checkpoints in action-parts of the game are spaced very well – they are at logical points and near each other so there was no needless repetition. Death was not an issue, but rolling back the conversations and navigating them again was made difficult on purpose.

It makes sense, but I hated it. There were several moments in the game when I accidentally let the timer run out and ended up being stuck with a very undesirable dialog choice and no way to take it back. Also, at one point I forgot to save an NPC who was being tortured because I took the wrong door and had to start the whole mission over in order to fix that.

But I must admit that this was probably the few games I have ever played in which the checkpoint system was just an annoyance rather than a deal breaker. Or perhaps it was just that the game had other more annoying issues. I don’t know.

Timed Conversations

Another annoyance I absolutely hated in this game were the timed conversations. They reminded me of Fahrenheit/Project Indigo which used the same concept – though I felt that Alpha Protocol timer is actually much more forgiving and easy to use. In most cases it gives you plenty of time to choose an appropriate response but there were few instances where I really needed extra time to ponder the consequences and ran the clock out. Here is an example:

As you can see, the conversations are done Mass Effect style. The UI is a wheel with basic keywords that describe your general approach. So you get to pick the attitude or direction of the conversation, but what you actually say is not always clear. This leads to some confusion: choosing joking or fallacious attitude will usually result in some subtle smooth talking most of the time. But just for kicks Obsidian writers decided to make it backfire horribly every once in a while. So sometimes picking one of these options will end up in you blurting out something excessively crude and offensive. But that’s sort of standard for a lot of the wheel based conversation systems – Mass Effect games also suffered from this a bit.

IMHO the timer was very unnecessary and removing it would only improve the gameplay. But that’s just me.

No Jump Button

There is a point in the game where you are running around the subway tunnels trying to get to a specific location before the bad guy does. At some point you turn into a corridor and your character blurts out “It’s blocked! I’ll have to go around”. So you look ahead to see what is blocking the way, and it is a chain link fence about chest high. There is even no razor wire up top – just a neat railing, and lots of clearance to the ceiling.

But alas, you – the international super-spy – cannot possibly scale such an obstacle and must navigate a maze of tunnels instead. The game also loves to use knee high ledges to prevent you from back-tracking. You can jump off of them, but your character can’t possibly climb back out. I absolutely hate this in video games – it is one of my many pet peeves. It is just a lazy design. Every action game should have a jump button, and ability to scale obstacles such as chest high walls or chain link fences. If you don’t want a player to go somewhere just put a solid wall there. If you want to prevent him from back-tracking make him jump down a high ledge – high enough to inflict damage, but not high enough to kill. You know – make it realistic. How can you be a super-spy if you can’t even do a pull-up or jump over a waist high fence? It annoys the hell out of me.

Inconsistent Boss Difficulty

I chose to do the Russian mission set first, so one of my early boss fights was with Konstantim Brayko. He is easily the most difficult boss in the entire game. The difficulty stems mostly from the fact his specific set of moves is not explained very well. He starts off on a big stage shooting at you with his SMG’s. After you hit him few times, he snorts some coke, and then runs at you trying to attack you with his switch blade. For most people this seems like a perfect opportunity to unload a full magazine into him for massive damage. Unfortunately he is invulnerable during the whole melee sequence. Unfortunately you usually don’t notice because his 3 hit knife combo will instantly kill you at lower levels.

Once his coke high wears off he summons some bodyguards and goes back to shooting. So the secret to defeating him is to run away from him when he tries to close the distance for melee attacks, and shoot at him when he mellows out. Also, if you shoot him at the right moment you can prevent him from calling for reinforcements. It took me about 10 or attempts to defeat him, and I had to consult the wiki to make sure I wasn’t doing something wrong.

After Brago every other boss was a piece of cake. In fact, I was amused at how easily I defeated the final two bosses. They had nothing on the crazy coked up Russian that almost made me quit the whole damn game.

I heard people complaining about Omen Deng being a bit hard but by the time I faced him, I had my pistol skill maxed out and I could use the bullet time to land 6 head shots on him every time he stuck his head out from behind a pillar.

On the other hand, there was the Championchik fight which I thought was hilarious. The game makes a big deal how he is this former boxing champion, and he is a huge mountain of a man but I managed to take him down Indiana Jones style. I simply pulled out my pistol, used the multi-shot skill, landed 3 head shots and saw him just slump down onto the floor. Priceless! Best boss fight EVAR!

Bugs

This is an Obsidian game, which means it is required by law to contain a certain number of bugs. Here is a list of the major issues I encountered:

  • Doing anything in the Clearinghouse would take about a minute. And by that I mean a minute per mouse click. Each time you switched a tab or clicked to purchase an item the whole game would freeze for a spell. There was absolutely no reason for this – my computer is a bit of a beast. I have plenty of memory, good video card and a fast CPU. Even with many enemies on the screen my frame rate would almost never drop. But the clearing house with static images of weapons and ammo made me feel as if I went back to the 90’s and was trying to browse the web using the AOL browser on 28k modem. Each visit was a harrowing experience, and none of the ini file tricks I found online resolved it.
  • At several occasions the game would forget to load enemy models and I would end up running around empty rooms trying to figure out what to do. Most of the time this would happen after re-loading from a checkpoint during boss fights. The simple solution to fix this was to quit to main menu and reload again. Once I knew this was a bug, I knew how to deal with it – but first time around it really took me for a loop and made me waste about 20 minutes back-tracking all across the level because the boss just wouldn’t spawn.
  • The camera was a bit wonky and it would swing around or stutter at times for no reason. It was a minor annoyance unless it happened in combat.

Other than that the game seemed fine. I haven’t experienced major crashes to the desktop and it never froze up on me. So in retrospect, Alpha Protocol was less buggy than Fallout 3 for me.

Mini-games

I was initially going to make a full post on this, but then I went and forgot to take screen shots or vid-caps of the mini games. I don’t feel like doing it right now, so I figured I might as well lump it into the complaint post.

The lock picking and security bypass mini-games were passable. I would say that the implementation was worse than that of Mass Effect 2 but conceptually comparable. The hacking mini-game on the other hand was downright atrocious. It didn’t have to be, but Obsidian developers clearly didn’t feel like re-designing it for the PC release. It was clearly designed to be solved with a console controller that has two analog thumb-sticks. It looks like this:

As you can see, it involves moving around two rectangular regions and placing them on a matching set of numbers. On a PC you move the left rectangle with the WASD keys and the left with the mouse. And you don’t actually get to point-and-click with the mouse. Just look at that video – you can briefly see the mouse cursor in it. That’s how you do it – you wave the mouse around and the rectangle sort off follows it.

The puzzle is not hard to solve – that’s not the case. It is just near impossible to accurately move the left rectangle with your mouse. The process is painfully slow and very error prone so you almost always run out of time. And this is in a game where failing a hacking attempt will cause an alarm to be sounded causing all the enemies on the level to swarm to your position.

Thankfully, spending two points on on in the Sabotage skill tree allows you to use your EMP charges to bypass all these mini games. So I diligently filled every single gadget slot with maximum available number of EMP charges and then strategically avoided hacking terminals that were not worth wasting a charge on.

Anyway, there is a usability lesson here: if your game requires use of two controller thumb-sticks do not port it directly to PC without changing that control scheme. If you simply make the mouse behave like an analog directional input device you will make your users go insane. The device was not made for that – it was made for pointing and clicking. Using it in any other way is just difficult. Look at it this way – there is a whole genre of casual flash games in which the challenge stems from using a mouse in a way you would use an analog joystick. If you want to do something like that, that’s fine – but in a timed mini-game that requires fast and precise motion this is just silly.

That’s all I have really. There are some annoying things in this game, it is far from perfect but it was fun. I recommend giving it a try despite the flaws I listed above. Especially since some of my complaints are not about actual game play flaws, but rather things that I personally do not enjoy.

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2 Responses to Alpha Protocol: Complaints

  1. JKjoker ARGENTINA Mozilla Firefox Windows says:

    nice post, every point is dead on

    im surprised you didnt say anything about the rpg system, stealth, the AI in general tho

    I played Splinter Cell Conviction recently and the AI was pretty pathetic but they did their thing, they searched for you, they walking patterns werent completely set on stone, and they sort of tried to flank you, if you messed up and showed yourself for half a second or made any noise they would go into an “alarmed” state and go looking for you before raising the alarms (i could swear the AI in older SC games was a lot better but memory might be playing tricks on me)

    in Alpha Protocol, if an alarm is up everyone has a psychic lock on you no matter where you are, if they happen to see a hair sticking out of a crate they will raise the alarm and swarm like bees at your position, they do have an “alarmed” state but they always go intermediately from green to red, yellow is reserved from when you turn off the alarm of they see indirect results of your actions (read: bodies) and but the only change is that they stay static instead of following their patrol routine

    the way bodies work is a whole issue on its own, you cant hide bodies (SCC had that “feature” as well, in a stealth game not being able to hide bodies is STUPID), then bodies desintegrate the second you dont look at them (which i guess is to conserve memory in those pitiful consoles, but i remember SC keeping bodies in much larger levels in the ps2 with a lot less ram, try harder, it can be done, NOLF dealt with this by having other enemies find the body and use the “body disintegration” gadget on them before raising the alarm, it made sense in the context, a little imagination guys), also the bodies are the best damn traps in all the game, in the few open areas there are kill someone in the middle of the area from long range, if enemies dont raise the alarm immediately theyll start going in file to SLOWLY check the body letting you put a bullet in their brains and theyll keep doing it until they run out of men or you of bullets

    now, when there is no alarm enemies are completely oblivious of you, even if the alarm was raised but you turned it off, you can have a matrix shootout in a room and none of the 16 guards next door will ever come (in most cases because they wont even spawn until you open the door, again probably because of resources issues), you can shoot keypads (you cant hack them to disable them tho) but while enemies kind of run to the keypad to start the alarm they dont really need to touch it to do it and they often dont even move while they raise it (im guess they had a pathing problem with this and gave them remote control alarms)

    the way they notice you is pretty strange, they see you at a certain range, anything else and you could moon them in the open, they wont care, but be into their sight range and they can count the number of pimples on your butt unless you put a few points into stealth then you might as well be the invisible man, youll never be spotted, the game also tries to have a noise level thingy but it also either always hear you or never

    and this takes me to the rpg style character development, it fails, some skills are gamebreaking (the gun skill is just ridiculous, a nice get out of boss battles for free card tho), other skills are things you expect out of the box (like shotgun knock back, or the critical aiming taking less than 50 hours) and the rest are just useless, weapons just feel weak and while that works perfectly in turn based it blows for real time, buying new weapons and improving your skills never seem to improve them beyond pathetic, you quickly learn to compensate by using criticals and aiming to the head but im guessing this is a pretty big issue for console players and inaccurate gamepads and makes the guns ho approach pretty frustrating (not how i play but it was supposed to be a viable option)

    like it was said before the game is still fun and worth checking out (compared to other recent games it definitely stands out) but you cant help being haunted by the thought that it could be sooooo much better, i find it sad that Obsidian often seems to be one step away from a blockbuster, they scratch success but cant quite grab it, Kotor2, Mask of the Betrayer and now Alpha Protocol joins the list

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  2. katox CZECH REPUBLIC Mozilla Firefox Windows says:

    I gave this title a try after your enthusiastic review so I can complain now a bit too ;). Though I haven’t yet finish the game I agree with all of your points here but also with the points JKjoker made.

    I went with Adept on normal difficulty and went to Moscow first. I can imagine you laughing at my attempts to kill Brayko with a single point in Pistol skills and no point in Shotguns – yeah, I picked a shotgun instead of my usual AR because I read intel reports about many close combat outnumbering situations. I bought a terribly expensive shotgun to realize that gun’s stats make little to no difference in the actual gameplay. I had too little ammo considering that it is prety hard to get a headshot with a basic pistol. Shooting a shotgun three of four times right into Brayko’s face made him laugh. The only thing that kept me alive was using melee button to stop some of his knife combo damage. It took me about 10 attempts (10-15 minutes each) to get the finally lucky strike of inflamatory bombs and melee to get him down. I can’t believe I haven’t wiped the game from my hdd at this point.

    After reading your followup and comments here I’ll probably finish this to get more of the story. I will certainly not replay the game so I’d be glad for more details about the decision system ;).

    My initial feeling was that Alpha Procotol is a ME2 ripoff but not that well thought-out. And it haven’t changed much during first 2/3 of the game (with maybe 1/3 of in-game time spent on an idiotic boss battle).

    The flaw list (bigger flaws first):
    – Incredibly stupid movement limitations, NO jump etc. – no wonder that PC gamers hate consoles because this kind of stupidity went along with those (ME2, DE unfortunately included here)
    – Idiotic AI – in Cannon Fodder and Doom 1/2 probably acceptable but this is just lazy design. Troops coming right into gunfire, standing still when everyone is shot with a sniper rifle or even a machine gun, “closet monsters” … WTF?
    – Stealth _completely_ broken and outright horrible in a spy game is unacceptable. Even such old games as Commandos got it right. No body hiding, no covert ops … what about at least changing clothes? Well maybe it is not needed when all NPC have lower IQ that a bowl of salad.
    – RPG – this is not really an RPG, more likely TPS (third person shooter). Most choices wasted + there are a few horribly overpowered … it would play the same without all this.
    – Weapon upgrades – waste of time with a cherry on top (Clearinghouse)
    – Generally unballanced gameplay
    – Your decisions don’t affect the gameplay in any meaningful way but only dialog options which is kind of shallow
    – Stupid minigames all over again – ok if there have to be minigames (is there a reason?) why only three? At least if there were new logical puzzles for each important goal.
    – Vague dialog options with unecessary time limit comes probably the last I could live with it even though I’d like ME2 or better Monkey Island style much more.

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