Alpha Protocol is Obsidian's RPG in which you're Michael Thorton, an operative employed by the titular agency, which is so secretive that almost no one knows it exists. Its purpose is to do the jobs no one else will, the ones they don't want to be associated with, but that still have to be done. One such task is finding out how a high-tech US missile system made its way into the hands of someone who used it to blast a commercial airliner out of the Eastern European skies. Naturally, you'll also want to be certain the culprits are held accountable.
Mike Thorton can use a wide variety of weapons, gadgets, and armor, and how important these items are is mostly contingent on your play style. All of your items can be customized. Your guns have lots of room for upgrades and modifications, as does your armor, and you can even improve your gadgets... because stylish agents wouldn't be caught dead using last year's remotely detonated ordnance.
Just as the player won't ever have enough advancement points to max out every skill in one playthrough, your items will be a finite resource, and you'll usually want to customize your gear to best fit your skills.
It's more action-oriented, with more tension in choosing the responses, and it removes the circular, interrogation aspect that's been used again and again in previous Black Isle and Obsidian RPGs. The conversation is more like a conversation, not an interrogation loop that always comes back to the same question node.
The missions are the focal points of feeding the character clues and information to help the story unfold. Since we are tracking every action Thorton does ("Hey Mike, did you really need to kill everyone in that building just to hack into a computer?"), the story will unfold a bit differently depending on how you play the game. Alliances are made or broken by the players' own decisions.
There is some optional content that offer a bit more reactivity, especially in the end game, but they are mainly there to help flesh out bits of the story. An example would be that the player is given the choice to sneak into a CIA listening post. Choosing to use stealth and getting in and out without leaving a clue may mean finding out why Character X did Y in the story, as well as obtaining some information in the former's dossier that will make it easier to get the ideal reaction from him in the future.
Of course, whacking all the CIA agents working at the listening post would still potentially give the same information, but the player would now have a hostile rating with this faction.
The number of people that working on Alpha Protocol has varied from a small core of two people to over 60. A vast majority of these fine folks have worked on other RPGs like Neverwinter Nights 2, Vampire: The Masquerade, Arcanum, Deus Ex, Fallout, Baldur's Gate, Icewind Dale, Knights of the Old Republic 2, and many, many more... so many more that I feel that I'm not doing the others justice by even naming these few.
Clear influences for Alpha Protocol were some of the greatest games and movies ever made, including Deus Ex, System Shock 2, Fallout, The Bourne movies, Syriana, Ronin, The Good, The Bad, and The Ugly... I would also like the readers to know that despite my mad ASCII art skillz (some folks might remember some IRC chats I did for NWN2), I am completely... er, mostly sane.
原帖由 dogsoldier 于 2008-11-28 09:08 发表
雷了,对话树去掉,乐趣少一半
The conversation is more like a conversation, not an interrogation loop that always comes back to the same question node.
这说不就是日式RPG的播片么
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