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Obsidian: We Would Make Alpha Protocol 2


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#21
Agent Crake

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It seems like a no-brainer. Take the things that people liked about the first game (Story, characters, branching), and just solve the blatant technical problems/bad AI, fix some of the combat issues, and ridiculously unfair bosses, and better graphics, you'd have a pretty great game.


Unfair bosses? It takes about 6-12 headshots to kill them.

But yeah there are some major issues that could be sorted out.

Allow for complete customization of face etc.
Much better animation for everyone.
Keep the cover system. What king of any soldier doesn't use cover.
Better gunplay. Different body hits.
Allow for good, bad and neutral character builds for better replay value.
Keep Thorton's voice actor as he has a very neutral sound. Making different American race created characters fit.

#22
Purkake

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Allow for good, bad and neutral character builds for better replay value.

Obsidian moved away from the DnD-inspired morality meter for a reason, AP was supposed to be all about the ambiguity of your actions and unforeseen consequences.

#23
Labadal

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It seems like a no-brainer. Take the things that people liked about the first game (Story, characters, branching), and just solve the blatant technical problems/bad AI, fix some of the combat issues, and ridiculously unfair bosses, and better graphics, you'd have a pretty great game.


Unfair bosses? It takes about 6-12 headshots to kill them.

But yeah there are some major issues that could be sorted out.

Allow for complete customization of face etc.
Much better animation for everyone.
Keep the cover system. What king of any soldier doesn't use cover.
Better gunplay. Different body hits.
Allow for good, bad and neutral character builds for better replay value.
Keep Thorton's voice actor as he has a very neutral sound. Making different American race created characters fit.


If it is something Alpha Protocol offeres, it is replayability.

#24
Orogun01

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Maybe they just need to scrap the name and redress the concept. We get a spiritual sequel instead, but it' will probably be easier to sell that idea.

#25
Agent Crake

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Maybe they just need to scrap the name and redress the concept. We get a spiritual sequel instead, but it' will probably be easier to sell that idea.


The simple solution would be to get away from SEGA, as that company has become worse than Atari for rushing devs.

But the truth is this game died before it hit the shelves. A rename might work, or just make an entirely new franchise. The game had a good close sequence so let AP be buried an forgotten, and build a much better game for a fresh series.

#26
obliviondoll

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Still, AP1 was unique in how it handled it's branching mission structure.

Really?

I played it because the branching story setup reminded me of the Way of the Samurai games. The 3rd of which came out before AP, and had more unique endings.

Although I suppose the mission-based structure made it different. But not very different.

Back properly on-topic, though... Want a follow-up to Alpha Protocol, done the justice the first game missed out on. Don't care if it's a sequel, prequel, spinoff story, new-universe-same-concept, but it MUST BE DONE!

Still play AP, by the way, on PS3. I've only completed it a few times, but it's awesome fun. Wish ARs got a lot more love, and either buff everything but Pistols, or pull back their OP-ness a little, and maybe reworking the stealth aspects pretty much completely could help out. Particularly the "sometimes when you're behind a wall in shadow and 100m away, a guard will suddenly "see" you and set the alarm off, and other times you can run around in a brightly-lit courtyard firing wildly with dual SMGs and not alert the guy you're about to kill OR the other 2 guys watching you do it" part...

#27
PsychoticHitman

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I would love to play an Alpha Protocol 2. I just recently finished the first one for the first time and I loved it. The story was great and I loved the conversation system, characters, and the branching. I plan on playing it again to see the other endings. But it would truly be amazing if they could build off of the great story while fixing the technical problems (like predictable and dumb A.I., refining the graphics and gameplay, the cover system, etc.) and make a sequel. Or a prequel. Or a spin-off. Whatever really, as long as it's more of this type of awesome!

#28
Assassin47

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As a fan of stealth I had absolutely no issues using stealth the entire game whenever possible.

I don't quite get the complaints about it.

#29
Falcon084

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Wow great news! Please make it devs we're begging you! :thumbsup:

#30
Dio

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Hmm...I think - big addon will be better...if it will...

#31
hano

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I really liked the role playing parts and would love a sequel. I hated the mission based level design (felt less RPG) and the gameplay was average. The problem is that the game wasn't deciding if it wanted to be an RPG game where your stats mattered or an action game. For instance, sneaking in an action game would require you to pay attention to the line of site of enemies. But in AP you could become practically invisible if you had the skill.

If they made the blend of action/RPG and bettered the combat, this would sell tons.

#32
NoMan2000

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Alpha Protocol is one of my favorite games. I own it on PC, (which I bought off Steam for 3 dollars), and from Amazon, which I bought new for ten dollars. (I bought it new in the hopes that some money would flow to Obsidian.) I actually got one of the pre-order bonuses from it too.

The biggest problem with the game is summed up by another game: Deus Ex: Human Revolution.

The problem with the branching structure of AP is that it means a lot of work that wasn't true during Planescape:Torment or KoTR or Fallout I & II. When you branch now, you have to have developers re-program the entire scene. Voice actors have to retell the lines. Animation has to be done for facial movements and actions. If they stealth or do any movements, those animations have to be added in as well. The branching gives huge replayability to a game, but for a developer, they want to know how to all this extra time/money translates into a higher ROI. It reminds me of something Sol Stein said.

He's an author, but he spent most of his time as an editor and as the main guy you have to get approval for when you want to publish a book. He breaks down authors he works with into two categories: Literary authors and commercial authors. Literary authors are writing something which will stand the test of time and will be praised years down the road. The book needs to be its absolute best and they may take years working on it. Commercial authors are only making their book for the here and now, and they do not invest any more effort than would be required to make the book sell a certain amount. After all, that's time lost from writing the book after that, and that means publishers get mad, less bonuses, etc.

I tend to think of Obsidian as the kind of company that makes the literary author equivalent of games. However, the game publishers will generally not like this attitude and want to see a return as quick as possible.

Back to Deus Ex, outside from the boss fights, which weren't done by Eidos, you could go pure stealth or pure violence, your choice. In AP, you get stuck in awkward zones where some missions clearly prefer you stealth and some clearly prefer that you engage in firefights and everyone in the area is hostile and looking for you. This makes specialization, especially if you picked "rookie/novice" as your class, difficult. These sorts of forced decisions go against the otherwise open nature of the game. Likewise with the skills in Deus Ex, they made it so certain skill enhanced the game greatly, but didn't effect core gameplay. In A.P., it greatly effected core gameplay which skills you choose. That's typical of an RPG, but not of an action game. The problem though is that unlike a game like Fallout: NV, which has a steady progression of difficulty, you can be thrown into some difficult missions at any time and not having the right skill set can make you useless. Another distinction between the action/RPG-style game.

So it had a lot of moments where the game wasn't sure which direction it wanted to go and the game suffered for it. Deus Ex solved this by making the game linear, which means once you beat it, there's not much incentive to go back and play it again. So that's the hurdle that Obsidian or any other game team would have to overcome in making another AP. Personally, I'd love another AP.

#33
specter007

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I realize I am a little late on this topic

But I am literally begging for you guys to make an AP2, BEGGING

Thanks all

#34
kaepernickus

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I love AP and I love the idea of a new game set in the AP universe.

.... did someone say kickstarter?? :yes:

#35
cernex

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.... did someone say kickstarter?? :yes:


Sounds like a plan to me!

#36
Labadal

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.... did someone say kickstarter?? :yes:


Sounds like a plan to me!


Avellone said in a rockpapershotgun interview that a spiritual succesor to Alpa Protocol wouldn't be possible with Kivkstarter funds. Not really a big surprise if you ask me.

#37
DadeLeviathan

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Avellone said in a rockpapershotgun interview that a spiritual succesor to Alpa Protocol wouldn't be possible with Kivkstarter funds. Not really a big surprise if you ask me.


Technically it's possible just not plausible. Making a AAA game costs a massive amount of money compared to the money being raised on kickstarter, and that doesn't even include the even more massive amount of money needed to market the game. So would it be possible to raise, say, $25M on kickstarter? Sure, but it's not remotely plausible. You would have a higher chance of winning the lottery or getting struck by lightning twice in the same day. Even if you found a bunch of incredibly rich people, you'd still be talking at least 2500 people donating $10,000 each. That's just not even remotely plausible.

Possible yes, but so is a falling piece of meteor landing directly in your coffee cup. Doesn't mean it will happen.

#38
C2B

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Avellone said in a rockpapershotgun interview that a spiritual succesor to Alpa Protocol wouldn't be possible with Kivkstarter funds. Not really a big surprise if you ask me.


Technically it's possible just not plausible. Making a AAA game costs a massive amount of money compared to the money being raised on kickstarter, and that doesn't even include the even more massive amount of money needed to market the game. So would it be possible to raise, say, $25M on kickstarter? Sure, but it's not remotely plausible. You would have a higher chance of winning the lottery or getting struck by lightning twice in the same day. Even if you found a bunch of incredibly rich people, you'd still be talking at least 2500 people donating $10,000 each. That's just not even remotely plausible.

Possible yes, but so is a falling piece of meteor landing directly in your coffee cup. Doesn't mean it will happen.


You're overreacting a little bit. 2'500 people a $10'000 is the same as 250'000 people a $100. And its NOT impossible that Kickstarter could reach such backer numbers in the future the more established it gets. After all, 250'000 copies sold of a bigger game counts as rather low. (Of course in that case I doubt the average would be ~100)

I agree at the moment its implausible and Kickstarter probably will not be used for such big numbers, I just disagree with your reasoning.

The chances are nowhere near as low as the examples you describe.

Edited by C2B, 09 April 2012 - 10:09 AM.


#39
Zoraptor

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For AP itself any discussion of kickstarter is moot given that that interview confirms Sega owns the IP. I'd just hope that they can bring the stuff in AP that worked well into whatever future games are developed
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#40
WorstUsernameEver

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For AP itself any discussion of kickstarter is moot given that that interview confirms Sega owns the IP. I'd just hope that they can bring the stuff in AP that worked well into whatever future games are developed


AP is not a fantasy setting with a lot of lore tho' and SEGA doesn't own the concept of a spy RPG. That's pretty much what Chris was discussing as a 'spiritual successor'.




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