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Uhg, Xbox achievements.

 

Anyway, it sounds like there's some good and bad stuff. I'll follow AP cautiously.

 

And a time-limit for dialogue? wtf? Glad to see dialogue is unpredictable, though... I think I enjoy that.

 

Unlimited ammo... hmm I'd be far more annoyed if this were an FPS. We'll see. Can't pick up enemy guns? Um...

 

Direct link to the scans: http://seganerdsforums.com/index.php?PHPSE...g25807#msg25807

 

Edit: Oh and thanks sharks, and lol @ funcroc being involved yet again.

Edited by Krezack
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Overall I think the game sounds awesome, I am also a bit worried about the timed dialogue I like to take a bit of time to think about my answers...

 

Not sure about the unlimited ammo either.

 

Other then that though, I think it sounds awesome.

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1212236139_bm.jpg

 

"Mitsoda no longer working on AP with Obsidian"... Did he leave Obsidian or is he working on a new project for Obsidian?

 

 

If he left Obsidian there'll be bloody rampage as a result :thumbsup:

How can it be a no ob build. It has PROVEN effective. I dare you to show your builds and I will tear you apart in an arugment about how these builds will won them.

- OverPowered Godzilla (OPG)

 

 

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A lot of it sounds good, but I honestly have to give a big fat 'BOO!' to infinite ammo. :thumbsup: There is something cool about running out of ammo and then having to rely on your wits/hand to hand instead of having your magic gun with an unlimited supply of bullets. PLEASE CHANGE THIS OBSIDIAN!

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Alpha Protocoll's supporting characters are a lot more extreme [lol], ranging from a jailbait teen with twin handguns and a hoodie to a silver-fox general sportin the kind of outfit that gives you an insight into what SS uniforms would look like if they were designed by the Samsonite luggage team rather than Hugo Boss. "Bad guys in suits was too much realism", expains Parker. "We wanted characters that stood out and were unique." Avellone sums it up more succintly: "We're Kill Bill"

 

k, you sold this game for me

 

Jailbait teens with twin handguns ftw.

 

 

oh, but infinite ammo sucks hard.

Edited by Xard

How can it be a no ob build. It has PROVEN effective. I dare you to show your builds and I will tear you apart in an arugment about how these builds will won them.

- OverPowered Godzilla (OPG)

 

 

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So what happened to the scans?

"My hovercraft is full of eels!" - Hungarian tourist
I am Dan Quayle of the Romans.
I want to tattoo a map of the Netherlands on my nether lands.
Heja Sverige!!
Everyone should cuffawkle more.
The wrench is your friend. :bat:

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looks like they were taken down

 

Damn I should've copied them for safety :thumbsup:

How can it be a no ob build. It has PROVEN effective. I dare you to show your builds and I will tear you apart in an arugment about how these builds will won them.

- OverPowered Godzilla (OPG)

 

 

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Perhaps it would be best if you sent them to anyone who requested them.

"My hovercraft is full of eels!" - Hungarian tourist
I am Dan Quayle of the Romans.
I want to tattoo a map of the Netherlands on my nether lands.
Heja Sverige!!
Everyone should cuffawkle more.
The wrench is your friend. :bat:

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Perhaps it would be best if you sent them to anyone who requested them.

 

Good point.

 

Edit: In fact only the links were removed, so they are still at their original flickr location, bypassing the need for me to host anything.

Edited by Krezack
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Well, this article feels like a bit of a downer as far as the gameplay is concerned...

 

All the talk about the simplified stealth and combat makes it sound like game world won't react a whole lot to the player's choices, and therefore that those choices generally won't have overarching consequences.I'd like the game's narrative to play out differently depending on how you get through the missions. Also, this tendency to take away the realism part of the game, seems really unfortunate. It makes that earlier Syriana quote seem a little pointless.

 

On the up side, the dialog sounds mighty fine to me. As long as there isn't an actual timer on screen for the dialogue, that is.

 

 

A few of questions for the devs:

 

How linear will each specific mission be? Will each mission have different paths, different entry points, different exit points?

Do the missions end when when you get to your objective, or do you then have to escape the facility you infiltrated?

How is the dialogue integrated with the combat sections? Will there be options to bluff your way into buildings during missions, for example?

Will there be non combat missions? A mission where you have to go into a casino, ingratiate yourself with the female croupier of your choice, and use her to get past the casino guards, for example.

"My hovercraft is full of eels!" - Hungarian tourist
I am Dan Quayle of the Romans.
I want to tattoo a map of the Netherlands on my nether lands.
Heja Sverige!!
Everyone should cuffawkle more.
The wrench is your friend. :bat:

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How is the dialogue integrated with the combat sections? Will there be options to bluff your way into buildings during missions, for example?

 

Yeah, I can't see how this so-called 'stance' system is at all conducive to diplomacy, bluff, intimidation or manipulation (in terms of being able to CHOOSE these from various DIFFERENT approaches) - in fact I can't see how they'd tie in a speech skill at all, cause there's little predictive ability.

 

And I hope they include the ability to move bodies in the final game.

 

Dare I make the claim that all this streamlining is just to win over the konsole kiddiez?

 

Hype! Knee-jerk reaction! Mayhem!

Edited by Krezack
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Talk about bad design choices...

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

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To be honest I support the decisions Obsidian is making. We haven't seen how the work yet, for the most part, and if it really turns out badly, they'll learn from that for their future games. Not to mention that in the end, Obsidian's goal is first and foremost to make a fun game. It's not as though Obsid is going "oh, the fans are going to like all these changes we make"; they're aware some won't be popular, so they wouldn't include them unless there was a reason to counterbalance the initial scepticism (I hope).

 

I have a feeling, for example, that Aliens and Alpha Protocol will be two very different games, as a sort of experiment in what is actually entertaining, despite what people might rationalise as entertaining.

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