sharkz Posted July 18, 2008 Posted July 18, 2008 The folks at Sega were kind enough to invite us here at Sega Nerds to participate in a roundtable conference call with some of the developers of Alpha Protocol, the upcoming 3rd-person action-RPG from Obsidian Entertainment. I had the chance to listen in as they went in-depth on a lot of the features and development issues they
Xard Posted July 18, 2008 Posted July 18, 2008 BLACK ISLE, NOT ****ING BLACKOUT I mean, geez [/fume off] 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)
Xard Posted July 18, 2008 Posted July 18, 2008 In Alpha Protocol you 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)
H Posted July 18, 2008 Posted July 18, 2008 Is it just me, or some questions and answers have been copypasted from other interviews? I can swear I've seen them before.
Xard Posted July 18, 2008 Posted July 18, 2008 Yeah, that's true Then again those were copy&paste questions 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)
Pidesco Posted July 18, 2008 Posted July 18, 2008 I have a couple of questions that weren't covered by this roundtable. First how do the locations work? I assume there's a hub for each city you go to, so how do things work to get from the hub to a mission location? Is there an area to walk around in for each city apart from the mission areas or does the player just jump from mission to hub and vice-versa? Another thing is about the ways in which playing one mission affects other missions. Does it mean you could get a piece of intelligence in one mission that makes another mission easier, like providing character info on a contact or finding a detailed map of the location where another mission will be set? With this in mind, is there a lot of optional intelligence gathering in the game? I mean like info the player can use to better prepare missions, and also to flesh out and add depth to the plot. "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.
sharkz Posted July 18, 2008 Author Posted July 18, 2008 Yeah I know its Black Isle not out, I didnt write it myself I'll try and track down whoever wrote it and get it changed.
Hell Kitty Posted July 18, 2008 Posted July 18, 2008 I have a couple of questions that weren't covered by this roundtable. First how do the locations work? I assume there's a hub for each city you go to, so how do things work to get from the hub to a mission location? Is there an area to walk around in for each city apart from the mission areas or does the player just jump from mission to hub and vice-versa? Another thing is about the ways in which playing one mission affects other missions. Does it mean you could get a piece of intelligence in one mission that makes another mission easier, like providing character info on a contact or finding a detailed map of the location where another mission will be set? With this in mind, is there a lot of optional intelligence gathering in the game? I mean like info the player can use to better prepare missions, and also to flesh out and add depth to the plot. Both of those questions are answered (although the second only partially) in the pdf. Under Game Structure.
Pop Posted July 18, 2008 Posted July 18, 2008 It's good that they're trying to shy away from the 3 JBs thing, because it's becoming the EXTREME of AP. Join me, and we shall make Production Beards a reality!
Pidesco Posted July 18, 2008 Posted July 18, 2008 I have a couple of questions that weren't covered by this roundtable. First how do the locations work? I assume there's a hub for each city you go to, so how do things work to get from the hub to a mission location? Is there an area to walk around in for each city apart from the mission areas or does the player just jump from mission to hub and vice-versa? Another thing is about the ways in which playing one mission affects other missions. Does it mean you could get a piece of intelligence in one mission that makes another mission easier, like providing character info on a contact or finding a detailed map of the location where another mission will be set? With this in mind, is there a lot of optional intelligence gathering in the game? I mean like info the player can use to better prepare missions, and also to flesh out and add depth to the plot. Both of those questions are answered (although the second only partially) in the pdf. Under Game Structure. you're right about the first question(sorry about that...) but not the second one. In the second one I'm basically asking for elaboration on what's said in the PDF. "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.
Xard Posted July 18, 2008 Posted July 18, 2008 Well, IIRC they talked about doing some smaller missions may have big effects on more important quests Say, you deal with gun merchant and in the next main mission enemies have worse weaponry due to you taking care of their main source (naturally I made that up) 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)
Hell Kitty Posted July 19, 2008 Posted July 19, 2008 ^ That's a nice idea, reminds me of destroying the enemies food supply in MGS3.
Alvin Nelson Posted July 19, 2008 Posted July 19, 2008 Well, IIRC they talked about doing some smaller missions may have big effects on more important quests Say, you deal with gun merchant and in the next main mission enemies have worse weaponry due to you taking care of their main source (naturally I made that up) pretty close to reality though. Let me get back to sleeping. I'm tired... Avatar made by Jorian Drake
Xard Posted July 19, 2008 Posted July 19, 2008 Awesome 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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