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Hidden Gem: Alpha Protocol’s Music

by on Jun.13, 2010, under Games, Genres, RPGs

As I seem to be one of the few not giving up on Alpha Protocol in the early stages of the game, I’ve noticed one thing: I really enjoy the soundtrack, and it really lends itself to feeling like a badass engaged in some badass espionage . It is a sort of drum ‘n bass/techno mix and it’s very fitting to the game overall.

Unfortunately the AI structure of, if you trip an alarm, everyone knows exactly where you are until you turn it off, is a flawed system, but it does make for a lot of cool action music whenever you’re spotted.

The in general is quite good. The voice acting is very passable, the sound powerful and weighty. The footsteps are a little bit much, but it allows you to really hear them without having to strain yourself.

Anyway, as I was playing through a mission listening to the cool battle music, I decided I needed to let that little tidbit be known.

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Alpha Protocol: Generally Panned… But Fun as Hell

by on Jun.05, 2010, under Games, Genres, RPGs

This is one of those times I wish I had time to play a game in a vacuum before reading anyone else’s reaction to it or complaints about it. You read about all of the game’s high points and flaws, and go into it with a predetermined mindset about what to expect. But that’s often a bad thing, because it almost forces you to adopt those other reviewer’s viewpoints, because they are the only viewpoints you have until you play it for yourself.

I’ll admit, I’ve been looking forward to Alpha Protocol by Obsidian Entertainment for a year or two. Like most people who were looking forward to it, I was disheartened and worried when it was delayed for so long. I had the game pre-ordered on Steam for almost 9 months–the longest pre-order I’ve ever been engaged in, thanks to the game not releasing last year as planned.

Well, it’s out now, and for all the negative press surrounding it I, for one, am enjoying the hell out of it. Sure, it’s a highly nuanced experience. Sure, you have to come into it with some understanding of what to expect from an Obsidian release–somewhat buggy, perhaps unfinished in some respects, but made with a passion for the IP that Black Isle and Obsidian in turn have been so well-known for. But when you see it for what it is, you can enjoy it for what it is–and the enjoyable parts sure are enjoyable.

I didn’t go into it expecting a Mass Effect clone, as some have reported–I simply didn’t see the correlation based on all of the information surrounding the game. What it does share with Mass Effect is its third-person shooting elements–which I am fine with, seeing as Mass Effect has arguably some of the best third-person shooting elements of any .

The best way I can describe the game in terms of what it’s like or what it can be compared to, is an interesting combination of all of Obsidian’s previous titles (KOTOR 2, Neverwinter Nights 2, etc) set in a modern day spy setting with some elements of Mass Effect mixed in to make its mechanics work.

But now, to the meat of the game. The fun is in the nuance of the experience–the characters you interact with, and especially the way in which you interact with them, along with the tools you’re using and the environments and situations the game puts you in, all combine to really make the experience feel like a spy thriller. Each character has a distinct and often believable personality which the game forces to the forefront by rewarding you for your perceptiveness when choosing a certain type of response during a conversation. Certain characters prefer to be spoken to professionally, while others will appreciate the occasional joke or sly remark. Cater to their preferences, and they will start to like you. The fact that you have a limited time to choose a stance when responding in a conversation keeps the conversations flowing and makes for some believable conversations and interrogations, unlike most RPGs in which there are often long pauses while the player decides their response.

As with any of Obsidian’s RPGs, you will start off with frustratingly-weak skills and equipment–able to complete the beginning missions, but without a few initial levels under your belt you skill timers don’t last long and take a long time to recharge, your weapons are inaccurate, and your equipment is severely lacking. After you complete a few missions on Saudi Arabia, however, you will quickly find that leveling up your skills and upgrading your weapons makes a huge difference–you become tougher, harder to detect, with more accurate and higher-powered weapons, cooler gadgets, and slicker moves.

While many of the missions feel similar in execution (make your way toward the objectives in turn, bypassing security and finding any available goodies along the way, either without being spotted, or with killing everyone), the nuance of your character’s abilities and limitations gives each encounter a distinct feeling. Your handler varies, the settings and missions vary, and you will need to use different skills, armor, weapons, and modifications for different circumstances. You are usually focusing on something different each time, and there are almost always several ways to get to an objective.

Also much like Obsidian’s previous titles, once you get wrapped up in the story you become very interested in the character interactions and dialog, and while the writing might not be quite up to standards, it is still leaps and bounds better and more intelligent than the majority of game stories out there.

A comparison I haven’t seen made much which I find myself coming to quite often, is that it feels like a complete rewrite of the Splinter Cell formula in RPG style. The stealth doesnot work as well in , and the AI often feels dumber than in any Splinter Cell game, but the game elements are there, and they work as well as they need to so that you can focus on the better-executed elements of the game–the story, the characters, the gathering and utilizing of intelligence, the -based character progression.

One of my largest complaints about this game is its save system–in most or all of their other titles, and in most in-depth RPGs such as this in general, you can save anywhere, anytime, as long as you are not in combat. This has been a part of Bioware and Obsidian’s PC-based RPGs for a very long time, and it seems like a necessity. I often find myself spending five or ten minutes after each mission expending the cash I earned and fitting myself for my next mission, then remembering that when I save my game, it will only save to the checkpoint when I entered the safehouse. If I load that game, everything I did between that checkpoint and when I saved is gone. In an RPG where you spend so much time in preparation and skill-allocation and related activities, that’s very unfortunate and really detracts from the experience.

Where the game puts you when you reload during a mission is often very frustrating–in one of the first missions, for example, I kept zip-lining down and getting my legs caught on camera, setting off an alarm that gave away my presence in the area. I wanted to try and do the mission silently, so I would reload every time, and would put me back to the beginning of the mission, always standing up dumbly directly in front of an enemy, who would immediately start shooting at me and would set off an alarm if I didn’t kill him right away. If this is the checkpoint location, why would they put an enemy standing right in front of it? Or, if they really want the enemy there, why wouldn’t they start you off crouched behind the cover you’re standing right next to? (I have a feeling it has to do with the game technology–in all Bioware and Obsidian games I can remember, no matter what you’re doing when you save, when you load again you always start in a default standing posture with any companions in their default formation around you.)

The graphics are also a bit lacking by today’s standards–however, to be fair, if this game’s perspective was that of an isometric overhead view like many RPGs, it would look excellent. The reason it looks bad is that you are always right there next to Thorton and next to the objects and textures around you, meaning it’s hard to miss when something doesn’t look right. The game has been in development for a long time as well, meaning its technology is likely not as advanced as titles that began development more recently. I believe it’s the best looking Obsidian game to date, however, and for an RPG of its kind, I would say it’s probably only rivaled by the likes of Mass Effect. I would compare it graphically to many aspects of Dragon Age, actually.

The sound is good–not of the highest quality, but not noticeably lacking either. The is also good, and fits perfectly within the setting of the game. I find no issues with the sound itself.

I can’t speak much to the balance yet, I feel I need more playtime to truly get a feel for that. From what I have read, however, the skills are not very balanced, and building up the right ones can make the game feel very easy. My advice, would be to not make extensive use of those skills to keep up the fun of the experience, until such time as they re-balance things, if of course they do.

Overall, I can conclude that it’s the game I’m currently spending the most time in–more than TF2, more than Bad Company 2, more than any other recent obsessions of mine. That’s something I have truly come to rely on from any Obsidian release, and in that respect Alpha Protocol does not disappoint. If you can get past the negative press, I really recommend you try it for yourself!

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Bug Effect: Floating Shepherd

by on Feb.03, 2010, under Games, Genres, RPGs

While it’s too early to state any more clearly, without even having crossed the Omega 4 relay yet I can without a doubt say Mass Effect 2 is one of the greatest games of this generation. It takes everything we loved about and amps it up a few notches. It fixes most of the complaints and enhances almost everything else. ME2 is now a lean, mean, role-playing, shooting machine.

But alas, the title still has its fair share of to be worked out in future patches. The worst of them have been addressed and there is no point in rehashing them. But one bug in particular has continued to annoy me since release day.

Randomly, when Shepherd is next to a wall, on a ramp, or really doing anything collision-based, he will suddenly appear a few feet off of the ground, floating in midair. He can turn (and yes, you can save the game–but don’t!), but he can’t move around.

Unfortunately the only way I’ve found to get past it is to load the most recent save and continue from there. It’s never happened twice in the same place for me. Luckily, the game auto-saves a lot, and I’ve never had to replay more than 10 minutes or so due to this bug. It certainly does need patching though.

Look for our full review once we finish playing BioWare‘s new–ok, I can’t hold back–masterpiece.

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Dragon Age: Origins First Look

by on Nov.06, 2009, under Games, Genres, RPGs

Like any faithful and long-standing RPG enthusiast who still cannot get enough of the great Infinity Engine titles of yore (Baldur’s Gate, Planescape: Torment, Icewind Dale…), I was very excited to finally get to play the spiritual successor to the beloved Baldur’s Gate games, Dragon Age: Origins by BioWare.

First and foremost, I am happy to report that I am not disappointed in the least–and I feel I’ve barely scratched the surface of this deep and emotional fantasy masterpiece. The graphics are not necessarily representative of today’s triple-A titles, but they are high-fidelity and of a quality and fine detail not often seen fully realized in an of such massive scale. It’s because of this that I would not hold any minor graphical glitches or shortcomings against it.

The audio is excellent, and the is simply outstanding–the soundtrack is befitting of a Hollywood blockbuster and comes in at all the right times. The feels spot-on and contributes to the general feeling of calculated mayhem of the melee battles in the game.

The story even so far, in the first parts of the game, is top-notch and fully engrossing. As soon as you start to know the characters, you start to experience pains of treachery and tragedy of loss that often not portrayed to this level of effectiveness. You truly feel for these characters, and you never feel like you know them quite well enough (which is a huge compliment).

Many game impressions contain comparisons–how they match up, or how similar they are to other games, or other types of media altogether. While this is quite subjective, I will start by saying if this were a movie with the same plot, same characters, same soundtrack, and similar pacing, I would thoroughly enjoy it.

One can easily find traces of The Witcher by CD Projekt Red in the game’s adult setting, difficult moral choices, and less-fantastical and more political style of fantasy.

You can also see a lot of influence from the books and movies, especially with regard to how the story is laid out and the pacing and soundtrack.

But more-so than anything else, and more importantly than anything else, you can see a lot of ’s previous RPGs in there–you can witness for yourself that they have learned their lessons with each successive title while introducing new concepts and refining old mechanics to make a smoother and more fun gaming experience.

This is dialog-driven RPG perfection and is already one of my candidates for Best RPG of the new millennium–we have yet to see if the rest of the game continues at this level or if our impressions change as we progress further. Look for a full review soon!

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More speculation about Alpha Protocol delay

by on Oct.06, 2009, under Games, Genres, RPGs

Major online distributor has moved their for from this month out to March of 2010.

This doesn’t necessarily mean the is inevitable, or accurate in any sense of the word, but it does mean that the publisher does not plan on releasing the game on Steam this month.

While this is sad for those eagerly awaiting the release (like us), we are also grateful that the publisher is not forcing to release an unfinished game, as seems to be a growing trend these days with games that take longer than expected.

We’re still hoping for official word from and/or Obsidian to confirm or deny the delay. Look for more news as it is made available.

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Alpha Protocol Release Date Uncertainty

by on Sep.28, 2009, under Games, Genres, RPGs

In its unsurprisingly quiet fashion, seems to be blowing off all attempts to discover any official updates on the Alpha Protocol .

As many of you are aware, many major retailers have changed the release date they list for the highly-anticipated from Obsidian to October, and in some cases even June 2010. Yet Sega still holds fast to their October 6 release date, however that seems very unlikely given that no retailers seem to be expecting the game in early October any longer.

The official site simply states “October 2009″, and while it is the least specific, I can only assume the rest of the PC gaming community joins me in genuinely hoping it remains accurate.

In all honesty, however, wouldn’t you be happier playing the game late (even 8 months late) if it meant had the time they needed to polish the game and deliver a product that actually lives up to its (which is surprising at all given the lack of a respectable thus far)?

While I eagerly await this title, just as I eagerly await just about everything Obsidian does, I also applaud them for their efforts and hope that Sega gives them the time they need to do what they set out to do, and does not force them to release an unfinished or buggy product just to meet a deadline.

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Batman: Arkham Asylum First Look

by on Sep.24, 2009, under Fighting, Games, Genres

When I saw the first advertisements for : I thought, “Great, another mediocre Batman title pops out of nowhere and will fall through the cracks just as fast.” But as I looked a little bit more into it, I was surprised to see a very high quality title containing an excellent presentation and some amazing fighting. But what was even more surprising, is it only got better from there!

I have very few qualms with the new Batman title from Studios. It’s a tighter and more polished game than I could have imagined, given past game offerings with our favorite caped crusader that left a lot to be desired.

The look of the game resembles the latest Batman flick () a bit, however the setting is different, the acting is different, the story is different, and I’m happy to report that the game is entirely original!

Anyone remember those old Batman cartoons that were so huge in the ’90s? If so, you’ll be ecstatic to know that many of the voice actors are the same! Batman, the Joker, and other characters’ familiar voices don’t take long to bring back that sense of nostalgia.

The story, while decidedly darker and more violent than the cartoons, is well-written and flows well throughout at least the first part of the game (we’ll have to give our full review at another time–this reviewer is still thoroughly enjoying the 10 to 12-hour ).

During my initial couple of fights, I was not overly impressed with the fight mechanics, although the graphics and the way the fight animations are chained together is awe-inspiring. Once you get more combo moves and realize there are a lot of other mechanics going on to be aware of, the fighting itself becomes less of a button-mash, and feels really great.

“No downsides then?” you ask.  Well, almost. I was a tiny bit put off by the whole notion of Batman absorbing “bats” from the enemies he floors. What lore is that from? None-the-less, it’s an interesting concept, and it’s a game, so you just have to let a few minor details slide in favor of a great gaming experience.

Look for our full review soon, however if you’re at all interested in this game, or Batman in general, don’t wait to buy it–I can already highly recommend this game to anyone and everyone interested in Batman or superhero games, and anyone looking for a great new gaming experience.

This is already the greatest Batman video game ever released, and it is my opinion that everyone should get to experience it.

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MMO Season Heats Up

by on Sep.16, 2009, under Games, Genres, MMO, RPGs

Let’s face it–whether or not you’re a fan, it’s hard to pass up all of the massively online games both in beta and being released this season. Just to name a few, check the below lists.

Recently released MMOs:

MMOs Coming Soon:

Other MMOs probably not releasing this fall:

As we have the chance to try out all of these exciting titles, we will post our thoughts, and eventually our full reviews here. Check back for updates!

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Aion Open Beta First Look

by on Sep.11, 2009, under Games, Genres, MMO

It’s been several days since the start of Aion‘s Open , following closely their highly-successful Closed , and I must say–so far, so good! As is expected with an , and even more-so a launch, has had, and continues to have, its fair share of issues.

The number of people pounding the game servers, Aion’s Open Beta , and ’s Account site brought each of those services to their knees for a while. These issues were cleared up in a matter of a couple of hours for most people.

Next, there was random spikes of terrible and debilitating latency upwards of several seconds that prevented some users from playing the game for periods of time. Most of these issues have been resolved, but there are still reports of random lag throughout. I’m sure the developers will continue to tune their servers up until and continuing after the official launch in less than two weeks (September 22).

Some players were unhappy about some of the changes made to the game (PvP damage has been lowered significantly, many balance changes have been made, etc), but the general consensus is that almost all of them have made the game better and more fun overall.

In the Closed Beta I focused on the Asmodians, and thoroughly enjoyed leveling my characters. Now, in the Open Beta, I am focusing on an Elyos character, attempting to experience as much of the game as possible from the other side of the before the official launch.

I can’t comment yet on PvP or any sort of end-game experience, but working my way up to it has sure been a fun ride, and is thus far recommended for any MMO player looking for their next fix–especially WoW players wanting something a bit different that has a similar charm to it.

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Wolfenstein First Look

by on Sep.09, 2009, under First Person Shooters, Games, Genres

The new self-titled shooter in the Wolfenstein franchise, developed cooperatively between Raven Software () and Endrant Studios (), has been received fairly well by the press. Many enjoy its sounds, animations, and presentation, while criticizing other aspects. This First Look will focus on my impressions of the game and my thoughts on these aspects.

First and foremost, any and all issues aside, I am truly enjoying the single-player game–it brings up many fond memories of the first Soldier of Fortune game (also by Raven), and it has almost everything I truly enjoy in an shooter–good pacing, gripping , great-sounding , excellent gore, a weapon upgrade system.

The pacing was spot-on–the missions are almost non-stop action and/or suspense, depending on your objective. You never really feel lost or frustrated, and the adrenaline usually doesn’t stop until the mission is over. In-between missions you have as much time as you need to explore the city of Eisenstadt, interact with the members of the safehouses, deal in black market weapon , and more.

This brings me to further discussion about the hub city of Eisenstadt. You are not always just thrust from one mission to the next–often you first return to the city of Eisenstadt, which is essentially a very basic open world where you can choose your next objective, you can choose how to get where you’re going, and you encounter random battles that vary depending on how far into the game you are. Strangely, this is one of the most highly-criticized elements of the game. I, however, find this to be one of the most appealing parts of the game–it keeps the action fresh by giving you a chance to breathe and prepare before each mission, changing your weapon upgrades, speaking to others about your mission, and more.

The presentation of the game is also top-notch. I find myself pushing further forward if for no other reason than to run into the next firefight and satisfyingly slaughter the next group of Nazis (‘et al). The animation and artwork is great, and again really reminds me of the classic SoF violence. You can blow off limbs, causing enemies to hop around on one leg or writhe in pain or any number of other interesting animations. Eisenstadt and your missions all seem authentic enough for this style of game (how much time do you really spend admiring the scenery in a game like this?). My main gripe in this area is that the cutscenes seem somewhat low-quality, especially when playing the game in high resolution on a widescreen monitor–the game looks far better than the cutscenes on my rig. But that’s better than having it the other way around, so I can’t complain too much.

While this is only a partial review based on my initial impressions, PC GameSource should have the full scoop as soon as I finish the game, experience more of the multiplayer, and collect my opinions.

As always, feel free to post your own comments and opinions about the game here, and let me know what your experiences were, or if this First Look helped you.

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