Disclosure Alert: Alpha Protocol: Episode 14: Vampire: The Mike-arade
Sorry about the massive delay in posting this episode. There are quite a few reasons for the delay. Truthfully, Aldowyn finished the initial cut of this chunk of episodes almost 2 weeks ago. We were initially planning to release them last week. However, Aldowyn decided to use the clip montage for the credits that we used for the last set of videos, just with new subtitles. Since I wanted to get them out in time, knowing the Aldowyn would not be around due to Spring Break, I agreed.
However, anaphysik did not. Since he is the one who writes the descriptions and takes the videos off “unlisted” status, this caused some trouble. He tried to get into contact with Aldowyn, except Aldowyn was on break and unable to work on “fixing” the credits. So we spent all week with the episodes uploaded and ready, just unlisted.
In other words, this delay was a result of Aldowyn’s laziness, anaphysik’s standards?, and my haste to get these episodes out regardless of the quality of the credits all colliding in a way such that no one ended up happy and we all share equally in the blame. We deeply apologize for the delay and hope you guys are still eager to watch more Disclosure Alert. Sorry!
Also worth noting is that the posts for this week have also been in limbo, sitting here on my queue waiting to be posted. I barely remember what I said in any of them.
—————————————-
In this episode, we begin the second half of the Taipei hub with a mission that pisses me off in quite a few ways. Oh well, at least Krellen, from the Vampire the Masquerade: Bloodlines LP, was there to add some new blood to our conversation. (Spoiler Alert: Mike doesn’t actually become a vampire.) Also, I should warn you that we basically spoil the entire plot to Taipei in this episode. You have been warned.
Fortunately, for the guys who asked me to stop mocking Aldowyn’s play style, this week I FINALLY get to show you I listened. Unfortunately, the fact that we’re in the second half of Taipei means that I still have something to bitch about. If it’s not one thing, it’s another around here.
I… severely dislike this section of the Taipei plot. And I’m going to be extremely transparent and upfront about it. We’ll get more into it as this batch of episodes get posted.
But before that, I do like that the Omen Deng conversation does have slight variances to it. It’s a decidedly minor detail, but it really does add to the sense that the game is keeping tabs on your every choice and tailoring your experience to those choices. He will comment on both hubs completed (if you did any besides Saudi Arabia) and what armor your wearing. Then again, these small touches are Obsidian’s MO. Y’know, I could’ve sworn being Suave with Deng made him Dislike you slightly, but I guess I was wrong.
I honestly don’t like Deng as either a character or a plot device. Aside from obvious similarities (for comparison) to Raidou Kuzunoha from Shin Megami Tensei: Devil Summoner (whose outfit, by the way, looks very out of place in a bright white subway system, especially with the Chinese Secret Police symbol emblazoned on it), there’s not a whole lot to his personality. He’s very bland and uninteresting, and with a monotone voice that proves to be quite irritating. This is all before we get to his role in the plot to Taipei.
So yeah, as it turns out Deng is not the bad guy. When I played through this mission, I honestly did not even know I was supposed to think he’s the bad guy. All I heard was that he’s someone worth knowing about from Hong Shi and later on I learned that he was raised by Sung in the dossier “donated” to us by the NSB. The thought that the guy who was raised by Sung as a son would come to kill him never even occurred to me, so I was shocked when the conversation with him became a confrontation. (It makes sense for now because Deng has been somehow led to believe Mike is the one trying to kill Sung. This falls apart later, but we’ll get to that when we get to it.) As we go on in the season, you’ll see a theme where I confess that I didn’t really understand what was going on until my second or third playthrough. I spent most of my first playthrough of the game confused. I want to blame Obsidian, but then I know that back when I first played this game I was a lot dumber than I am now, so it could very well be my fault.
Since these CSP agents are here with Deng and join him during the confrontation where he’s trying to save Sung, I have to assume that these guys are also undercover, just like he is. Otherwise, this plot would make even less sense than it does already. Then again, if that’s true then why is Omen Deng special. After all, how would Deng have accumulated so many double agents? Did he just hire them all once his cover was secured? Did they kill their families as well? In either case, how does China NOT KNOW that these guys are all secretly working against them. Since Deng can apparently be easily fooled in believing patently false information, I have to call his skills as an intelligence agent into question as well. (The same can be said of Thorton himself.) Why am I asking so many inherently pointless questions? Ugh. Taipei, that’s why.
Until we leave Taipei, it’s all downhill from here.
#58: What Makes the Collectible?: Tomb Raider vs. Assassin's Creed
When the new Tomb Raider reboot was being announced, I had initially dismissed the entire thing out of hand because I have been disappointed by prior Tomb Raider games. Without going into much detail (and more importantly, to avoid spoilers since the game came out not too long ago), I was pleasantly surprised by the solid gameplay from the team at Crystal Dynamics and excellent narrative penned by Rihanna Pratchett. One particular element that impressed me was how inoffensive and, dare I say, fun the collectibles were to gather in this game. In the past, I have rallied against collectibles in other video games, most recently and most notably Assassin’s Creed 3. It crossed my mind that analyzing exactly why one game’s collectibles intrigue me while another game’s collectibles repel and disgust me may be worth writing an article for, so it became the topic of this week. Since I am talking about only the collectibles in Tomb Raider, I promise to keep discourse on it spoiler-free, since people are still finishing it up.
Disclosure Alert: Alpha Protocol: Episode 13: Boozeplate Armor
In this episode, we channel Ocean’s 11 and perform an old school hotel-burglary in the name of intelligence.
Okay, so this mission has a pretty simple premise. In order to prepare ourselves to stop the assassination of Ronald Sung, we enlisted the help of Steven Heck and Scarlet Lake to get the skivvy on what’s going down by hacking into the NSB’s (think Taiwanese KGB or CIA) servers, because if anyone knows about threats to a Taiwanese national’s life, it would be the NSB. (I should note that you don’t actually have to have done Hong Shi’s mission to unlock this, and could therefore have no idea who Omen Deng is. Even if you do know about him, you have no reason to suspect that he has it out for Ronald Sung given the knowledge you have about him. Another interesting fact is that anaphysik assures me that the Grand Hotel is a real life place.)
The scene with Scarlet irritates me, to be perfectly honest. I know she’s probably pretending not to know Mike or something like that, but since we literally JUST e-mailed her, it seems totally disingenuous. And in the event that Scarlet says she remembers Mike from the plane, Mike acts surprised, even though he JUST e-mailed her! This is even more stupid if you were like me in my first playthrough and gave Scarlet all the Halbech data. You can literally be at “Friendship”, yet still have Mike be surprised that Scarlet remembers him. It’s a minor gripe, but it’s a gripe nonetheless.
I really like the conversation at the start of the mission. It’s so reminiscent of Ocean’s 11 and I’m a total sucker for those kinds of Hollywood heists. This really is one of the great things about Alpha Protocol. It’s basically an homage to those kinds of movies in all sorts of ways, while staying true to it’s core as an RPG. If the game was more polished, I’d be tempted to call it both “cinematic” and “choice-driven” which is something that most games don’t even think about combining.
With the exception of one, VERY annoying encounter in Moscow, all of the allies you side with in the game are invulnerable when in the field with you. That eliminates the hassle of protecting them while completing objectives. Since companions don’t get hurt, there’s no reason to concern themselves with their well-being. They’re like children in Fallout 3, but significantly less irritating. Thank the lord for that!
I’m very disappointed that we couldn’t frame the Halbech agent for pedophilia. That leads to a hilarious scene where he’s escorted out of his room, arrested, and taken off the premise. This removes a few guards and leaves his hotel room open to take everything from. If I had known about this, I would have told the group to be nicer to Scarlet.
This is where the plot to Taipei starts to fall apart, and it get’s worse from here. From the files given to us by Hong Shi and stolen from the NSB, we know that Omen Deng is involved in the proceedings in Taipei. If not for the contents of the dossiers, this might be enough to suspect Deng of being the assassin, since he is Chinese Secret Police. However, the dossier data shows that Deng was raised by Sung. This should raise suspicions for more critically-minded players.
Mumbles talks about punishing players for pissing people off, and while I respect her opinion, I disagree. I think part of why Alpha Protocol is good is that they never punish you for anything. The entire game is an choice between trade-offs and alliances. While some consequences are better, and may be better for you, than others, none of them are downright bad. That allows players to just role-play instead of panicking over which choice isn’t going to screw them over in the end.
Lastly, anaphysik has left you guys with this link detailing the “One-China Policy”, since some of you are undoubtedly interested in the world-building of Alpha Protocol. I, for one, thinks it’s cool that Obsidian wrote such a detailed history for the game’s world. In stretches so far back it’s ridiculous. Most of it is stuff that you’d never find in the game. For example, did you know that in Alpha Protocol’s world, George Washington was the first president of a country called the United States?
Disclosure Alert: Alpha Protocol: Episode 12: Are You Shi You're Pronouncing That Right?
In this episode, we deal with the Triads and Shi have a fun time with it.
So yeah, Mumbles and I made fun of a guy with an accent too stereotypical to believe, who turned out to be played by an Asian man. That apparently makes us bad people. Oh well, it’s not like it hasn’t been done before.
The actual talk with Hong Shi is fairly uninteresting, in my opinion. We contact him because he might have some knowledge of what’s going on in Taipei, particularly with the rumored assassination of Taiwanese President Ronald Sung. Unfortunately, because this is an RPG, things are never that simple and he directs us to do a side quest before giving us the intel. If we want him to talk, we need to take care of his three lieutenants who are rebelling against him. [Side Note: I think Thorton says he’s a friend of the Shiekh (Ali Shaheed) regardless of if whether or not you let him live. I guess since he’s dead, you might as well be his friend. Not like he can tell people you aren’t.]
That e-mail with Steven Heck is one of the most humorous in the entire game. Stuff like that is why people love Steven Heck. It’s so indicative of Heck’s thing where he mostly gets what’s going on, but then puts this spin on it that’s so outlandish, untrue, and ridiculous that it’s comical, much like many real life conspiracy theorists. (Side Note: Anaphysik assures me that many of the conspiracy theories that are discussed by Mike and Heck are real: Interesting.)
As I watch Aldowyn play the game, even it is only on Easy, I start questioning my assertion that Stealth/Pistols is the best option. Again, I know we are playing on Easy, but boy does it look fun to just run around with your fists and a Shotgun mowing down dudes without giving a fuck. Of course, it’s a very lethal playstyle, but it makes me wonder how many other archetypes I was denying by only going Stealth/Pistols.
Despite how I usually sound in the LP, I don’t blame Aldowyn for getting lost. If anything, the level designer really dropped the ball with the map layout and design. It’s an overall linear level, with semi-open layout, the game should not make it this difficult to navigate. Aldowyn made it hard (even though he played the level the day before we recorded), but in the end this is more indicative of the level design than any skill he may or may not have.
As we play through the mission, we get the full story. The first terminal shows us that the list of defectors is 10-pages long, a far cry from the 3 Shi told us to expect. While the player mulls that over in their head, a second terminal tells them that the Triads were dealing with Al-Samad, who you remember as the terrorists from Saudi Arabia. This leaves players with ample time to figure out what’s going on before the reveal on the last terminal. As it turns out, Hong Shi’s men defected because Shi killed one of them for daring to question the wisdom of dealing with a well-known and public terrorist organization. This knowledge gives the player power over Hong Shi, which we exerted in this episode. I thought it was nice to give players a mission without knowing all the details and then expecting their innate curiosity to compel them to look for it on their own.
Hong Shi, in the grand scheme of things, really is irrelevant. Outside of Taipei, there are no long term consequences for your dealing with him (except he may cut you off from the Triads’ Clearinghouse store if you piss him off). And even for the plot in Taipei, he’s only good for name dropping Omen Deng, who we’ll meet later. Otherwise they could’ve easily cut him from the game with no consequence.
Lastly, my constantly interrupting anaphysik and his James Hong factoid in order to talk about the game… that was no accident. That’s all I wil say on that.
Disclosure Alert: Alpha Protocol: Episode 11: Unnoticed By the Trail of Bodies
In this episode, we kill an alarming number of people in the pursuit of knowledge.
Let me first say that calling Aldowyn an “idiot” was incredibly rude, arrogant, and stupid on my part. That should never have happened and a large part of me feels like I crossed the line there. With that said:
I don’t think I’ve ever completely stealthed this mission. Every time I end up getting detected. Part of me wonders if you get that notice anyway, even if they don’t see you (because Albatross ALWAYS talks to you here no matter what).
Speaking of, though most first-time players are more likely to meet them in Moscow before doing meeting them here, this mission does serve as a good introduction to Albatross and his organization, G22. You begin not knowing who these people are and what they are doing in this abandoned warehouse, but as you advance in the mission you realize that these guys have access to a lot of processing power. Once you beat the level, you are introduced to Albatross himself. (As an aside, Thorton will comment on G22 in the introductory scene to this mission by saying “Why are G22 agents here?” instead of “Who’re these guys” if you have met them before.)
From our short “meeting” with Albatross, we can discern all we need to know about him. The fact that he contacted us almost as soon as we reached the end of the level means that he was able to find and detect either the breech or our presence quickly and start dealing with it. Since he already found 5 of our 6 bugs, we know that his organization is tech savvy and/or had code already in place to deal with bug. (Side note: Mumbles mentioned Hollywood Hacking when talking about Albatross. Sadly, this tends to be par for the course. Albatross and G22 are Hollywood hacking incarnate.) Lastly, the fact that he is even speaking to us let’s us know that he is willing to let bygones-be-bygones if it means advancing his goals or neutralizing a potential threat. It is a very short scene that only makes about one minute, but the way the scene is framed gives us a lot of information without bogging down the player with exposition.
The Halbech data gives us a very interesting mechanic. As you play through missions in the game, you will find pieces of information that prove Halbech’s involvement in a variety of schemes from voter fraud to weapons trafficking. When you collect one of them, you send an e-mail to yourself with the file. From there, you have three choices on what you want to do with the information. You can:
- Blackmail Halbech: This option will have a Halbech executive pay you $15,000 in exchange for your silence. (One of them remarks that their is a pool of Halbech funds set aside just to make blackmail payments.
- Give the information to Scarlet: This is why Scarlet needs to meet you on plane, even if you’re not heading to Taipei like she is. Without that scene, this option would make no sense. Choosing this option will give the information to Scarlet Lake for use in one of her stories, netting you a $1000 reward from her publisher and +1 Reputation with her.
- Sell the information on the Black Market: With this choice, Thorton can use the Clearinghouse to sell the information to an anonymous buyer for his/her own use at a price of $5000. You don’t know what the buyer will use it for. They could easily use it to bribe Halbech or otherwise get leverage over them and their allies. Or, they could want to expose Halbech. We don’t really know. Mix-maxers have no real reason to choose this option over blackmailing Halbech as Halbech gives you more money, but role-players who have it out against Halbech may find this to be an appealing alternative to the small fee Scarlet gives you.
Anaphysik says at the end “This should be the end of the first episode….” This is because we had planned to make the conversation with Steven Heck and the bugging of G22’s servers one episode, but cut it because we underestimated how long these two missions would take and overestimated how long one of the other missions in this chunk would take, so it did even out to four episodes anyway.
Disclosure Alert: Alpha Protocol: Episode 10: One Heck of a Guy
I’ve been receiving a lot of feedback telling me to let up on Aldowyn. Fortunately, you guys have been heard and I will do my best to correct this in the future. Unfortunately, I was only made aware of this AFTER recording this week’s chunk, so you’ll have to suck it up for just a little bit longer. Sorry about that!
In much cheerier news, those of you who are fans of Spoiler Warning (as in, almost all of you) will be pleased to see Mumbles make her triumphant return to LPs with week as our special guest. (Such a shame the Thorton can’t eat people.)
I really enjoy Steven Heck’s character. This is Nolan North as his very best. A lot of people give Nolan North flak for all of the many video games where he stars as an “everyman character” like Nathan Drake. While that is deserved to some degree, the guy is actually a very good voice actor, which is why he gets so many roles in the gaming space. As for the character Heck himself, he’s about as lovable and heroic of a psychopath as you could possible find. If he likes you, he’ll kill anyone who’s out to get you. If he hates you (or if you call him “Steve”) watch out. Considering Alpha Protocol is going for the feel of a spy thriller like James Bond or 24, Heck fits in well, even if I disagree with anaphysik that I could plausibly believe that a criminally insane man would be capable of doing what Steven Heck can do, if only for the logistics of it.
The rest of the guys are right when they point out the biggest problem with Scarlet Lake. She is perhaps one of the most cliche characters Obsidian could have included in a Modern-Day Spy RPG. The plucky, red-headed reporter who has a nose for a scoop and is willing to do anything to get it has been played so many times before that most a lot of people just look at it and groan. Mumbles hit the nail on the head when she said that naming a red-headed chick Scarlet is very lazy. It’s not particularly game breaking or anything, but compared to other characters, there really isn’t a lot of depth to Scarlet, at least not until you get to the end of the game.
To close this comment, I need you guys to help me out with something. I want the Lumberjack beard and I know you guys want it too. If we’re going to get that to happen, then I need your help convincing them to give us more beard time. Leave a comment either here or on the official Disclosure Alert twitter profile to let those two know about the awesomeness of the Lumberjack beard. They promised that if enough people comment with their approval, then we’ll have at least one episode each week with the Lumberjack beard.*
*This statement may or may not be my attempt to troll those two. Promises might not have actually been made and those two may actually hate the Lumberjack beard.
#57: A Challenger Approaches (And Discusses Role-Playing in Strategy Games)
Disclosure Alert: Alpha Protocol: Episode 9: Shaheed Saudi Writing on the Wall
And now, Saudi Arabia comes to an end. Thank goodness for that, because the game becomes more interesting AND more fun once we get to the core of it.
I think the confrontation with the Al-Samad Lieutenant was a pretty well done section of game. It’s short, yet the scene is set up in such a way that there are a couple of different routes you can take to finish it. It allows for either combat or stealth characters to do what they enjoy doing most, whether it’s getting the drop on somebody or abandoning discretion in favor of mass violence. As an interesting side note, the Al-Samad Lieutenant is one of the few characters in the game that you actually have to kill. Aside from him and Darcy, the game allows players to choose exactly how murderous they want to be.
I’m significantly less charitable about the fight against the tank. On at least 2 of my playthroughs, the fight against the tank went very much the way Varewulf described it. I had run out of missiles to defeat the tank with, so I was left using the Pistol and my backup Assault Rifle to fell a TANK. I was surprised to see that the Halbech missile launchers didn’t respawn. And like Aldowyn, I remember having a few mishaps where it looked like I had a clean shot, but something in the environment got in the way, making me either miss the tank or blow myself up. This game does have the problem Deus Ex: Human Revolution had where the bosses feel entirely out of place. As we progress through the game, you’ll learn what I mean by that. (And as an aside, Aldowyn has a huge problem with not using First Aid when he really should. So much so that we almost made that his title in the credits.)
I said this in one of the earlier episodes, but I really like the idea of using the interrogation as a framing device. In the scene that plays after the Graybox is finished, players are initially led to believe that Thorton is the one interrogating Leland. Now that we’ve finished Saudi Arabia and as we head to other hubs in the game, we then realize that Leland is the one whose interrogating Thorton. It’s a really subtle plot twist that I thought was really well done and had me hooked. All throughout my first playthrough I was wondering “How did Thorton get captured by Halbech and thrown into the Graybox?” And, as anaphysik notes, the dialog between Thorton and Leland is really well written and there’s a lot of subtext behind it.
The conversation with Shaheed represents a very big turning point in the game. This is the point where Michael Thorton stops being a tool for Alpha Protocol and starts to really think and plan for himself. This is where the game starts offering choices and consequences that reach farther than the hub they are made in. Choosing whether or not to kill Shaheed is a very morally gray decision. On one hand, he is being set up just as much as Thorton is, another tool for Halbech to use and dispose of. Also, he is a man of his word and keeps all of his promises. On the other hand, he is NOT a nice man. He is very much a terrorist and openly admits to planning further attacks, promising to do more harm to innocent people. It’s not an easy choice to make and players can justify making either decision.
So this is where we get into the game’s main premise. Alpha Protocol has been infiltrated by Halbech and hijacked for their own ends. As a result, we are now a rogue operative. However, thanks to all the secrecy and the “Yellow-Brick-Road” policy that Alpha Protocol maintains, where operatives must find their own resources, safehouses, and funding, we can utilize Alpha Protocol as well, finding safehouses and gathering weapons or intel relatively easily. There are three leads we can choose to follow: A Halbech connection selling missiles in Moscow, an Al-Samad sleeper cell being activated in Rome, and the impending assassination of the President of Taiwan. As Aldowyn stated, this is the usual Bioware MO of making you go through a tutorial mission and then opening up, giving you the freedom to choose the order you take things on yourself and dividing the game into small mini-stories than culminate in the finale. It’s a style I enjoy and appreciate.
As anaphysik said, the first meeting with Scarlet Lake seems WAY too convenient. Right after you find out the Halbech’s get-rich quick scheme to start a Cold War will end up causing World War 3, you meet a reporter who’s clearly trying to use you to get a scoop because her journalistic instincts tip her off to you. The real reason she needs to meet you at that point is because of something we’ll talk about in the Taipei mission. I have more to say about her, but right now you’re lacking the context, so I’ll save it for when we post the first half of Taipei.
I really like the Taipei safehouse. It feels ripped right out of a spy movie, very fitting for a game like Alpha Protocol. And like anaphysik, I enjoyed the news channel you can watch throughout the game. They offer not only a nice source of humor, but also a way to gauge how laymen in the world are reacting to your actions. It’s a nice little touch that I can appreciate, much like the dingy apartment we only see in one brief scene.
——————————————————-
See! I told you this post more be more substantial!
Disclosure Alert: Alpha Protocol: Episode 8: Rouge Agent
We had planned to only do four episodes in Saudi Arabia. However, this hub ran longer than anticipated, so we had to stretch into 5 episodes. The next one SHOULD be posted either by the end of the day tomorrow.
This is one of those episodes where nothing worth commenting on happens. It’s basically just us talking with Aldowyn playing in the background. Sorry, but sometimes that happens.
But rather than leave this space nearly blank, I’m going to instead talk a little about the save system of Alpha Protocol, mainly because it isn’t particularly good. For context, before we record a particular segment of the game, Aldowyn usually performs a practice run, streaming it to whichever one of us wishes to watch. (It’s usually anaphysik, since I am often busy doing one of the following: College coursework, writing articles for PSTD, or playing whatever game-of-the-week interests me.) When he went to start his practice save to begin our next hub world (which I’ll talk more about next episode), he had difficulty finding the correct save. This is because of a couple of problems with Alpha Protocol’s save system. First, it only saves checkpoints and while you can manually save, you can only save progress up to the last checkpoint. Second, unlike other games like Mass Effect (Yes, I know. Shut up!), game saves aren’t neatly divided into careers for your convenience. They are all in one list. These two facts in combination combine to great irritation. If you’re like Aldowyn and have multiple saves in the same spot, it can be trouble when trying to find a particular save (which you would almost always want to do whenever loading a game). You can’t rename saves either, so best of luck to you if you have 5 saves all at “Saudi Arabia Safehouse.”
I have to wonder if this is a fault with the engine or with Obsidian’s programming. Honestly, by now saving systems should’ve been perfected years ago. We should not have to put up with bad save systems in the modern day. I had a similar problem with Hitman: Absolution and its god-forsaken checkpoint system. Why am I seeing developers and game engine programmers so often screw up this part of the game? Save systems may say nothing regarding your game’s mechanics, themes, or play, but done poorly they’re tedious and annoying, which may cause players unnecessary frustration and agitation with the game.
Sorry for not having anything substantial to say about the game. Once shit hits the fan in tomorrow’s episode, I’ll have a much more interesting post to give you.