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etalian posted:I find the more direct combat builds to be pretty boring since it turns the game into a bland shooter and it really doesn't have enough unique gear/bad guys to make a fun shoote em' up game. I totally agree with this and didn't mean to imply otherwise. I just hate waiting around on cooldowns or guard patrols and wish it didn't have that trade off. Especially since the main draw of the game is the reactive story, it is sometimes worth it to me to just get through the levels faster. vvv I ended up getting it on my first time through the game. Amusingly, I actually got it at the end of the ruins in Rome, but boy was that end fight a bitch! seorin fucked around with this message at 02:41 on Jul 27, 2011 |
# ? Jul 27, 2011 02:28 |
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# ? May 29, 2024 14:08 |
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Pacifist runs have some surprising benefits. If you nonlethally take down a ton of guys, you get this huge boost to your endurance eventually. Despite my love of stealth, I still haven't gotten that "One with the shadows" achievement. I keep screwing it up somehow.
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# ? Jul 27, 2011 02:32 |
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Speedball posted:Pacifist runs have some surprising benefits. If you nonlethally take down a ton of guys, you get this huge boost to your endurance eventually. It's hard to do cause there's only like 3 or 4 levels that you won't be spotted on. The ones I can remember where it's doable are the airfield, the listening post, and molotek offices.
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# ? Jul 27, 2011 02:47 |
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Is that true on the PC version? I know there are some levels where an alarm goes off automatically, but those seemed like the exception rather than the rule, and if you're a masochist like me, you can actually do any other (non-boss) level without being spotted (if you're willing to wait on cooldowns and use them liberally). I did think it was true until I got the achievement myself on a level I thought there was no way in hell I'd get it on. Next time I go through the game, I may have to test it more intentionally.
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# ? Jul 27, 2011 02:55 |
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Torsade de Pointes posted:It's hard to do cause there's only like 3 or 4 levels that you won't be spotted on. The ones I can remember where it's doable are the airfield, the listening post, and molotek offices. The other two are the G22 warehouse in Taipei and the Nasri mission (the final room is really tricky, but doable).
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# ? Jul 27, 2011 03:00 |
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seorin posted:
Sort of helps if you are gadget expert and have piles of traps to play with. The comm dish has lots of chokepoints around it meaning a few shock traps or other goodies can really help you make the fight much more manegable. Especially since it allows you to focus on guarding one chokepoint while your traps protect the other routes.
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# ? Jul 27, 2011 03:10 |
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seorin posted:Is that true on the PC version? I know there are some levels where an alarm goes off automatically, but those seemed like the exception rather than the rule, and if you're a masochist like me, you can actually do any other (non-boss) level without being spotted (if you're willing to wait on cooldowns and use them liberally). Doesn't have to be an alarm necessarily. Basically, no enemy awareness icon can turn red from what I understand. From what I recall, at least half the levels are impossible. Saudi ArabiaThe Jizan stockpile and Intercept Shaaheed missions are not doable. You will always be spotted. I know you can do the airfield, not sure about Nasri's palace. You can talk your way through the beginning, but I'm not sure if that counts for being spotted. It's still very hard to do on these levels cause you don't have much of the stealth abilities unlocked. RomeI don't believe the Chateau, NSA Gelato shop, Contacting Madison, or talking to Marburg at the cafe missions count for this perk. The CIA hub is possible. You will always be spotted during the warehouse, Marburg's mansion, ruins transmission, and museum missions. TaipeiAgain, I don't believe contacting Heck, President Sung, or Hong Shi count towards the perk. The Warehouse is probably doable. You will always be spotted during the Triad, NSB Conference, Intercepting the Assassination Plan, and the Rally missions. MoscowContacting Grigori or Surkov doesn't count. You will always be spotted during the Trainyard, Lazo's Yacht, The Embassy, and Brako's mansion. The last optional mission with Molotek is doable if you take Surkov's deal. Torsade de Pointes fucked around with this message at 03:23 on Jul 27, 2011 |
# ? Jul 27, 2011 03:14 |
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Torsade de Pointes posted:Saudi ArabiaThe Jizan stockpile and Intercept Shaaheed missions are not doable. You will always be spotted. I know you can do the airfield, not sure about Nasri's palace. You can talk your way through the beginning, but I'm not sure if that counts for being spotted. It's still very hard to do on these levels cause you don't have much of the stealth abilities unlocked. Nasri's isn't possible. Bluffing your way past the guards only gets you through the front gate, the alarm goes off 10 seconds after the next checkpoint loads and the guards call in to report your arrival
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# ? Jul 27, 2011 03:21 |
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Slantedfloors posted:Nasri's isn't possible. Bluffing your way past the guards only gets you through the front gate, the alarm goes off 10 seconds after the next checkpoint loads and the guards call in to report your arrival If you use the aggressive response, they just let you in. They never check to see if you're supposed to be there and there is no alarm sounded. I was just unsure if talking to them at the beginning has any effect on the perk if you take that option.
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# ? Jul 27, 2011 03:25 |
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Torsade de Pointes posted:Doesn't have to be an alarm necessarily. Basically, no enemy awareness icon can turn red from what I understand. From what I recall, at least half the levels are impossible. You're right, there are a lot more than I remembered, mostly due to forced allies. Still, I suspect there are a few you'd be surprised and it's still possible, just difficult. I think they actually have to spot you, not just have a red arrow. At the end of the Rome ruins, the guys that spawn start with red arrows, right? I got the achievement there by cheesing invisibility (without brilliance, even; I had to wait behind a wall for the cooldown to come back up), so unless they started at yellow, my theory is correct. I don't remember for sure, though, since if you're invisible, those arrows don't stay red for long. It may even be possible on missions with allies who themselves are spotted, as long as you are not. To say for sure, I'd really have to run through the game once or twice with the sole intent of testing it, but my experiences with the achievement suggest it's at least a little more forgiving than people seem to think.
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# ? Jul 27, 2011 03:51 |
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Torsade de Pointes posted:Doesn't have to be an alarm necessarily. Basically, no enemy awareness icon can turn red from what I understand. From what I recall, at least half the levels are impossible. Turn yellow. Except there are two kinds of yellow - the "I know you're there and I'm hunting for you" and "What was that noise?". The second you can have, the first you can't.
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# ? Jul 27, 2011 11:45 |
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Torsade de Pointes posted:TaipeiThe Warehouse is probably doable. Whenever I do that mission the first G22 Gaurd is already on yellow by default making it impossible. To get that stealth trophy I ended up doing: Airport Nasri CIA
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# ? Jul 27, 2011 12:23 |
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Oh, man. If you piss off Madison and then speak to her when she is on your couch, a pleasant exchange takes place. This game, oh boy.
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# ? Jul 27, 2011 13:07 |
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I bought this game cause of this thread, and the dialogue options are amazing. Mike says what he says, and consequences be damned (at least for the first run through).
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# ? Jul 27, 2011 15:53 |
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This is disappointing: http://www.gameinformer.com/b/news/archive/2010/07/06/no-alpha-protocol-2.aspx I just started this game and I can already tell that I'm gonna be bummed knowing there won't be a sequel after I finish my first run through.
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# ? Jul 27, 2011 16:53 |
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RomaVictor posted:This is disappointing: Old, false news. Obsidian owns the IP. Sega of America are just retards. e: Also, this vvv Captain Walker fucked around with this message at 17:01 on Jul 27, 2011 |
# ? Jul 27, 2011 16:56 |
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In more recent news: http://www.gameinformer.com/b/news/archive/2011/05/22/obsidian-still-wants-to-make-alpha-protocol-2.aspx
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# ? Jul 27, 2011 16:58 |
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FronzelNeekburm posted:In more recent news: http://www.gameinformer.com/b/news/archive/2011/05/22/obsidian-still-wants-to-make-alpha-protocol-2.aspx Oh wow! That actually brings a question to mind: Has something like this happened before, where a developer makes a sequel under a different publisher than the first game? It sounds familiar, but I'm not sure.
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# ? Jul 27, 2011 17:07 |
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RomaVictor posted:Oh wow! That actually brings a question to mind: Has something like this happened before, where a developer makes a sequel under a different publisher than the first game? F.E.A.R 2/Project Origin was a bit like that, wasn't it? ChuckDHead fucked around with this message at 17:32 on Jul 27, 2011 |
# ? Jul 27, 2011 17:09 |
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RomaVictor posted:Oh wow! That actually brings a question to mind: Has something like this happened before, where a developer makes a sequel under a different publisher than the first game? Sometimes weird stuff can happen. When BIS ditched Codemasters as a publisher and made a sequel to Operation Flashpoint, they had to come up with a new name because Codemasters held the rights to the name. Thus, Arma was a sequel in all aspects but the name. It also opened up the ability for Codemasters to make a completely unrelated game with the Operation Flashpoint name, hence why Dragon Rising was absolutely nothing like the original game.
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# ? Jul 27, 2011 17:27 |
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FronzelNeekburm posted:In more recent news: http://www.gameinformer.com/b/news/archive/2011/05/22/obsidian-still-wants-to-make-alpha-protocol-2.aspx And the Game Informer review wishes the dialogue was more reactive. You know, like Mass Effect
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# ? Jul 27, 2011 18:30 |
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RomaVictor posted:Oh wow! That actually brings a question to mind: Has something like this happened before, where a developer makes a sequel under a different publisher than the first game? Yes, it does happen. Mostly it depends on whether the publisher or the developer holds the rights; if the publisher has it, you see the publisher releasing something that's a sequel in name only while the developer makes something that's a sequel in everything but name (see the OFP/ArmA thing mentioned earlier), and the if the developer has it, you see a sequel released under a different publisher (Half-Life being a trivial example - the original was published by Sierra, and subsequent games by Valve themselves - but I'm sure there are others.) It doesn't happen all that often, though, because most of the time the publisher, not the developer, gets to keep the IP rights, and/or the funding/profit division structure is such that the publisher effectively owns the developer. MrL_JaKiri posted:And the Game Informer review wishes the dialogue was more reactive. You know, like Mass Effect
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# ? Jul 27, 2011 18:54 |
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FronzelNeekburm posted:In more recent news: http://www.gameinformer.com/b/news/archive/2011/05/22/obsidian-still-wants-to-make-alpha-protocol-2.aspx quote:The conversations may seem similar to Mass Effect’s on first glance, but where that title keeps players engaged with constant choices, Alpha Protocol doesn’t put the system (and, by association, the characters) at the forefront.
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# ? Jul 27, 2011 19:05 |
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I got into an argument (yes... ) with someone who swore blind the game was no different from Mass Effect, and he'd played more than enough of the game to figure this out. When pressed it turned out he'd gotten to the fourth mission in Saudi.
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# ? Jul 27, 2011 19:06 |
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MrL_JaKiri posted:And the Game Informer review wishes the dialogue was more reactive. You know, like Mass Effect That review also ranks replay value as 'low.' Can't enough.
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# ? Jul 27, 2011 19:14 |
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Sable Stormfront posted:That review also ranks replay value as 'low.' Can't enough. Man, I want to make an intelligent response to that, but I blacked out when I read it and now I have all this vomit and blood all over my keyboard.
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# ? Jul 27, 2011 19:20 |
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Crappy Jack posted:I've been able to sneak around him before. Try hugging the leftmost wall; it looks like he should be able to see you, but you should be able to get past him. At least, I think so. This worked: thanks!
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# ? Jul 27, 2011 19:35 |
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Geez. I know that reviewers don't always have a chance to review the whole game, but come on! That's just friggin' lazy.
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# ? Jul 27, 2011 19:54 |
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Speedball posted:Geez. I know that reviewers don't always have a chance to review the whole game, but come on! That's just friggin' lazy. I'm looking forward to a few years down the line when these same gaming journalists are writing articles about underrated/underplayed games and this gets stuck alongside Beyond Good and Evil and Psychonauts as one of the games that the gaming public totally missed out on and should have played.
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# ? Jul 27, 2011 20:01 |
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Finished my first play through. Pistol/Toughness. OP definitely right, this game is way better than advertised. Glad I picked it up.
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# ? Jul 27, 2011 23:15 |
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Speedball posted:Geez. I know that reviewers don't always have a chance to review the whole game, but come on! That's just friggin' lazy. Yeah that review is a travesty against all right thinking people. Also, bad voice acting? Really? I think the voice acting for Thorton is pretty good - I was tempted to email the V.A. after that interview he gave where he said he hated his performance.
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# ? Jul 28, 2011 02:14 |
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Cthulhu Dreams posted:Yeah that review is a travesty against all right thinking people. Also, bad voice acting? Really? Yeah I think AP has some great voice acting, it's not often I find myself laughing at game dialogue like I do with this game.
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# ? Jul 28, 2011 04:32 |
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Red_Fred posted:Yeah I think AP has some great voice acting, it's not often I find myself laughing at game dialogue like I do with this game. Especially all the groan worthy Suave lines
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# ? Jul 28, 2011 04:33 |
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Cthulhu Dreams posted:Yeah that review is a travesty against all right thinking people. Also, bad voice acting? Really? ouch. if he thought he did such a bad job i wonder if he would even return for AP2.
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# ? Jul 28, 2011 06:50 |
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As I remember, his complaint was that he liked the first pass through the dialogue more, before Obsidian came back and asked him to dial things down and give Mike a more subtle, controlled delivery, because otherwise you get the MPD Dialogue Effect where the character see-saws between just-some-guy-Everyman and gently caress-those-aliens-Renegade. (e: Also, I think it's so you can decide for yourself whether Mike actually means any given thing that he's saying or is just manipulating the person he's talking to.) I can understand both his opinion as an actor and the considerations that overrode it. I wish the original recordings could be released, though, so obsessive fans could judge things for ourselves. Hannibal Smith posted:Gaming journalism! There really, really should be an emoticon for this. I have strong opinions on the matter. Doc Hawkins fucked around with this message at 07:10 on Jul 28, 2011 |
# ? Jul 28, 2011 07:07 |
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In Training posted:That's an interesting idea, I've never really heard of a game where a canon ending is that the main character dies, while it still being entirely the player's choice. It could prove for even more variety and interesting outcomes, especially if scenes would continue to play out after your death, just without your input. I hate to bring up Norrland, but Norrland. Although I suppose that's the main ending. In Westwood/Cryo's dune many things that paul could do would end with a special bit of art and a voice-over describing what paul's death meant. Dunno if those count.
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# ? Jul 28, 2011 07:40 |
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njark posted:ouch. if he thought he did such a bad job i wonder if he would even return for AP2. Part of the problem was the necessity to allow the player to switch stances all the time. They did it pretty well, but that meant that Thorton's voice had to remain a bit flat to avoid sounding like a bipolar having constant mood swings.
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# ? Jul 28, 2011 07:46 |
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CaudaVenenus posted:Part of the problem was the necessity to allow the player to switch stances all the time. They did it pretty well, but that meant that Thorton's voice had to remain a bit flat to avoid sounding like a bipolar having constant mood swings. Yeah, the dude obviously was not really in the loop. He stated in the same interview that he hadn't played it, and didn't know that SEGA had decided to go with no sequel. That's why I was considering emailing him (might do it anyway), just to say that it was a great job and his performance really held up in the context of the game.
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# ? Jul 28, 2011 07:55 |
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FronzelNeekburm posted:In more recent news: http://www.gameinformer.com/b/news/archive/2011/05/22/obsidian-still-wants-to-make-alpha-protocol-2.aspx I know I should've expected it, but the comments on that article make my head explode
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# ? Jul 28, 2011 09:16 |
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# ? May 29, 2024 14:08 |
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Wolfsheim posted:I know I should've expected it, but the comments on that article make my head explode Obviously the game was terrible. There was no Push A for Awesome, nor any deep characterisation where you can ask people about their entire life stories while you chill out in their spaceship, and you can't just push A for perfect solution to everything. What hacks would ever make a game where you can't solve everything to everyone's satisfaction? I want my power fantasy where I save everything, thank you very much.
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# ? Jul 28, 2011 10:19 |