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[–]Pauson 89ポイント90ポイント  (17子コメント)

putting aside the glitches, crap AI, and wonky shooting

That's probably why it didn't receive more attention. The gameplay is a bit weak, and since it's a game it matters a lot. Yes the story is interesting but if the gameplay is just an obstacle to get more of it then it's a bad design. The story deserves attention, not the game as a whole.

[–]ShakyFtSlasher 17ポイント18ポイント  (4子コメント)

That's exactly how the first Witcher is. Amazing story, world, and a deep morally - grey choice system. However the combat is just bad.

[–]Drakengard 13ポイント14ポイント  (1子コメント)

I wouldn't say it's bad per se. It's just unintuitive when compared to other modern games - most which copy each other almost at times to a tee.

Between Morrowind, The Witcher and Alpha Protocol, there's a certain degree of oddness to the gameplay. It works and it's still fun, but any preconceived notion on how everything must work must be cast aside or you'll end up fighting against the game too much.

Obviously if you can't do that, you'll hate those games quite a bit.

[–]RushofBlood52 1ポイント2ポイント  (0子コメント)

Yeah, I guess "odd" is a good way of summing up "arbitrarily linked to a weird QTE" and "guys just appeared out of nowhere to fight you just because" and "you'll pretty much be good just by clicking along with the QTE and nothing else" and "the QTE never changed."

[–]Phelinaar 2ポイント3ポイント  (0子コメント)

I liked the combat at the time. It was odd, but not bad.

[–][deleted] 0ポイント1ポイント  (0子コメント)

I didn't really have any problems with the combat, but at the time I was coming from a several year long expedition in NWN country. It honestly feld like the Aurora Engine (from NWN), despite being heavily updated, perhaps wasn't the best choice for a game such as this.

The 6 Second Rounds in combat for example, which lead to Geralt waving his sword above his head like a moron until the next round came around.
They tried to work around it with the silly semi QTE combat system but it was still too noticeable at times. And it probably looked really jarring to anyone not used to the 6 second oddity straight out of D&D.

Similarly, the second act really suffered from the engine choice. The engine really couldn't deal with level transitions. Everytime a new level was loaded, the old one was unloaded first and then the new one was loaded from the ground up. That made sense in a game which had semi-large maps but The Witcher used it for small Houses while still having a large texture load.
So Act 2 was basically: "Alright, Sir Bumalot said we need to ask Miss Frecklefire. Let's go. Exit Building. Loading times out the arse. Walk through the town. Enter Building. Loading times out the arse. Talk to Miss Frecklefire. She tells me she doesn't know anything. So, exit the building again... Loading... why exactly they decided it'd be a great idea to have a detective plot in that area, I'll never know.

Until they patched the second act so it wouldn't unload the entire city everytime you transitioned, I've spent more time in loading screens than it took me to complete the rest of the game when I came back a year later.

What I'm saying is, I blame the oddities on the Aurora Engine. They tried their best to mask the D&D roots in the engine but its especially obvious in combat that the game is in fact turn based at heart. Even if it tries to look like realtime action.

[–]hoilst 20ポイント21ポイント  (8子コメント)

You know what? If Obsidian ever release a bug-free game, I run like hell from it...because it clearly can't be a proper Obsidian game.

Hell, I'm trying to replay New Vegas. And I literally can't.

[–]wangatangs 19ポイント20ポイント  (5子コメント)

This Kotaku article talks about the history of Obsidian Entertainment and goes into some behind-the-scenes stuff the company had to go through for their games.

And indeed, Urquhart admits that Alpha Protocol had some serious issues. The game's four-year development process was long and arduous, and the team sometimes felt like they didn't have a clear direction: was it a shooter? An RPG? A stealth game? All three?

"We meandered—I think that's the best way to say it," Urquhart said. "We meandered for quite a while on that project. It took us a long time to get to the point where we were where we needed to be."

They didn't have any sort of game specification document, Urquhart said, which is now something they require for all of their games: a listed, documented set of guidelines for exactly how a game will be designed and developed. They also didn't determine exactly who they were making the game for—action players? RPG fans? shooter addicts?—which Urquhart said was a serious detriment.

"We started getting into these arguments which were completely not helpful," he said. "Is it 70% RPG or 30% action, or is it 46% action and 50%... These things were not helpful. What we needed to say is: in a mission, Michael can do these things, you know, and this is the toolkit. He can unlock things, he can hack things, he can throw bombs, he can interact this way, he can interact that way."

Part of the problem was Sega's indecision, Urquhart said. "A great example is there was a whole segment of the game, which was really cool, and it probably cost $500,000 to make. It was a long sequence, lots of mocap and all this kind of stuff. And at the time Sega felt it just didn't fit the game... and so $500,000 cut. And you know, I understand: they pay us to make the game. It's totally their right to do that. It can just derail."

Plus, Dungeon Siege III was virtually bug-free upon its release. It was after DSIII when Obsidian adopted a mantra of, "We are not gonna make buggy games anymore,"

They tried to apply those lessons to their next game, Dungeon Siege III, which had its own issues, but by most accounts was relatively bug-free. And after New Vegas, Urquhart decided it was time to shed their reputation.

"We as a company got into a big room and we said, ‘We are not gonna make buggy games anymore,'" Urquhart said.

So they designed an entirely new bug-tracking system—a computerized program that automatically sends crash reports to their engineers. Their last bug-recording system, Urquhart said, involved pens and paper.

I played through the South Park game and that wasn't buggy either.

[–]myWorkAccount840 10ポイント11ポイント  (0子コメント)

I just read the wikipedia article on the torturous development of Stick Of Truth.

Fucking hell o_O

[–]talideon 5ポイント6ポイント  (3子コメント)

Plus, Dungeon Siege III was virtually bug-free upon its release. It was after DSIII when Obsidian adopted a mantra of, "We are not gonna make buggy games anymore,"

It was rock solid. I stumbled across only one (minor) bug in the game: occasionally in Stonebridge, you'd encounter an invisible wall that should've be there, but it was easy enough to get it to go away.

I think part of the reason why DS3 was so bug free compared to a lot of their previous games was down it being built on their in-house Onyx Engine, and it wasn't a rushed title.

It's really a small miracle that the South Park game was as good as it was, given all the drama around its development.

[–]RushofBlood52 0ポイント1ポイント  (1子コメント)

I think part of the reason why DS3 was so bug free compared to a lot of their previous games was down it being built on their in-house Onyx Engine, and it wasn't a rushed title.

And wasn't it really shallow?

[–]talideon 0ポイント1ポイント  (0子コメント)

No more than the other DS games. I guess you could say that you could only have two characters (and no donkey) in your party made it shallower, but the story itself was less shallow than the previous DS games, and the gameplay was quite solid.

[–]Mister_Tulip 2ポイント3ポイント  (1子コメント)

Rest assured that, judging by the reports I read of the initial release, they didn't actually release it bug-free; they squashed the bugs in later patches.

[–]talideon 0ポイント1ポイント  (0子コメント)

Y'know, I got the game upon release, and I have to say, it was no more of a bug-filled mess than FO3.

Then again, Bethesda's hack of Gamebryo is a mess anyway.

[–]Baryn 3ポイント4ポイント  (0子コメント)

The story deserves attention, not the game as a whole.

OP mentions a lot of what was good about the gameplay. Storytelling is gameplay in an RPG. The narrative progression and dialogue systems are gameplay. The decision-making is gameplay.

The gameplay is a bit weak

The action gameplay, which the OP asserts is overshadowed by the storytelling gameplay.

[–]MOONGOONER 2ポイント3ポイント  (1子コメント)

Alpha Protocol is a perfect example of why numerical review systems are flawed. When it came out it got 6s and 7s I think. I agree, and yet it's on my short list of games everybody should play

[–]Pauson 3ポイント4ポイント  (0子コメント)

Numerical reviews are not necessarily flawed but rather too general while hiding a lot of subjectivity. I'd rather say that they are not useful on their own, but might be used as first indication of whether the game has broad appeal or not.

I tried it and was too annoyed by bugs and general lack of polish. I can't be bothered to force myself through it with other games being more playable.

[–]Krautmonster 25ポイント26ポイント  (13子コメント)

Agreed, I also played this recently and enjoyed A LOT of the aspects of being a spy, and man, that cocaine-fueled boss fight was VERY memorable, had a great scarface feel to it. By no means is this a well polished game and has lots of problems with it, but I think if obsidian were to make a sequel, it'd fix those mistakes. But for getting it on sale for a few bucks, I really enjoyed the game and would definitely give a sequel a chance. Not enough spy games out there.

[–]tyrannosaurus_r[S] 9ポイント10ポイント  (5子コメント)

Absolutely, the espionage them really works great. You can James Bond your way through, go full stealthy (though, due to glitchiness, this may be a rough path), or, if you're me, Archerize the situation and attempt to tranq everybody, fail, and just wind up shooting your way out and surviving purely on blind luck and superior firepower.

[–]IAMA_dragon-AMA 7ポイント8ポイント  (1子コメント)

I seem to recall reading somewhere that Mike could be any of the three J.B. spies: James Bond, Jason Bourne, and Jack Bauer.

[–]SvenHudson 0ポイント1ポイント  (0子コメント)

That was the description of how the dialogue options were generally laid out. Suave (James Bond), dry and practical (Jason Bourne), aggressive (Jack Bauer).

[–]Krautmonster 1ポイント2ポイント  (0子コメント)

Oh god I loved that, taking the suave James Bond role or going full archer. Played a second time as the badass and that ending was just so awesome. I also felt the missions that involved no combat at all and just dialogue and tense situations were a cool touch. Also Albatross getting jealous and rubbing it in his smug Percy face then being so alpha he stays my friend anways.

[–]A_Boojum_Snark 0ポイント1ポイント  (1子コメント)

Trying to play full stealth was why I never finished it. I too picked it up on steam a long time ago but I haven't touched it for years since I gave up after (no exaggeration) 40+ failures at the one boss fight because I specced too far into stealth and didn't have enough combat prowess for the boss. :( I don't even remember his name, but I believe it was the encounter in a museum after you make the decision of save the girl or disarm the bomb or something like that.

[–]Cryse_XIII 0ポイント1ポイント  (0子コメント)

I managed to beat the game as agent recruit (weakest starter) and hardest difficulty on my first playthrough, if I can do that, you can too.

I failed a bit more than 40times too

[–]temporarycreature 3ポイント4ポイント  (4子コメント)

Forgo the sequel, and just remake the game with a subtitle, like definitive edition, and fix all the problems, like the AI.

[–]Krautmonster 4ポイント5ポイント  (1子コメント)

Got it! Alpha Protocol: Beta Edition. People would know it's different and they'd be poking fun at the problems of the original release!

[–]temporarycreature 1ポイント2ポイント  (0子コメント)

Well, using that naming scheme, to account for all the bugs the original had, you'd need to call it Alpha Protocol: Beta Charlie Delta Echo Foxtrot edition.

[–]talideon 0ポイント1ポイント  (0子コメント)

Forgo the sequel, and just remake the game with a subtitle, like definitive edition, and fix all the problems, like the AI.

That'd be great! But Word of God is that Sega have no intention of letting Obsidian do that.

[–]durZo2209 0ポイント1ポイント  (0子コメント)

Forget the remake, I would love if they just made an Archer game

[–]Sturm_the_Radio_Mann 7ポイント8ポイント  (1子コメント)

Turn up, the radio!

Brayko's bossfight is probably one of the greatest I've been in. But I'm an absolute sucker for big flashy setpieces set to some kind of song. Things like that, or Far Cry 3's "Make It Burn Dem" sequence. A little cheesy, but I don't even care.

[–]Krautmonster 2ポイント3ポイント  (0子コメント)

Oh yeah! I died so many times in that fight, but I didn't care because I got to listen to that song again. I just wish my disco ball sound system carried over to other safehouses. I understand Mike has to stay under the radar but mannnn I wish I could take that 80's awesomeness with me across the globe!

[–]StarTrekMike 5ポイント6ポイント  (1子コメント)

I also enjoyed Alpha Protocol but I feel like I was more attached to it's potential than the actual game itself. Perhaps it was because I had hoped that it would (in conjunction with Mass effect) finally provide developers with the incentive to make more dialogue heavy games with less and less focus on everything turning into a action scene.

To put it more directly. I had hopes that it would pave the way for a good Bond game. Alpha Protocol hinted at the idea of actually playing a movie style spy in a way that a lot of games before it failed to live up to.

[–]Anuer 0ポイント1ポイント  (0子コメント)

I remember AP as a much better game than it probably was, because what it did right it did so well in ways that other games hardly work at. Then someone asks me if the game play was actually good and eh...

[–]IAMA_dragon-AMA 8ポイント9ポイント  (3子コメント)

I absolutely loved both the levels and the dialogue in AP. I really enjoyed the characterizations of nearly all the characters in the game, especially Steven (not Steve. Never Steve) Heck.

There were definitely a few... interesting glitches (the most memorable being in "Intercept Nasri the Arms Dealer," where Mike Thorton would slide vertically up a wall while I used it for cover), but for the most part, nothing even remotely game-breaking, and some things that probably weren't glitches but seemed to be, like Mike's death animation, were hilarious.

The few gripes I have are that I kind of wish I was able to switch handlers more frequently than the start and the end, although I might've just missed something, and for some reason, stealth seems to be the most effective way to get stuff done. Oh, and the computer hacking minigame was terrible to control with keyboard + mouse.

[–]Dutch_Calhoun 2ポイント3ポイント  (2子コメント)

Oh, and the computer hacking minigame was terrible to control with keyboard + mouse.

Stop, I'm being triggered. That fucking bastard mini-game will haunt me throughout all my days. It was especially hellish when combined with the checkpoint save system: fail a hack, losing XP, a vital keycode and setting off all the alarms? Reload the last checkpoint... to before you stealth-killed an entire room full of 17 bad guys!

[–]western78 0ポイント1ポイント  (0子コメント)

That save system was the deal breaker for me. I just got tired of redoing whole sections every time I would die.

[–][deleted] 0ポイント1ポイント  (0子コメント)

I had to switch to the XBox controller every time. Unfortunately, the lockpicking was a much bigger pain in the ass with that setup.

[–]AquaSky 3ポイント4ポイント  (0子コメント)

I've been playing my way through Alpha Protocol lately, and I agree with this. I like games with lots of player agency and decisions that affect the storyline, which AP has in abundance. Linear shoot-em-ups really don't interest me; this is one of the few action games I've thoroughly enjoyed. Even if the Brayko fight did take me a dozen tries and several threats from my husband to mute the TV.

[–]bigblackcouch 5ポイント6ポイント  (0子コメント)

I enjoyed Alpha Protocol a lot, I had a great time of playing it, but it had its issues, and those issues were far and away worse when the game came out, which really killed off a lot of positive feedback the game could have had.

Personally the way I played through it though had me almost in tears laughing, I know it can play fine as a spy-thriller but I chose pretty much every option for Mike to be a dick to everyone. Which somehow had me wind up banging 3/4ths of the girls in the game, despite my Mike being a sarcastic asshole to everyone and everything. Also, my character looked like Bob Vila/Al Borland.

[–]Sturm_the_Radio_Mann 5ポイント6ポイント  (0子コメント)

Alpha Protocol is and remains in my top 5 games. This is despite the glitches, the frustrating boss battles, and some enforced combat sections that don't jive well with the controls.

You feel like you're playing a spy movie, you really do. Except for Tapei and Moscow (which each feel a little self-contained from the plot), it's a solid ride through a classic spy movie and my God is it fun. The setpieces and boss battles are friggin' awesome. Konstantin Brayko's boss fight in particular is amazing. Fighting a Russian street thug while Autograph's "Turn Up The Radio" blares in the background is fun as fuck. That video also does show one of the few downsides I have with the game:

The combat sucks. Well, more specifically, the gunplay sucks. Melee combat, while simplistic, feels good, but the gunplay is weird. You lose accuracy as you move your mouse around, and even at high skill levels weapons are really, really inaccurate, so you spend a lot of time spraying bullets. The PC port just exasperated it, because the PC port was pretty bad.

Overall though, I love the game. The characters and the story. The conversation system is just so good. You get only a few seconds tops to make a choice, and your choice can change a lot. How a person talks to you later, whether they help you or not, whether they'll survive an encounter, it even changes a boss fight a bit. But there's no surprise that the conversations, characters and writing were that good: the game's made by Obsidian. The same guys who did Fallout: New Vegas, Planescape Torment, Fallout 2, and Star Wars Knights of the Old Republic 2. They're usually top notch at this stuff.

It's one of the few games I feel needs a sequel. Not just should have one because the first one was good, but needs one. It flew so far under the radar and got a lot of bad reviews, but I feel there was so much potential that it deserves a second swing at the bat. Bring Obsidian or the new Black Isle Studios on board, get some better gameplay mechanics, some new graphics, a bit of a wider storyline with better choices, and you'd get a great game.

[–]AmnesiaCane 6ポイント7ポイント  (2子コメント)

I played through a good chunk of it. It had many choices, a really strong spy story, and it made you want to keep playing. It does those things, and those things only, really well.

Unfortunately, the game seemed to be fighting, at a core level, to keep me from enjoying it. I had to restart my game twice due to a game-changing glitch that totally corrupted my save. In literally every cut scene, random angles suddenly ran off into infinity. Random objects flashed like they were taken from a rave scene. Combat was completely broken, some skills and weapons were utterly useless, others were so powerful they were boring. It was not fun to play at all.

Alpha Protocol had really great writing, and one of the top two or three choice systems in any game. But, seriously, it's a terrible, embarrassingly unfinished game. It's like trying to bake a cake, and you use great, interesting ingredients, but it tastes bad, looks like it was dropped on at least two occasions, wasn't even close to finished baking, and under some of the frosting, there's not cake, there's just vacant, open space.

[–]jdubs526 4ポイント5ポイント  (0子コメント)

This is how I feel every time I seem somebody writing about how underrated this game is. I tried so hard to enjoy it but its just a broken mess between dialogue.

I wonder if somebody has made a mod that just let's you play the story and ignore the rest of the game. Call it the Telltale mod.

[–]SvenHudson 2ポイント3ポイント  (0子コメント)

It's weird to see so many people complain about how cripplingly buggy it is when the only bugs I ever encountered were sloppily written event flags in two levels that gave me credit for killing people that I didn't kill (one level says you killed people if you just knocked them out, the other has a door that when opened makes some guys hostile to you and the report says you shot your way out even if they didn't detect you or get harmed).

I played it on both 360 and PC and bugs have just never happened for me. It could be that I just played it with patches that you didn't get, in which case I encourage you to try again. Or it could be that I'm just stupid lucky, in which case you might get stupid lucky if you try it again.

[–]maico3010 1ポイント2ポイント  (0子コメント)

I will say this much, I too got it on steam during a sale. It still remains the best 2 dollar game I've ever bought.

The dialog is engaging and the gameplay isn't too bad. I didn't hit too many glitches that I can remember and for a stealth game the AI was decent as well.

My only regret is that I didn't play it through as thought I was Archer on the first play through =/

[–]flyliceplick 1ポイント2ポイント  (0子コメント)

I loved the game to bits and have argued friends to a standstill about it. I'd gladly play AP again rather than Mass Effect or pretty much any other modern RPG. I played it on PS3, and there were very few bugs, and I absolutely adored how the story was implemented, the conversation and decision system, the gameplay possibilities, and the sheer amount of options open to you.

I've played through it several times, and it's a classic.

[–][deleted] 1ポイント2ポイント  (1子コメント)

I'm a little confused about everyone agreeing that Alpha Protocol had "wonky shooting". I played AP on PC, and I have zero memory about game having bad shooting mechanisms. Sure, I had low expectations about the game because I bought it for 2€ in Steam sale and I'm quite familiar with games like Surgeon Simulator or QWOP that have bad controls on purpose, but I remember it had okay shooting system and one of the best stories and dialogue options in any games.

What was so bad about shooting? Was it worse on consoles (then again, every shooter is just horrible to play with a controller IMO)? Was sniping or other long range shooting bad (I played with shotgun)?

Edit: If you are interested in buying Alpha Protocol but you're afraid of the alleged wonky controls, I recommend tanky shotgun/close combat dude. And playing with keyboard+mouse, but I recommend that to every game, even when the game itself tells you play it with controller (looking at you Super Meat Boy).

[–]Sturm_the_Radio_Mann 1ポイント2ポイント  (0子コメント)

The game tried to be a little "RPG" about the shooting. Guns were incredibly inaccurate except with a lot of skill points invested into them and even then tended to be strange. The assault rifle in particular handled weirdly. If you moved your mouse at all, even to track a moving target or adjust your aim from chest to head, the crosshairs would bloom out.

They weren't bad, they just felt a little sloppy. You'd spray dozens of rounds for every one that hit, and in a game about being a highly trained spy, and in a game with limited-ish resources, that was bad.

[–]HeloRising 1ポイント2ポイント  (0子コメント)

AP was a great concept that had shaky execution.

There was so much that was just glossed over in the story department that could have led to so much interesting interactions that the designers didn't take.

It also didn't help that the game was buggy as shit and could have some seriously screwy AI.

If it got a re-release or a massive overhaul I could see it getting more attention than it got.

[–]Cryse_XIII 3ポイント4ポイント  (0子コメント)

it is already in the list of best RPG's of all time, I believe under the top50 or 30.

the mechanics are working great, some are unbalanced though, which I don't mind since its a single player game. Max out stealth and you are good for the entire game.

then there is stuff we have seen already like the hacking, it's entertaining but nothing new, we have seen it in bioshock and the like.

seriously this game came out for the ps3 when the main demographic was all over graphics, and during that time I heard them bash the game for its poor opening cinematic. I'd blame the graphics for its downfall rather than its poor AI and mediocre shooting.

[–]Non_Causa_Pro_Causa 1ポイント2ポイント  (1子コメント)

For what it's worth, the bugs don't appear so much in the console versions (for whatever reason). A lot of things people bring up with respect to difficulty (hacking, etc.) are also considerably easier. I know people get up in arms with the PC Master Race stuff, but I think the QA might've not been as good on the PC version (perhaps because it was Sega?).

At any rate, I'll always defend Alpha Protocol as an experience because I feel it's an apex of choice and consequence in games. You just can't beat it for reactivity with respect to character choice in a modern game.

I think the setting (present day, present time... fairly grounded sorta) is somewhat unusual, as is the role as a spy. What bothers me most about the reception is that it seems it might doom that sort of setting for RPGs by its failure despite being such a stellar game in many ways.

[–]FalloutIsLove 0ポイント1ポイント  (0子コメント)

I've played it on the 360 and the PC. As long as you use a controller, the PC version really is better and stabler.

[–]PM_ME_UR_RAINBOWS 1ポイント2ポイント  (1子コメント)

Alpha Protocol seemed like an excellent game, but I could never get past the first hacking minigame, thus I could never complete even the tutorial. Since I suffer from a mild form of dyslexia that has to do with rows arrangements, I simply am unable to play this game.

[–]SvenHudson 2ポイント3ポイント  (0子コメント)

You can actually skip whatever parts of training you feel like and use consumable gadgets to do your hacking for you.

[–]EquipLordBritish 0ポイント1ポイント  (0子コメント)

but putting aside the glitches, crap AI, and wonky shooting (along with the PS2/XB era boss battles)

I'm pretty sure these reasons are exactly why I played the game for 20 min and then never touched it again. I could go back and reinstall it to make sure, but judging by your consensus with my memory, I'll pass.

[–]arcainzor 0ポイント1ポイント  (3子コメント)

I had the opposite experience, where I felt none of my actions warranted the shitty ending I got. To be honest I probably just really fucked up someplace and everything happened for a reason.

[–]Forgiven12 2ポイント3ポイント  (2子コメント)

By "shitty" you mean you didn't particularly like it or was it just a sad ending? I've got only 2 hours on AP according to Steam, going to finish it some day.

I was initially impressed by the dialogue options and story but the generic 3rd person shooting sections put me off. Murdering hundreds of bland terrorists is not really my cup of tea, my memories are a bit hazy though. Still, it's a somewhat under-appreciated game for sure.

[–]arcainzor -1ポイント0ポイント  (1子コメント)

An unsatisfying ending where I didn't get to know the end of a lot of character arcs and a lot of people died.

[–]EddieFrits 0ポイント1ポイント  (0子コメント)

There are 4 different endings and I think pretty much everyone can survive depending on the choices you make.

[–]Phos_ 0ポイント1ポイント  (2子コメント)

You got me interested, so I go to check on Steam... but then

An error was encountered while processing your request: This item is currently unavailable in your region

I guess I'll pass on this one.

[–]DrunkOtter 0ポイント1ポイント  (1子コメント)

Not trying to encourage piracy, but in cases like this I don't really see it as a bad thing.

[–]hoilst 1ポイント2ポイント  (0子コメント)

Basic rule of economics: if demand outstrips supply, a black market is formed.

In this case, there is zero supply, but definite demand.

In short, Sega may have to learn some basic economics...

[–]xtravar 0ポイント1ポイント  (0子コメント)

I played it through two or three times in a row. Few games do that to me. It's good to hear other people enjoyed it, as well, since I was really bummed when they announced no sequel.

[–]NeuerOrdner -1ポイント0ポイント  (0子コメント)

I liked the story and the way they handled the question about morality. The fact that the game didn't apply any arbitrary binary moral-scale to you was refreshing and even though it didn't you still felt bad for some decision you had to take.

Like for example the decision to let Madison die to defuse the bomb.

However, the game itself was abysmal. Through the whole game I didn't really enjoy myself but was forced to complete it due partially my completionist-attitude towards games and due to me being interested in the story.

It could also be the case that me trying to "Deus-Ex" the game, when allmost every mission was finished with a huge fucking shoot-out, was hindering my enjoyment. I only skilled stealth, hacking and the gadget-tree if I recall correctly, but was later forced to cheese my way out of allmost every bossfight with the retardedly strong pistol-skill that let you shoot a whole mag into your enemys head in an instant.

It was a bad game, with an outstanding storyline and delivery of that story. I'd probably have had more fun with it in a VN-form.

[–]sofawall -1ポイント0ポイント  (2子コメント)

I just remember that after rebinding keys, I was completely unable to participate in the hacking minigame, making the game impossible to complete. Kinda said fucck it at that point.

[–][deleted] -1ポイント0ポイント  (1子コメント)

I couldn't even get past the tutorial level. The hacking minigame totally stonewalled me.

[–]sofawall -1ポイント0ポイント  (0子コメント)

Same. I couldn't input any commands at all.

[–]Falcker -4ポイント-3ポイント  (3子コメント)

Now, now, I know that's a grandiose claim, but putting aside the glitches, crap AI, and wonky shooting

No.

You don't just ignore 90% of the gameplay because the last 10% is good.

[–]tyrannosaurus_r[S] 2ポイント3ポイント  (2子コメント)

You can, however, praise the parts of it that deserve acclaim. AP isn't GOTY material by any measure, but the storytelling qualities it brings to the table are enough to earn it some commendation. It's not ignoring the other facets, it's loving it in spite of them.