What makes
Alpha Protocol so engaging is the potential for meaningful character growth. As helpful as these bonuses are, they can evolve rather significantly. For example, spending enough XP on the radar ability will make it persistent: no need to activate it and use it as a "power." At the lowest level, each of these abilities have a refractory period, meaning players will have to budget them quite wisely. Maxing out the "lock-on" ability should, in many ways, make you as
badass as Sam Fischer in
Splinter Cell Conviction.
These abilities are useful, but there's no way to create a fully maxed-out character in
Alpha Protocol. At least, not on one playthrough. (A "New Game+" option is available when playing at the hardest difficulty.) Players will have to choose their abilities wisely. Will you spend your points in conversation, or will you spend them in combat, or will you choose stealth -- opting to avoid combat altogether? The character system really emphasizes how important player choice is in the world of
Alpha Protocol.
You may already be familiar with this scenario: a mercenary named Sie holds you at gunpoint. You can attempt to befriend her, get the trust of her allies, and gain help through the subsequent level. If you choose that route, you'll still have to watch out. If you don't have the radar ability equipped, you won't be able to distinguish friend from foe. Attacking one of Sie's men will obviously have its consequences.
Choices are given to the player outside of scripted dialogue sequences. For example, in the level I saw, players were given the choice to destroy or smuggle a weapons cache they discovered. Both will have consequences -- some which the player may not see. For example, what will the player do with the weapons once they're acquired? Sell them? To whom?
Players will have to carefully manage their allegiances to make the most out of the
Alpha Protocol experience. Sie is not only a valuable ally in battle, but she can also provide players access to an expanded arsenal of weapons. Money is a vital part of the player experience, and like in real life, having a lot makes everything a whole lot easier. Everything costs money, from the weapons to the ammo to the armor. Having the best quality stuff will certainly cost a pretty penny. Perhaps I'll attempt to seduce Sie and get a discount. She's but one of
four women you can sleep with -- and yes, you can sleep with all four in one playthrough. (You'll even get an
Achievement for it!)
All in all, I have to say I'm impressed with what I've seen of
Alpha Protocol. The gunplay looks incredibly fun, and the character customization options offer impressive depth. There's a real sense of consequence to the choices players make, whether through in-game actions or dialogue sequences. An attractive world of espionage, coupled with Obsidian's attention to detail, have put
Alpha Protocol on the shortlist of games I really want this holiday season.