*Spoiler minefield, come in at your own risk*
imo Alpha Protocol is the best in handling Role-playing/choice-consequence since the old infinity days.
Obisdian does this with old-school approach -- role-playing experience depends on how thoroughly you explore the gameworld and diaolg options.
miss any hackable computer and unlockable safebox, you very possibly will have a very different AP walkthrough from others. and of course different dialog/choice will oftentime affect your AP playthrough.
I create this thread hoping that AP gamers can share their most and least impressive AP role-playing/c-c experiences.
for me, the most impressive role-playing "cluster" involves Madison, Alan Parker, and Marburg.
with my first playthrough, I was a bit disppointed with the Madison/bomb choice; it seems only about your mindset and situation after the event -- Madison leaves you since she couldn't let you be so selfish or you begin to worry about those who you care. and later on, whether you mainly go for revenge or justice.
then, after a more thorough playthrough, I found out that the Madison/bomb choice is actually part of the best realized role-playing cluster of the whole game (so far as I've played).
the basic varibables:1. you discover that Madison is actually Parker's daughter; 2. defusing the bomb is the designed most sensible choice since Madison, be her a lover or just a innocent hostage is too insignifcant by comparison; 3. you have a different feeling toward Marburg: hating him for killing Madison and being a conspiartor of the whole Halbech scheme; or, you're very sympthetic of Marburg's history with agency as a rogue agent.
now, choice-consequence:
1. you see Marburg as fellow mistreated agent; you won't tell Parker about the Madison death, and just reason him into collaborating with you to expose Halbech as usual. in the end, after you finish off Leland for good, Marburg will show up and express his feeling of liberation. you at once free yourself and Marburg from the nightmare of agency.
2. you determine to get every important person invloving in the Halbech scheme, for revenge or justice. you will tell Parker about Madison's death -- Madison is Paker's daughter and Marburg killed her! later, Parker will try to kill Marburg for revenge, but Marburg kills him instead; however, you get the chance to fight Marburg again after you miss the chance in the museum. eventually you kill Marburg, for justice or revenge.
these two pathes, different choices, different conseuqnces, mostly importantly two Mikes! you decide which Mike you're with different playthrough.
quite honestly, I've never gotten this kind of role-playing thrill since Torment. overall, Torment is still better, but this particular cluster is the closest to what Torment had achieved in terms of role-playing.
in comparison, the Taipei President/Riot chioce, I don't see much meaningful role-playing impact or maybe I just didn't figure it out.
I think this game is rushed and many things got cut off. Sis' locket is one of the most obvious -- it doesn't seem to have any way to probe deeper.
Romance role-playing overall is also quite unimpressive to say the least. though SIE's table treatment is quite a sight and the final "sailing" conversation with Scarlet is quite interesting compared to the one with Mina.
more to come maybe, and any AP gamer drop in is welcome.
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