Gaming
Nathan Davis ('Alpha Protocol')
Published Sunday, Aug 9 2009, 06:00 BST | By Andrew Laughlin

The world of espionage is rather an overdone subject in entertainment. This murky field of subterfuge, dark glamour and, of course, murder is just perfect fodder for producers of video games and blockbuster movies. However, an RPG experience has yet to feature in the modern day spy game, but Obsidian Entertainment wants to change that with Alpha Protocol. Mixing third-person action with RPG mechanics, the game will allow players to solicit information, subvert dark forces and earn cash from all things espionage. Shaken or stirred, it's your choice. So Digital Spy broke cover with Obsidian's Nathan Davis to reveal the conspiracy behind Alpha Protocol.

Essentially, the headline feature of Alpha Protocol is in its reactive world. While neither the action nor the graphics will necessarily blow people away, the thing that is really exciting about this game is the fact that here is a world where the ripples of each decision taken by the player really have resonance beyond the immediate surroundings. In this, the way a player approaches a non-playable character (NPC) will affect not only what they receive from that interaction, but also influence future NPC interactions and events in the missions.

Davis adds: "I been working on this game a long time and you would have thought that I would have found everything in there but I am still finding things that surprise me."
A major aspect in choosing the world of espionage was that this would enable more 'shades of grey' in terms of moral choices. As Obsidian is keen to move games away from simple good guy/bad guy decision making, the "morally ambiguous" world of spying fit perfectly with this aim; after all, the average spy has more skeletons in their closet than most.

The game features various colourful characters - not least the gun-toting blonde bombshell Sie - and Obsidian was careful not to revert to the usual spy clichés of men in suits. While the team also tried to inject a sense of humour, it made sure to do this without trivialising the fractious world the game is based on.
"We are talking about serious things - terrorist groups, assassinations, blowing up bombs in public places - all these things are happening and somebody thinks they are doing the right thing. It's a morally ambiguous world," explains Davis. "The story itself and what is going on, we take that very seriously, and there are also some characters who take themselves very seriously. But within that, there is room for a quick wit and some fun. We never want to be outright silly with anything. We have some outlandishness but there is some real psychology behind that."

"Obviously Alpha Protocol is real-time game with combat mechanics but it's primarily an RPG," explains Davis. "I think there is a precedent for RPGs with action elements, you could go back much further than just Mass Effect or Fallout to something like Baldur's Gate; pretty much any RPG has action elements unless it's just straight turn-based game. Everything we do from our story to our gameplay mechanics are very much intertwined with an RPG mechanic."
When selecting the colour palette for the game's four main locations - Taipei, Rome, Moscow and Saudi Arabia - Davis explains that the team took inspiration from films such as Syriana and Traffic for the monochromatic look of Moscow, compared to the vibrant colours of Taipei and the sandy yellows of Saudi Arabia. The title will not feature any vehicle sequences, rather it will the focus on infiltration-based missions. This approach meant that the team considered a free-roaming structure, but in the end decided that the desired level of reactivity would prove unachievable in this model.

Not only will this reactivity hopefully provide some compelling experiences on the first playthrough, but it will also generate multiple options for subsequent playthoughs. Even though statistics gained from one campaign cannot be carried over to further games, beating the main campaign once opens up the recruit difficulty level. This involves players starting off with zero stats on the RPG mechanic, which provides a significant challenge when taking on the missions (and also unlocks the rather confused recruit dialogue responses). Beating the game on Recruit unlocks the Veteran mode, in which players start off with level five on every RPG stat and also get to use the veteran dialogue.

"They have been working pretty much around the clock on this. I don't know how they do it, they are there all the time, working every weekend," says Davis. "We didn't want just generic facial models, we wanted lots of expressions and they just went overboard with every scene and get everything perfect. They have done incredible work and are really committed to making this a special game with as much quality as we can get."
Alpha Protocol will be released in Europe on PS3, PC and Xbox 360 in October.



