Had some time so I finished Alpha Protocol. Pretty good game, but not great. The gameplay isn't really as bad as I expected it to be, but I found most of it pretty wonky. Older games have done this much better, and in an effort to accommodate different styles of play I felt like they didn't really structure it in a way where you could practically play the game using only one of those methods. I had wanted to play as a stealth character, but I found it exceedingly difficult to really do this consistently. I'd be ok for a while, during sections where they lay out methods for you to play it stealth, but then you run into sections where you oughtn't even consider using stealth. Could have been a lot better, and I could tell this was something they were probably half-way committed to but more or less failed, but I don't think this ruins the game.
I liked a lot of ideas in the story, but I can't say I was particularly impressed with much of the execution of it. Some of it is just the fact that the ideas are pretty damn complicated and generally difficult to flesh out into convincing characters and scenarios. Steven Heck is an awesome idea for a character, but I don't know how you really do that and make the character sober and easily digested. He's like the worst conceivable outsider, and you can actually find the character vaguely convincing if you've
seen that people like this actually exist and can actually get worse. I'm kinda back and forth whether I think he was the best character in the game or the worst. Most of the other characters were pretty goddamn boring.
Also, I really liked that they did not make too many of the characters in the game particularly transparent. Many of the characters were pretty empty, so there wasn't a lot to think about, but there were a few that you really never do understand particularly well. I did as much as I possibly could with G22 just to try figuring out what the deal was with the organization, Albatross, and Sis, and the game never really reveals much of anything about their agenda and even less about their backgrounds. All this was probably the strong spot of the game, even if very little of it was specifically done very well. Usually if there's an angle or a motive in a story, it's made clear at some point, but the writers knew when to keep you thinking about it. Leaving things ultimately unknowable takes a lot of restraint as a writer, and it's always pretty impressive when I see that with characters or situations that are intrinsically interesting. I never really knew where I stood with most characters, figuring the like/dislike function wasn't a direct reflection of allegiances(which was correct as it turned out). I went through most of it funneling information to Scarlet rather than cashing in on the black market, and got to the end of the game thinking Mina was just too damn helpful and had to have some angle, not even bothering to look for her at the end of the game. Probably wouldn't have done either of those things if I had a better read on the characters. That's a good thing though. I don't think clarity is necessarily a good thing to employ in storytelling.
Overall I really wanted to like this game a lot more than I did, since I think the idea is really cool, but I found the story kinda superficially fun and not particularly rewarding. The liked the idea of getting to decide the outcome of virtually everyone in the game, and how you create this remarkable web of connections, but I felt like it spread the core storytelling kinda thin. I went back and played some sections a couple times, just to see if I missed anything interesting in bypassing certain routes, and occasionally there was some gem in one of the routes you can take, but this was too sporadic for the story to really be very genuine. A lot of the choices don't really lead anywhere particularly interesting. It's tough to get particularly invested in any of the characters, and Thorton himself is rather boring much of the time. I didn't find myself caring too much about anything that happened in the game.
I don't hold any of this against Obsidian though. This was a phenomenally difficult concept for a game, and it'd have been a truly tremendous game if they had done everything right and kept the storytelling of the game gripping and worthwhile. The game was fun, had some interesting ideas that sometimes worked well. More than I can say for a lot of games out there right now.