GB Feature: Alpha Protocol Interview

Obsidian Entertainment's Ryan Rucinski, Chris Avellone, and Matt MacLean took the time to chat with us about their ambitious spy-themed RPG, Alpha Protocol.
GB: Can you give us a few examples of weapons and other spy-related gear that we'll be able to get our hands on in AP? Will we typically be purchasing these items from some sort of arms dealer or will they automatically become available (as mission rewards or loot) as the story progresses?

Matt: You'll have a starting allotment of gear based on your background and you can acquire gadgets, armor, weapons, and upgrades to all of the above both by via black market arms dealers (where you'll get most of your stuff) and through exploring game areas and swiping things that aren't nailed down.

The gear you'll find in Alpha Protocol is generally personality driven - in the sense that you never need to bring X or Y bit of gear to complete your objectives (though obviously a sensible inventory can help). Your inventory options are there to let you stylize how you handle situations. If you like avoidance (or have a pathological need to shoot people in the back), bring along a gadget for making innocuous noises that sends guards investigating in the wrong direction. While you're at it, bring along a silencer for your pistol - just in case you can't spare the minute to walk around that sentry on the other side of the room and would rather leave his children fatherless.

Your inventory can also give you options to help overcome areas of the game you find challenging but would like to attempt nonetheless. If you're having a hard time being stealthy, bring along gadgets that will disable cameras or send in false 'all clear' communiqués if an alarm is raised. If you're good at sneaking but far less capable of holding your own when discovered, pack some medical supplies to last longer in a fight, or maybe some incendiary ordnance to lay down a smoke screen against snipers while simultaneously crisping nearby assailants.