fleinn

About Me:

Sorry, but I haven't yet shared the information about myself that would typically display here. Check back later to see if that changes, or if I instead choose to remain an enigma.


Let me take you down..
August 10, 2010

No one I think is in my tree - I mean it must be high or low.
That is you can't you know tune in, but it's all right.
That is I think it's not too bad.

Let me take you down, 'cause I'm going to Strawberry Fields.is real
-and nothing to get hung about.
Strawberry Fields forever.

Living is easy with eyes closed, misunderstanding all you see.
It's getting hard to be someone but it all works out.
It doesn't matter much to me.

Let me take you down, 'cause I'm going to Strawberry Fields.is real and nothing to get hung about.
Strawberry Fields forever.

Always know sometimes think it's me, but you know I know and it's a dream.
I think I know of thee, ah yes, but it's all wrong.
That is I think I disagree.

Let me take you down, 'cause I'm going to Strawberry Fields.

[read the full post...]


Good bye, playstation community.
August 05, 2010

So I got banned. Again. And threatened with a permanent ban if I ever return.

Want to know what I was banned for? In a thread called "Influence MAG: part II" - where the moderators and devs descend to allow the community to input on another completely pointless feature - I explained why the beta-members failed to ask the right questions during the beta of MAG - and described how they didn't support those of us that actually did ask the right questions.

This was deleted, because it didn't follow Yaster's "advice" about being chill and friendly.

Then I apologised for misunderstanding his "advice", and apologised for wasting everyone's time in the suggestion thread where the community would be allowed to field some input.

So I was banned. For trolling.

[read the full post...]

3 comments


Alpha Protocol: the Bond Ending
July 12, 2010

Ok, so that's the first playthrough done, with a few extra replays of the last mission. In the end, I saved the world and sailed into the sunset with the double agent clinging to my back.

But the first time, I sailed off alone after killing all my enemies and any links I didn't trust. That, too, made complete sense.

Then I attempted caving at the last minute to Leiland - and there was another ending based on my choices so far.

The thing is that during the missions, the conversations are tailored to what happened earlier. And that really makes it work - not just look like it works - to give you an impact on the world without being presented with too many cartoonish black and white choices.

[read the full post...]

8 comments


Alpha Protocol: the plot thickens
July 10, 2010

Couple of things. The shooting mechanics should have had a slow-down when aimed. Some of the trigger-abilities should have as well. The AI during detection also could have been more convincing, even though this is not much of a criticism - the game is designed for stages of encounters seperate from the next, which is a blessing during the missions. The checkpoint based progression also helps a lot with letting this flow well.

The way the conversations keep insinuating themselves into the game's progression also continues to impress. Things I say and do really shape how the missions turn out.

And according to my notebook, one of my roomies apparently loves me.

Next: political and social commentary, and relationships with sexy girls unfold lol.


Alpha Protocol: Taipei
July 10, 2010

Yeah. This is curious. The game is really well made. The mechanics make sense, and the approach is a good one. It's not even entirely without charm if you never place a trap, sneak past the guards, shoot them with tranquilizers, or make use of the best stealth-abilities..

I am beginning to suspect a conspiracy :p


Alpha Protocol: where none may follow
July 10, 2010

That's the training mission done. I chose the field agent background, and ended up running an extra mission for my handler. If you choose a different background, it's easier to unlock other side-missions, but it's not impossible to unlock any of them.

What struck me is the way the missions are integrated into the game and the dialogue. And after that, how well the dialogue trees unfold depending on details from the mission and earlier choices you made, and how the common conversation parts mesh into it.

Also, the sneaking animation looks terrible :D

The abilities and aiming mechanic positively surprised me, though. So did the AI, and the way they script paths depending on where on the map you are.

[read the full post...]


Alpha Protocol impressions, as they arrive..
July 10, 2010

So Alpha Protocol finally turned up in the mail - which was good, since I'm on the 3g network for a week or so.

Anyway - so I'm going to write a review. But as we all know, the chemicals you smell when opening the wrapping of a new game typically will make you lose all critical sense and mysteriously look for things to like about the game, even if it sucks.

So I'm going to type down some impressions as I play, and just pick at things I notice.

So far, the garish logo and the backdrop seems to set the style: electronic spy-action with inordinate attention to detail. Let's see if Ian Flemming would be proud, or if this is closer to the comic book adaptation of his works - or perhaps it is a more modern spy-story with misplaced 80's references no one gets. :)


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