Overall: 7/10 Story: The story is easily the best part of Alpha Protocol. While at its core it's a fairly simple, grounded, yet intriguing narrative about a rookie secret agent who must decide who to trust/what kind of operative to become after being betrayed, cut loose by the organization he serves, and left to unravel a sprawling global conspiracy, it's this game's dialogue system and the sheer variety of possibilities within it that truly make the narrative stand out. Rather than relying on obvious good-versus-evil morality choices, A.P. features a complex reputation system populated by morally gray characters whose reactions are shaped by your behavior, personality, and past decisions. Factions and individual characters respond differently depending on how you conduct yourself, remember your actions and dialogue choices, and may even form opinions of you before ever meeting you based on your reputation in previous scenarios. I was genuinely impressed/shocked that a game that originally came out in 2010 had such a deep level of narrative modularity and player agency that felt highly ambitious (in the best way possible) even by today's standards. While you're always going to be Mike Thorton, this game genuinely allows you to role-play and define YOUR version of the protagonist in ways that many modern, high-budget RPGs still struggle to replicate. Conversations feel consequential, relationships can shift dramatically based on seemingly minor decisions, and entire story outcomes can be altered through your interactions. That freedom, combined with the wealth of branching paths and character dynamics, gives A.P. an incredible amount of replay value and makes revisiting the story consistently rewarding, even if the gameplay itself can sometimes be rough around the edges. Gameplay: Speaking of the gameplay, it is, in fact, pretty rough. First things first, although I think Alpha Protocol technically feels better on KB+M, it constantly left me wrestling with UI/control issues that I really just wasn't willing to tolerate, so I switched to a controller pretty early on. Unfortunately, the problems run much deeper than awkward UI. A.P. attempts to be both a third-person shooter and a stealth game, but in my experience it fails to execute either particularly well. Despite being billed as an "espionage thriller" the stealth mechanics feel incredibly dated and frustrating, even for a 2010 game. While I personally didn't mind the hacking/alarm minigames, nearly every other aspect of sneaking around drove me crazy. Enemy awareness felt wildly inconsistent, guards could sometimes spot me or dead bodies from what felt like impossible distances, yet at other times would completely ignore suspicious activity right beside them. Bodies can't be moved after taking enemies down, and instead vanish after a few seconds, removing any strategic consequence from neutralizing guards and making stealth encounters feel artificial. Even the tranquilizer rounds are undermined by a delay before they take effect, often giving enemies enough time to fire off a few shots and alert an entire level before collapsing. The gunplay is somehow even worse. Several missions force you into extended firefights, and even though weapon accuracy does improve if you invest skill points into specific weapon categories, the core shooting mechanics remain deeply unsatisfying. A.P. uses a "Reticle Focus" system that essentially locks accuracy behind a timer, so rather than rewarding quick reactions or precise aim, this game actively punishes you for shooting too quickly, forcing you to wait for your reticle to slowly zoom in before your shots become reliable. The result is combat that feels sluggish, awkward, and completely at odds with the fast-paced spy fantasy that this game is trying to sell. The boss fights are easily the worst offenders and were my least favorite part of the entire game. Regular combat is already mediocre when you're hiding behind cover and picking off standard enemies, but the bosses take every problem with the combat and magnify it. Most of them force run-and-gun, bullet-sponge encounters regardless of whether you've spent the entire game building a character focused on stealth, gadgets, or hacking. This abrupt shift is made even worse by unpredictable AI behavior and arenas that constantly spawn waves of additional enemies, forcing you to spend more time hiding and healing than actually engaging with the bosses themselves. The contrast between the quality of the narrative and the gameplay meant to carry you from one story beat to the next is genuinely staggering. World: I really liked the world and level design for what it is. Even though most missions are fairly short and the environments are generally streamlined/linear to keep the pacing moving quickly, I never found myself getting bored with the locations. What really kept things fresh for me was the strong visual variety from one mission to the next. The level design itself isn't particularly noteworthy, but I appreciated how each mission's setting felt believable within the atmosphere of its respective hub while still offering something distinct. Whether I was in Saudi Arabia, Rome, Taipei, or Moscow, the missions consistently reflected the tone/identity of those locations without feeling repetitive. The environments rarely came across as just another collection of generic corridors, and the different backdrops helped give each operation its own identity. While this game's real strengths lie in the narrative, I found the variety and cohesion of its world design to be an underrated aspect that made progressing through the campaign much more tolerable, given the overall mediocre gameplay. Visuals: The visuals are one aspect that haven't held up nearly as well over time, at least from a technical standpoint. In terms of overall art direction/presentation, A.P. looks on par with most other seventh-generation console titles from its era, which isn't necessarily a bad thing. Character models, environments, and effects are all fairly representative of what you'd expect from a 2010 release, and I never felt that the game's graphics actively detracted from the experience. My biggest issues stem from the technical shortcomings. First, this game starts off locked to 30 FPS, and instead of providing an option to adjust or remove the cap through the in-game settings menu, you're forced to manually edit config files to unlock the frame rate. Next, my second annoyance was the lack of native ultrawide monitor support, which requires a community-made patch to fix. That said, this particular issue is much easier to forgive given that ultrawide displays were far from common back in 2010. Even with these drawbacks, the visuals remain serviceable, but they're definitely one of the areas where the game's age is most apparent. Music/Sound Design: I absolutely love the music, and I think it's the second best aspect of the entire game. The OST has such a unique and distinctive spy-thriller atmosphere that perfectly complements the game's tone, but what also impressed me was the amount of variety throughout the experience. Different countries have their own subtle musical identity within missions, which helps each operation feel memorable and distinct. The general sound design is less impressive by comparison. Explosions, gunfire, and other combat effects sound a little dated by modern standards and never stood out as notable. However, I found the voice acting to be another major bright spot. While there are certainly a few moments of early 2010s cringe scattered throughout the dialogue, the performances are generally believable and engaging. The cast does a good job bringing the characters to life, and I felt the voice acting contributed far more to the narrative, character depth, and overall immersion than it ever detracted from the experience.