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'Life is a splendid thing to indulge in! A pity we're dead..'
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Vampire: The Masquerade — Bloodlines is the final game made by Troika Games, composed of the Black Isle exiles responsible for Fallout and Arcanum: Of Steamworks & Magick Obscura. It was released on November 16th, 2004, the same day as Half-Life 2. An FPS/RPG hybrid, many consider it the worthiest successor to Deus Ex. A World of Darkness MMO was being developed by Crowd Control Productions based on the OldWorld of Darkness which was to start out exclusively focused on Vampire: The Masquerade, but this was, sadly, eventually cancelled.
The game takes place in the Old World of Darkness. In the Anarch-controlled city of Los Angeles, the player character is a newly-Embraced vampire.. and it would seem an illicitly-embraced one, as well. After their sire gets offed for Embracing a mortal without the permission of LaCroix, the newly instated Camarilla Prince of Los Angeles, the PC finds themselves trying to prove their worth by becoming LaCroix's errand runner. They become embroiled in local vampire politics and meet a wide cast of characters in their quest to track down an ancient sarcophagus.
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Bloodlines was also the first game to make use of the licensed Source engine from Valve Software and was technically the first Source engine game completed, but part of their licensing agreement prohibited the game from being released before Half-Life 2.
Thanks to a veryTroubled Production, the game had the makings of an Obvious Beta when it was released, suffering from numerous critical bugs and other problems, and although quite a few was fixed by patches, Troika went under shortly after the release, resulting in many of them remaining unaddressed (though some employees did stay on, unpaid, to put out a single official patch to squash some of them). Luckily, a small dedicated modding community around the game has fixed most of these over the years through Unofficial Patches.
Despite the Obvious Beta aspects, many consider the game to be an incredibly fun, deeply rewarding experience that any fan of PC-RPG's like Deus Ex would enjoy. So much so that the games community is still active to this day, and is always embracing new players who display an interest in the game.
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If you're looking for similar games, the closest thing it has to a Spiritual Successor is Alpha Protocol.
In 2015, Paradox Interactive bought out White Wolf, thereby obtaining the rights to the World of Darkness universe. In 2017, Paradox acknowledged that they are well aware of Bloodlines's popularity, and stated that making a sequel of sorts at some point was definitely not out of the question. In March of 2019, it was revealed that development on Vampire: The Masquerade – Bloodlines 2 is underway, and is scheduled to release in early 2020.
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Every Sunday we dust off an article in our archive that you might have missed at the time or we think you'll enjoy again. In the wake of World of Darkness's cancellation, and as - thanks to the modding community - the recent release of version 9.0, here's Rick Lane's look at Vampire: The Masquerade Bloodlines, the game that refuses to die. This article was originally published in July 2013.
On November 16, 2004, two games powered by the Source engine were released for the PC. The first was quickly heralded as a modern classic, leading to its creators becoming one of the most influential companies in the games industry. The second was largely ignored, resulting in the closure of its developer and the scattering of its designers to the winds.
'It was dumped on the market at the worst possible time - most people didn't even know we were out,' says Brian Mitsoda, the former lead writer on Vampire: The Masquerade Bloodlines 'Both fans and the Troika devs are always going to wonder what the game could have been like with another six months.'
Bloodlines was sent out to die. An unfinished game released prematurely by its publishers Activision, it didn't stand a chance on the shelves, especially alongside the hotly anticipated Half Life 2. But the commercial death of Bloodlines wasn't the end for the game. Thanks to a German analytical chemist with a passion for fixing broken things, Bloodlines has received not six months of additional work, but nine full years.
This is the story of two men who breathed life into the same game - one before it was born, the other after it died.
--
Troika Games was founded in 1998 by Jason Anderson and Leonard Boyarsky, and work began on Bloodlines in November 2001. Mitsoda joined Troika just under a year later, after a spell at Black Isle Studios working on Torn, an ambitious RPG running in Monolith's 3D Lithtech engine. Development of Torn was cancelled in 2001, and Mitsoda was attracted to Troika after hearing about what they were working on.
'They were still a garage developer when so many studios were becoming factories, and they were making full-fledged RPGs,' he explains. ' I got really excited when I saw what they were doing with both the White Wolf license and the setting, and I made them quite aware of how intrigued I was to work on the project. Apparently, they thought I was a good match too and I was hired that night.'
Mitsoda was employed as lead writer on an RPG at a time when RPGs were enjoying critical success after critical success. In the three years prior to Bloodlines' initiation, Baldur's Gate, Planescape Torment, System Shock 2, and Deus Ex had all been released, and they all shared many commonalities. Many-layered systems, expansive worlds with broad player choices in how to explore and interact with them, and fantastic writing.
Bloodlines seemed intent on outdoing them all. The Troika team approached the project what Mitsoda has previously referred to as 'kitchen sink design'. The game featured four huge hub-based environments with many more enclosed levels sprouting from them. It included both melee and ranged combat, a stealth system, nine playable races, seven classes, four types of dialogue influence methods, and a sprawling, many-threaded story with a distinctly adult blend of humour and horror.
'We were told to wrap it up in a matter of months at a point where we knew that was going to require a lot of crunch. It was obvious we weren't considered a very important project anymore.'
Brian Mitsoda
'It's flat out depressing just writing characters who keep reiterating how shitty their lives have become,' Mitsoda says, 'There's got to be hope occasionally, a feeling from a character that good might triumph - right before they get killed with a tree trimmer, preferably.'
A frequently cited example of the scale of Bloodlines' ambition is the playable Malkavian character. Sired into the world with the double-barrelled problem of being mad as well as undead, the Malkavian sported an entirely different script to the other eight playable races. But Mitsoda points out that the writing the Malkavian was actually one of the least trying aspects of development. 'It was, like most things, more work than we probably thought it would be, but I loved the change of pace for them. It wasn't too terrible to do the Malk lines, simply an additional column to change up answers or add additional ones in the dialogue tool.'
More problematic, according to Mitsoda were the other, non-playable characters encountered throughout the game, particularly due to the fact they were all fully voiced and animated using Source's revolutionary animation system. 'I had a lot of fun and frustration writing the Prince because he was such a massive character, but he was a lot riskier, I think, because without the right voice (Andy Milder), he could have been less complex, more heavy-handed.'
Although the Source engine helped bring life to Bloodlines' characters in a way no RPG had witnessed before, it also brought its own difficulties to the project. The engine was still in development at Valve in tandem with the creation of both Bloodlines and Half Life 2, meaning the developers were working with new, largely unfamiliar code and tools with only one source of support if things went wrong.
While this had minimal effect on Mitsoda's writing duties, it is something he remains wary of to this day. 'I don't really want to work with tech unless the tools for designers are there, the engine isn't in beta, the costs for the engine aren't a barrier, and that we can iterate on our tech for future projects,' he states. 'I really think the biggest drawback of AAA tech is that the design tools aren't keeping up with the graphics quality. If I need several dozen people to make any significant changes to your engine, it's useless to me.'
The combination of unfinished technology, runaway ambition and a perfectionist attitude which led to reams of work being mercilessly scrapped meant progress on Bloodlines was painfully slow. After three years of development with no end in sight, Activision gave the team an ultimatum. 'We were told to wrap it up in a matter of months at a point where we knew that was going to require a lot of crunch. It was pretty obvious at that point that we weren't considered a very important project anymore.'
Troika did their utmost to ensure the game was release-ready, but it wasn't, and while Bloodlines was rightly praised for the quality of its world buliding and writing, the holes were obvious for all to see. Shortly after the release, most of the development team was let go, and those who remained spent Troika's final few months in a confused state between trying to plug the leaks in Bloodlines' code and outlining a new project that might hopefully save the company. 'We were glad the game came out, but we weren't thrilled with the state it was in. We had no other projects signed and we were crunching on prototypes and pitches to try and get the team onto another game before the doors closed.'
--
Bloodlines' release on the same day as Half Life 2 undoubtedly played a part in its commercial failure and the eventual closure of Troika in February 2005. But the game which stole Bloodlines' spotlight also played a small part in its redemption. While Bloodlines was failing to sell, Werner Spahl - an analytical chemist at the Univeristy of Munich - was enjoying Valve's masterpiece. 'I mostly only played first person shooters at the time. But I liked the Source engine and thus just had to try Bloodlines, which was the other main Source engine game then.'
Spahl, known online as Wesp5, grew up modding and patching existing games with his brother, creating an improved version of the Atari ST game Midimaze named Midimaze Plus. By the time of Bloodlines' released he'd also worked on modding projects such as Xen Warrior for Half Life and Theme Doom. Having mostly only played shooters, Bloodlines variety and depth fascinated him in spite of its flaws. However, the idea if patching Bloodlines didn't occur until he installed the community patch created by Dan Upright.
'It broke my game!' Spahl says. 'So I contacted him and asked for a fix, to which he replied he was finished with the patch and that I should do it myself. He then explained me how, and after fixing the problem, I asked him if I could continue the patch to which he agreed.'
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Spahl took over the patching duties from version 1.2 onwards. Despite two official patches from Troika and two unofficial patches from Upright, there remained a vast amount which needed to be fixed. Indeed, Spahl didn't actually have time to playtest the game himself, instead relying upon the Bloodlines community to report bugs and other issues. Sometimes the community would assist with fixing the game too. 'There are people who helped more, like spell-checking dialogues, adding Python scripts, fixing specific .dll code problems, correcting models or even creating maps.'
'It annoys me very much that some gems like Bloodlines failed because they didn't get the hype that larger blockbusters get or were released unpolished or unfinished.'
Werner Spahl
Even with the support of the community behind him, fixing Bloodlines' many problems wasn't easy. Alongside the sheer size of the game, its complexity meant that fixing one element of the game often resulted in breaking another. Furthermore, while fixing a scripting bug here and there was relatively straightforward, delving deeper into the game's DNA offered up challenges of its own. 'Everything connected to the basic level geometry or the models is very hard to fix, because there is no real SDK. You can only do so much by changing level entities, and for errors regarding models I often had to get outside help.'
As time went on, and Spahl became more confident working with the Bloodlines' code, the unofficial patches went beyond simply fixing obvious problems, and began to restore cut content and finishing unfinished content. In patch version 8.0 Spahl restored a guard character to the game after finding his dialogue file. He used a script in the game's map to locate the guard's position and asked a member of the community to record the voiceover. The most substantial addition came in version 8.4, when with the help of the community Spahl restored an entire level to the game. 'Our biggest achievement is the recreation of the cut library map which we basically had to build from scratch while using all the models and textures belonging into it, which Troika left us in the game files.'
In fact, Spahl's patches have altered the game so much from its original state as to result in some criticism from the community, so now there are two versions of the patch, a basic one that performs straightforward bug-fixes, and an advanced version that restores content and tweaks many aspects of the gameplay.
--
Nine years on from the release of Bloodlines, unofficial patches are still being released. The latest, version 8.6, was released in April this year, and Spahl intends to keep patching the game 'as long as people report bugs that I can fix and there is still stuff that we can restore.' But for all of Spahl's efforts, the game will never be finished. There is already a list of issues which Spahl simply cannot fix, which begs the question: why? Why spend years of your life on a project that can never be finished?
'First of all patching, and especially restoring stuff, is sometimes much more fun than just playing the game, because it is active and creative,' Spahl answers. 'Second, it annoys me very much that some beautiful gems like Bloodlines failed because they didn't get the hype that larger blockbusters get or were released unpolished or unfinished.'
Meanwhile, after working on the spy-RPG Alpha Protocol, another ambitious yet troubled game, Mitsoda has founded his own development company and is heading production of Dead State, which, oddly enough, is looking to recapture the development experience of Bloodlines. 'It's about going back to basics - a small team that loves RPGs, making a classic RPG. We may not all be in the same location, but it still feels a lot like Troika did,' he says.
'It would also be nice if we could keep the lights on after the game ships,' he adds. 'That's one bit of the Bloodlines experience that I would hate to replicate.'
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Vampire The Masquerade Bloodlines 2 Game Free Download TorrentThe events of Vampire The Masquerade Bloodlines 2Game Details
About This GameOverviewThe original Vampire the Masquerade Bloodlines is the latest project of the legendary studio Troika Games, whose founders stood at the origins of this Fallout, and also created the iconic Arcanum Of Steamworks and Magick Obscura and The Temple of Elemental Evil. The project about the life of vampires was very difficult and ambitious. As a result, Troika Games has released a very raw version of Bloodlines. The game was immediately called a masterpiece, which is impossible to play due to endless technical problems. Over time, Vampire: the Masquerade Bloodlines dopili, but the studio is not saved from bankruptcy.VideoDownload Vampire The Masquerade Bloodlines 2 - [ Soon ]
This game will soon be available for download on our website. This is only the announcement of the game, where you can see the screenshots, watch the trailer and read the description.
Vampire: The Masquerade – Bloodlines 2 is an upcoming action role-playingvideo game developed by Hardsuit Labs and published by Paradox Interactive. Set in White Wolf Publishing's World of Darkness, the game is based on White Wolf's tabletop role-playing game Vampire: The Masquerade and is the sequel to the 2004 video game Vampire: The Masquerade – Bloodlines. The game's story follows a human in 21st-century Seattle, who is killed and subsequently revived as a fledgling thinblood vampire with relatively weak vampiric abilities.
Bloodlines 2 is mainly played in first-person perspective, alternating to third-person for contextual activities. The player assigns their character one of three thinblood disciplines—unique and upgradable powers—before later joining one of five Full-blood clans. The game is planned for release in March 2020 for Microsoft Windows, PlayStation 4 and Xbox One.
Gameplay[edit]
Vampire: The Masquerade – Bloodlines 2 is presented mainly from the first-person perspective, alternating to third-person for contextual activities such as specific attacks.[2] Before the game begins, players create a vampire character, and can select a character background that informs who they were as a human, such as a barista (the default background, with no bonuses), career criminal, coroner, or a police officer, with each offering different dialog and interaction options with the game world.[3][4] The player character's pronouns are chosen independently from their selected body type.[4]
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After starting the game, the thinblood must choose from one of three upgradable Disciplines (vampiric powers): Chiropteran (the ability to glide and summon bats), Mentalism (the ability to levitate objects and people), and Nebulation (the ability to summon mist to attack, conceal the character, or transform into mist to move through small spaces).[5] The thinblood can eventually join one of five Full-blood clans, after which they have access to its specific Disciplines and upgrades in addition to their original thinblood Disciplines. Although some powers overlap clans, no two clans share the same combination of Disciplines.[3][5] The Brujah clan can enhance their physical strength for high damage (Potency), and their speed (Celerity);[6] the Tremere can use blood magic combatively (Thaumaturgy) or enhance their senses (Auspex);[7] the Toreador also possess Celerity, and can command the adoration and devotion of others (Presence);[8] the Ventrue can deflect or absorb attacks (Fortitude), and can control the will of others (Dominate);[9] and the Malkavians also use Auspex, and can debilitate their victims' minds (Dementation).[10] Further clans are planned for inclusion post-release.[3]
The player can engage in side missions away from the main story, some of which can be discovered through exploration. The player possesses a mobile phone and can text non-player characters to obtain information leading to other missions.[4] Enemies and opposing forces can be dealt with violently, avoided through stealth or even seduced with sufficient abilities.[2] Additionally there are multiple factions in the game with whom the player can ally themselves. They can join multiple factions simultaneously, remaining loyal or working against them from within, and some factions will refuse to work the player depending on their actions.[4][11]
Blood is necessary for survival and the player can feed on living beings, taking some or all of their blood; blood can also be obtained from rats and blood bags.[2][12] Heightened vampiric senses can be used to sense Resonances in the blood of human victims, indicating their current emotional state, such as fear, desire, pain, anger, or joy. Feeding on specific Resonances grants temporary enhancements to the player, for example increasing their melee strength or seduction ability. Repeatedly feeding on a particular Resonance can grant permanent enhancements called Merits.[4][12]
Players are penalized for using certain vampiric abilities in front of witnesses; exposing their existence eventually alerts the police. Repeatedly violating the masquerade results in human civilians choosing to avoid the streets entirely, and the player being hunted by other vampires.[13] The player has humanity points, representing the vampire's humanity. Some actions cost humanity points such as killing innocents. A lower humanity score brings the player closer to becoming a mindless beast.[4]
Vampire Masquerade Bloodlines Explosive BeginningSynopsis[edit]Setting[edit]
Vampire: The Masquerade – Bloodlines 2 takes place in 21st-century Seattle, during the Christmas season.[13][4] Set in the World of Darkness, the game depicts a world in which vampires, werewolves, demons, and other creatures shape human history.[14][15] The vampires are bound by a code to maintain their secrecy (forbidding the use of vampiric abilities in front of humans) and avoid unnecessary killing (to preserve the vampire's last shreds of humanity).[16][17] The vampires are divided into seven clans of the Camarilla, the vampire government, with distinctive traits and abilities. The Toreadors are the closest to humanity, with a passion for culture; the Ventrue are noble, powerful leaders; the Brujah are idealists who excel at fighting; the Malkavians are cursed with insanity, or blessed with insight; the Gangrel are loners, in sync with their animalistic nature; the secretive, untrustworthy Tremere wield blood magic; and the monstrous Nosferatu are condemned to a life in the shadows to avoid humanity. The clans are loosely united by their belief in the Camarilla's goals and opposition to the Sabbat: vampires who revel in their nature, embracing the beast within. The Anarchs are a faction of idealistic vampires opposed to the Camarilla's political structure, believing that power should be shared by all vampires.[18]
The main character of Bloodlines 2, whom the player controls, is a fledgling thinblood vampire, transformed at the start of the game during a mass attack of humans by rogue vampires.[13] The thinbloods are a modern, weaker strain of vampires who are typically shunned and treated as lesser than Full-blood vampires.[5] Unlike Full-bloods, thinbloods can consume human food (albeit in limited amounts), and are more resistant to sunlight.[3] As Seattle has only relatively recently fallen under control of the Camarilla, vampires there are more tolerant of thinbloods.[5]
Plot[edit]
The player character is one of a number of humans turned into vampires during a Mass Embrace, an incident in which rogue vampires publicly attacked humans, breaking the Masquerade and causing discord between the city's vampire groups.[2]
Development[edit]Background[edit]
The 2004 release of Vampire: The Masquerade – Bloodlines had been a relative failure, selling fewer than 100,000 copies when it was launched in competition against sequels in Half-Life 2, Halo 2, and Metal Gear Solid 3: Snake Eater.[2][19]Bloodlines was the last in a line of games developed by Troika Games that was critically well received but marred by technical issues and low sales, and Troika was shuttered shortly after its release, preventing them from developing a sequel.[2][20][21] In 2004, then-director Leonard Boyarsky said that although the team would like to pursue a Bloodlines sequel, the decision belonged to then-publisher Activision.[22] Before their closure, Troika had begun development of a workable prototype based on another of White Wolf's tabletop role-playing games, Werewolf: The Apocalypse, set in the same universe as Vampire: The Masquerade.[23] In the years following Bloodlines's release, the game became considered a cult classic,[24][25][26] receiving over a decade of development by fans to fix technical issues and restore cut or incomplete content.[27][28][2]
Video game publisher Paradox Interactive purchased White Wolf in October 2015, obtaining the rights to Bloodlines.[29][30] Following the purchase, Paradox CEO Fredrik Wester confirmed that a sequel was possible, stating 'when the time is right I guess a sequel will find its place in the market.'[30]
Production[edit]
Shortly after Paradox Interactive's acquisition of White Wolf, Seattle-based developer Hardsuit Labs' creative director Ka'ai Cluney convinced co-founder Andy Kipling to pitch a Bloodlines sequel to Paradox, while Cluney made contact with Bloodlines writer Brian Mitsoda. A meeting was arranged soon after, and Mitsoda joined the sequel as narrative lead, bringing in Cara Ellison to serve as senior writer,[4] and game designer Chris Avellone as a writer.[31]Bloodlines composer Rik Schaffer also returned for the sequel as the main composer.[11] Producer Christian Schlutter said: 'When we as Paradox acquired the IP, we saw Bloodlines as the crown jewel.. then [Hardsuit Labs] come along and have the perfect pitch, with the original writer on-board too. It all happened far faster than we expected.'[13] The project's internal code name was 'Project Frasier' (a reference to the Seattle-based sitcomFrasier).[2]
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Ellison described that the story and in-game factions were influenced by the conflicts over Seattle's modern identity, between its traditional music and culture and the modern developments brought by large corporations. Mitsoda said 'There's this idea of how much Seattle can change before it's no longer Seattle. So we made the factions aspects of the old and the new.'[4][13] Ellison said that they wanted to move away from what she considered to be the 'male power fantasy' of Bloodlines to give it a broader appeal. They also wanted to use the mass embrace to explore the transition from being human to becoming a vampire and how people from different backgrounds react to their transformation, such as still having family members they have to leave behind.[4]
The game provides the opportunity for the player to make decisions on how their character is played, but Schlutter described these options as 'your preferred flavor of evilness,' saying that the player is not a hero as vampires are parasites that feed on humanity.[32] Mitsoda noted that they had to modernize the tone for contemporary audiences, but that it would still reflect the original's combination of noir, personal drama, political intrigue, and humor.[2]
The Malkavians, a popular clan from the previous game, return in Bloodlines 2. The clan is cursed with insanity which grants them knowledge of future or unseen events and secrets though not necessarily with the context to understand such knowledge, allowing their dialog to reference events in the previous game before they happened. Like in the previous game, Malkavian dialog was written late in production, as Mitsoda said that the script needs to be complete before it can be rewritten for the Malkavian perspective. Due their popularity, the Malkavians were always planned to be present in Bloodlines 2, but their mental ailments are represented with less comical effect to reflect changes to real-world societal perspectives on the subject. Mitsoda said that they aimed to show the 'darker aspect' of sharing a network of insight and paranoia. Research was done in medical papers and real world sufferers of mental ailments to more fairly represent mental illness.[10] Fallout new vegas courier armor mod.
While the player character is partially resistant to sunlight, the developers opted to have the game take place exclusively at night. They experimented with implementing a day and night cycle with sunlight serving as an obstacle, but found it difficult to make the experience fun.[3] Mitsoda said that combat was a main focus that they wished to improve over the previous game, describing it as 'not very good'.[13]
Translating the tabletop game to a video game was described as a delicate balance. The developers used the 'Investigation' skill in the first Bloodlines as an example, an ability which highlights certain objects in the environment, but that rarely had opportunity for use, and meant that players with and without the skill had a similar experience. The developers' goal was to make the individual skills and abilities matter more in Bloodlines 2 so they did not feel like wasted choices. As the Vampire: The Masquerade tabletop game's fifth edition was in development alongside Bloodlines 2, some of Hardsuit Labs' ideas were adopted into the board game, including the concept of Resonances serving to provide enhancements.[33]
Release[edit]Spiritual Release Vampire Bloodlines Full
Bloodlines 2 was first teased in February 2019 with the release of dating app 'Tender', created by Paradox. The app offered to use a 'soulmate algorithm' and asks for the user's blood type before offering to match them with sick people nearby. A Twitch.tv livestream, and later Paradox's own official Twitter account also displayed a memo from fictional Tender CEO Malcolm Chandler noting the need to be prepared for March 21, 2019 in San Francisco, the date the game was publicly revealed.[34][35][2]
The game is planned for release in March 2020 for Microsoft Windows, PlayStation 4 and Xbox One. Three different pre-order versions have been made available: Standard, Unsanctioned, and Blood Moon, which will include two story-based downloadable content packs, and the werewolf-themed expansion 'Season of the Wolf'. Additionally, pre-orders of the Unsanctioned version or above include in-game items referencing Bloodlines characters such as Jeannette Voerman and Damsel.[11]
Vampire The Masquerade Bloodlines GhostReferences[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Vampire:_The_Masquerade_–_Bloodlines_2&oldid=903856906'
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