Vampire: The Masquerade Bloodlines, abbreviated as Bloodlines or VTMB, is a computer role-playing game for Windows developed by Troika Games in 2004. Like Activision's Vampire: The Masquerade Redemption, Bloodlines is set in White Wolf, Inc.'s Vampire: The Masquerade universe, but it is not a sequel to the earlier game. The game allows the player to choose one of several different vampire clans and progress through the game according to the different strengths and weaknesses of the player's character, as in its paper and pencil role playing origins.
Bloodlines is notable for being the first game along with Half-Life 2 to use Valve's Source engine, which allows the game to be played from either the first-person or third-person shooter perspective. It is also Troika Games' third title and the last to be made before Troika closed down in February 2005.
Gameplay:
Bloodlines is a role-playing game with the choice between first person and third person perspectives. The player character's ability to overcome obstacles is in many cases a mixture of player and character abilities, with character stats determining the effectiveness of actions, and player abilities determining whether or not the actions succeed. For example, the ability to move silently and avoid being detected is heavily influenced by the character's Dexterity and Stealth ratings; however, if the player does not stay in the shadows while sneaking past enemies, the character can still be detected.
The player character increases in power dramatically during the course of the game through the expenditure of earned experience points on attributes, skills, and vampire abilities called "Disciplines". A multitude of items, weapons, and books can be found or purchased to make the player character even more powerful. Melee and ranged weapons exist in equal numbers, although only in the later stages of the game.
How the player interacts with the game world varies depending upon which clan the player character belongs to. Differences range from different dialogue options becoming available to certain quests becoming available or unavailable. The most notable gameplay differences are experienced by those who play as Malkavian (due to their insanity, dialogue options are often non sequiturs, making it difficult to conduct conversations and negotiations; Malkavians also encounter numerous bizarre moments during gameplay, such as television sets and stop signs speaking to them) and Nosferatu (who, in order to avoid Masquerade violations, are restricted to traveling the city via the sewers and who do not have access to any gameplay options involving seduction).
Unlike most CRPGs, the experience needed to increase stats and skills is not awarded for killing enemies. Experience points are awarded solely for completing quests, no matter how many creatures the player eliminates in the process (though the quest objective often involves killing). This encourages the player to complete quests in creative ways and significantly increases the game's replay value.
The game invokes penalties and rewards for certain behaviors in the game's non-quest (i.e. non-combat) areas. Players are penalized for exhibiting vampiric abilities in front of humans by the loss of Masquerade points, which can also be reinstated by performing actions to protect the Masquerade. If the player loses 5 Masquerade points, the game ends. Also, the player is able to gain and lose "humanity" points, which have an impact on how well the character can be controlled when his or her blood supply is low (which can cause the character to go into a potentially Masquerade-violating feeding frenzy at the wrong time). Humanity points are awarded for acts of kindness, such as finding alternatives to killing certain NPCs. They can be taken away if the player character kills a human outside a combat zone (or even sometimes within a combat zone if the human is a noncombatant), intentionally or not, or if the character commits an inhumane deed such as stealing money from a charity. Unlike Masquerade points, the game does not end if the player humanity level drops to zero, but the player's character is more likely to enter frenzy, also some dialog options may change. Experience points can be used to purchase humanity points.
No, there won't be anything. Because in February 2005 Troika Games closed offices. I'm still blaming stupidos who don't care about story and just want to shoot everything and see some explosions.
ElKilla1993 2 years ago 44
They should make another one.
goodbitchable 1 year ago 10