Advanced embedding details, examples, and help! Well, not exactly dead, but turned into a vampire - "sired", as the vampires themselves call it. Before the protagonist is able to reflect upon this new and unexpected form of existence, he is taken to a court room, where he gets acquainted with the Camarilla - an organization that preserves order among vampires. Apparently, the protagonist's sire turned him into a vampire without permission, so Prince LaCroix, the head of Los Angeles Camarilla branch, decides to execute both.
The hero's short vampire life would have come to an abrupt end, if a mysterious person hadn't stepped in and convinced the Prince to spare it. The Prince takes responsibility for the protagonist from now on, and decides to test his abilities, sending him to Santa Monica. Before long the new vampire becomes involved in a net of intrigues between powerful organizations and vampire clans, and must choose his own place in this terrifying new world.
In the beginning, the player creates the protagonist, choosing between vampire clans, each with its own unique abilities and disciplines: Brujah vampires are suitable for melee fighting, Tremeres can cast spells, etc. In some cases the choice of a clan greatly changes subsequent gameplay: for example, Malkavians are insane and will therefore have completely different, surreal dialogue choices; Nosferatu are so ugly that they can't pass for humans and will have to travel through underground paths throughout the game, etc.
The main character gains experience points only for completing quests, not for killing enemies. We can't wait. Purring sweetly in the background of Bloodlines lies the Source engine, purveyor of graphical genius to Half-Life 2. With its remarkable facial animation, DirectX 9 effects and a new lighting system devised by Troika, Bloodlines looks set to be one of the most graphically stunning RPGs ever. Above and beyond this, however, is a modified Havok 2 physics engine that looks to be so good it'll make your head bleed.
If your vampire is strong enough, you'll be able to interact with the environment like never before - shifting crates, lifting small cars and generally making your presence felt. Meanwhile we shouldn't forget, as Leonard Boyarsky, joint CEO of Troica, himself points out, that physics objects blow apart real neat.
They sure do. For years mortal propaganda has been chipping away at us, hoodwinking us into balieving that it's not much fun being a empire. Damned lies! Well, maybe not, but you can be ur dead and still be hip, and Vampire: The Masquerade -Bloodlines is going to show you how.
Put simply, if this til manages to pull off what it promises than the RPG world will be set on fire. It's still early days, but Bloodlines looks set tc intricately meld the traits of the traditic nal RPG with the intense shootery of the FPS. Stuff like experience points, character groups, quests and NPC inters ction are still here, but so is an arse lai of weapons that covers knives, submachine guns, flamethrowers and 'stakeguns'.
If you add to the mix your 12 different vampire powers supernatural speed, invisibility, mind control, superhuman strength and the like , then it becomes clear that we are looking at what might be described as a Deus Ex with pointy teeth. And it uses Half-Life's Source Engine. Excited yet? So how does it work? We caught up with Troika bigwig Leonard Boyarsky and producer Thaine Lyman, and they told us all about it. For example, a Toreador clan member is suave and seductive - an Anne Rice style vampire - while the Nosferatu is a hideous beast stalking in the shadows.
Each of these has multiple conflict areas associated with it. The player interacts with NPCs, receives quests and buys equipment in the safe areas of each hub before moving out to the action. From what Zone has seen, the environments that you'll be battling through are vast and wide-ranging, covering all the grubby aspects of the seedy American underground: nightclubs, dodgy hotels, Hollywood Mansions and the more traditional gothic caverns and graveyards.
What's more, these environments and the myriad characters that you meet in them will react to you according to the choices you make, your clan, your abilities and the reputation that you've developed through your mis deeds.
So if you've recently sucked the plasma out of someone's virgin younger sister, they are unlikely to welcome you with open arms let alone open veins. And of course, throbbing beautifully in the background, lies the Source Engine.
When a character gets angry at you, you know it. When they're happy with you, you know it. When they want to make you dinner, you know it. If Fallout is anything to go by, Troika is pretty much the best in the business when it comes to NPC chitchat. Armed with this technology we could be in for encounters and characters that are so immersive you won't be able to tell the difference between playing the game and going down the shops for a pint of milk or a quart of type A-positive.
By their own admission, the strong team behind Bloodlines found that "using somebody else's engine is like jumping into a cold pool. In most previous role-players, original designs and visions have had to be compressed into characters with pixels for faces, with even main characters being scrunched up into 2in-high models. These days every fold, wrinkle and zit in the artwork can find their way to someone's face, and the team is clearly enjoying the freedom that this affords. The visuals may not match those we've seen in Half-Life 2, but they're still out of this world.
We added our own lighting system too, because a game that takes place at night has very different demands from a game that plays out during daylight. We had to incorporate a lot more shadows and moody lighting. So there is almost a film quality to it. Those of you with above-average memory will be aware that it wasn't always like this. V:tM - Redemption was an isometric party-based affair that started its story back in the dark ages: it was old school that's old school with a beard rather than a tub of drugs and a whistle.
So why the sudden shift in gears? The stats affect the gameplay, but the player is the one who is actually responsible. This is clearly a far cry from the games in which you click on a beasty and back while your character cleaves mea from its ribcage. They'll search you out. They'll throw things at you. We used a lot of the Half-Life 2 combat Al, and a lot of their scripted stuff, but we had to add a lot of the RPG-specific stuff ourselves.
There are multiple ways to get through our game, so we have to accommodate the fact that the player can have different experiences getting to a certain area. If you've seen the E3 Bloodlines video you'll have noticed that it has a number of similarities with what we've seen of its ginger, radioactive step-brother, Half-Life 2.
One notable scene has a monster picking up corpses and lobbing them at you, while elsewhere the physics engine shows off with an enthusiastic jiggle of an NPC's over-sized breasts. Bloodlines will also have extensive Modding capabilities and epic vampire vs vampire hunter multiplayer battles.
For us, Bloodlines carries with it big expectations. The right people are making the right game with the right source material. A bunch of meaningless stats that have chuff-all effect on the game itself, right? What makes the concept of Bloodlines so fundamentally thnlhng is the way in which these attributes and skills are meshed with the FPS game and the multiple ways in which you can complete your objectives. There's this house you need to get into that's being guarded, explains Leonard, when probed about the open-ended gameplay.
You can fight your way through the front, sneak your way around to the side althouqh you'll need to pick the lock on the door or go the easy way through the backyard, but then again you'd better have 'Animal Friendship' because there's a big pit-bull guarding the back door.
We're just taking all this in. Or your seduction skills if you're a female. You could perhaps dominate him. In or out of dialogue. Now I don't know about you, but personally I only have three ways of getting into my own house in no particular order: keys, doorbell, bathroom window , and I've just been told about a virtual world in which there are about seven.
That's pretty cool. If you decide to go in all guns blazing, then there's a wide variety of weapons to dispose of the vamps and humans who stand in your way.
Shotguns, flamethrowers, stake guns, sub-machine guns, sniper rifles and a variety of weapons like knives and katanas can all be utilised to make a member of the undead even more dead than he was before. The bad guys won't be stupid either. Enemies will dynamically adjust to certain changes in the environment,' promises Leonard. They'll take cover behind objects and change their positions if those objects are destroyed. They'll work together in combat, and know when they're outmatched to flee accordingly.
I'd be running over the green hills and far away. So the NPCs can't be that clever. But what about the blood? Count Duckula aside, haemoglobin has always featured prominently in vamp escapades and Bloodlines is no exception. Humans are cattle,' explains Leonard, but they are also to be feared and respected as there are so many of them compared to the vampires. But you'll need to feed on NPCs to get blood to power your disciplines.
If you don't, the NPC will run away screaming or attack you, depending on their Al. Either way, a successful conquest will give you plenty of juice to let rip with your powers round the next corner. Unfortunately there's a price to pay for this arterial promiscuity, if you completely drain a victim of their life juice or run around gunning down innocent bystanders then you will lose humanity points.
If you stray too far away from what is morally human, you are more likely to reach a point of 'frenzy' - absolute bloodlust. Released in rivalry with Half-Life 2 and a lot of other names, Download Vampire The Masquerade Bloodlines Free Full Game sold fewer than 80, copies during its first release, which was considered a bad performance. Download Vampire The Masquerade Bloodlines Free Full Game features the main story and optional side quests that can be completed at any time; the player can move between the available areas at will to revisit locations, characters, or merchants.
Although the handsome Toreadors receive bonuses for seduction and persuasion, opening additional dialog options, they are physically weak; the Nosferatu are forced to travel in the shadows or through sewers to avoid alerting humans but receive bonuses to their intelligence and computer skills, which enables access to more information.
The Malkavians have separate dialog options, reflecting their inherent insanity. Upgrading some skills provides additional dialog choices; attractive and charismatic characters seduce to get their way, dynamic characters threaten, and others persuade their targets to cooperate. Melee combat is third-person, with access to weapons such as katanas and sledgehammers for melee combat, or pistols, crossbows, and flamethrowers for firearm combat. If a player sneaks up on an opponent, they can perform an instant kill; weapons provide unique instant kill animations.
The player can block attacks manually or automatically, by leaving their character idle. They can use stealth in missions by sneaking past guards and security cameras, picking locks, and hacking computers to locate alternative routes.
Each clan has specific Disciplines, which can be used in combat and to create approaches to quests. Although some powers overlap clans, no two groups share the same three Disciplines.
Several skills can be active at the same time.
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