Vampire The Masquerade Bloodlines Character Creation History
The character creator is very limited when it comes to the looks of your character. Luckily, there is a fairly simple way to switch your models around. For example, you could play as a Toreador using Tremere models and so on. Here's how: Find clandoc000.txt in your Bloodlines folder ('.Bloodlines UnofficialPatch vdata system' most likely).
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- Vampire The Masquerade Bloodlines Character Creation History Guide
The original Vampire: The Masquerade — Bloodlines could not have been released at a worse time. In 2004, the ambitious but buggy role-playing game went toe to toe with the likes of Gordon Freeman, Master Chief, and Solid Snake only to lose badly. Lackluster sales caused developer Troika Games to limp away from the project more or less broken.
What has kept the game relevant over the years is its writing. Rooted in White Wolf’s sprawling World of Darkness pen-and-paper universe, Bloodlines is a deeply narrative video game. It allows players to chart their own course through a grim and morally ambiguous version of early 2000s Los Angeles. Its storyline is so highly regarded that it played a major role in Paradox Interactive’s decision to purchase White Wolf in 2015.
Vampire: The Masquerade — Bloodlines 2 is Paradox’s attempt at a sequel, currently in development by the team at Hardsuit Labs. Its narrative lead is none other than Brian Mitsoda, the man responsible for the storyline of that original game. Joining him is senior writer Cara Ellison, a former journalist turned games writer and a rabid fan of the original game.
Polygon sat down with both Ellison and Mitsoda last month to discuss their history with the Vampire franchise, and to talk about what’s to come for fans of the RPG.
“I got introduced to the world of Vampire when I first interviewed at Troika,”Mitsoda says. He’d previously worked at Black Isle Studios, makers of the Fallout and Baldur’s Gate series of RPGs. “What I loved about it was that previously all of Black Isle’s licenses were for Dungeons & Dragons, which was not my thing. It’s not just because it was fantasy, but because it’s very black and white. Very good and evil.
“What I liked about Vampire was that it was the real world,” Mitsoda continues. “It was this kind of hidden dark side of the world, and that you’re not playing a hero character in this. You’re playing a monster. And that to me is already different than every other RPG out there.”
In White Wolf’s Vampire, players take on the role of powerful undead creatures with specific lineages. There’s the aggressive and iconoclastic Brujah clan of vampires, the brooding Toreadors, and the proud and aristocratic Ventrue to name just a few. Rarely do these vampire families get along. Their centuries-long conflicts play a major role in the game’s sweeping narrative arcs. Its more immediate and intimate struggles revolve around maintaining the Masquerade, the effort to delude all of humanity into thinking that the undead don’t actually exist. Social stealth is the name of the game, and only by blending in can individual vampires continue to exist.
The other major appeal of the Vampire franchise is that it’s set in the modern day. Bloodlines 2 will be no different, but its developers are moving things geographically north to Seattle, Washington. Mitsoda was quick to point out that his game has little if anything in common with the tabletop RPG. In fact, Hardsuit was pitching Bloodlines 2 to Paradox while the troubled tabletop version was still being written. The process gave Hardsuit Labs more or less free rein to take the lore in whatever direction it wanted.
“It was pretty much a blank slate for us,” Mitsoda says, “to build up and build out our corner of the World of Darkness.”
“We wanted to take the original Bloodlines as the template,” Ellison says. “We want to make a Bloodlines game, so we’re mostly just focused on what that means to us personally. We’ve created the entire world of Seattle from scratch.”
When Bloodlines 2 begins, players will take on the role of a newly-created vampire slowly gaining power alongside of an awareness of their new role in society. The source of that power is human blood, and finding hosts is a major gameplay mechanic.
But not just any blood will do.
“In our game vampires are looking for something called ‘resonance,’” Mitsoda says. “That means very strong emotional feelings in human beings. Vampires don’t really feel strong emotions so, in order to experience an emotion such as rage or desire, they have to get it out of people who have these very strong emotions already in their blood.”
Mitsoda says players might observe someone crashing their bike on a deserted street corner, then choose to swoop in and taste that pain. Later they might catch a pair of young lovers out for a walk, then follow one of them home to sample their desire. Depending on the emotional state of non-player characters, players themselves will be able to charge their passive and active abilities — powerful skills that will allow them to perform stunts in combat or influence social interactions. Only by finding the right kinds of resonance out in the wild can players build up their skills to meet their needs.
“You’re always kind of on the hunt,” Mitsoda says, “and it’s one of the big parts of the side activities in the game. You’re skulking around on the tops of roofs and looking around for people with strong resonance and figuring out how to best get them in a position where you can feed on them without breaking the Masquerade.”
That means players will need to spend a lot of time observing and tracking their targets, paying careful attention to their moods and their interactions with other NPCs. In other games that kind of voyeurism can be extremely passive. Think Watch Dogs and its overarching themes of big data being used against us. Rarely do games allow the player to be the voyeur and also act on that information in a meaningful way. Hardsuit Labs wants to change that.
Ellison says that, with Bloodlines 2, voyeurism will be a key to the game’s unfolding and elastic narrative.
“We do look at it as if you can significantly affect the world,” Ellison says, “and one of the ways that we look at our world is that we are trying to make it really reactive to the way that you play and how you act as a vampire. The more that you break the Masquerade, the more consequences are going to come your way. The more that you’re out in the open, that people realize that there’s a fricking monster on the streets, the more afraid people get and the harder it is to feed.”
But voyeurism will also play into a unique series of side quests that Ellison herself is in charge of. As it turns out, the game’s main character isn’t the only newly minted vampire on the loose in Seattle.
“There are other vampires that have been made that night,” Ellison says, “and you can try to find them through the course of the game. Basically, I want to give you a sense of that person’s life, to allow you to say, ‘That could have been me.’ Essentially, we want to give you a variety of experiences in terms of what it means to be a vampire.”
“I’m really interested in investigating that transitional period,” Ellison continues, “of going from being a human into a vampire. What does that mean? What is vampire puberty like? [...] What about the problems they had when they were human? Are they made better or worse by becoming a vampire? Do they bring a lot of their human problems with them? What are problems that are like unique to being a vampire?”
Mitsoda says Ellison was the perfect choice for this particular series side quests, narrative missions that will bring authentic human stories into an otherwise supernatural game. Ellison herself sees the task somewhat differently.
“I really like to write people who are very messy,” Ellison says. “I like to torture my characters. I like to make their lives worse in lots of ways, and I think this is definitely the game for that.”
Like any other RPG, Mitsoda and Ellison are crafting a kind of power fantasy. But maintaining the Masquerade isn’t the only complication that’s being baked into Bloodlines 2.
“We let you choose who you play as a vampire,” Ellison says. “We’re trying to make this a fantasy available to everyone. But there are also things in the World of Darkness that are more powerful than you, that are more scary than you. And you’re not always going to feel like you’re in control of your situation.”
Related
The Ventrue clan returns for Vampire: The Masquerade — Bloodlines 2
For Mitsoda, the trick is making the world feel alive, not just lived-in. Like the original Bloodlines, he wants to give the impression that the narrative is always moving forward. It’s simply up to players to decide where they fit into the action.
“In a lot of RPGs, everybody is kind of waiting around for the hero to get there,” Mitsoda says. “Their whole life has led up to meeting you and telling you something important, and then they’re done. We’re trying to build a living world, and you have to have characters that feel like they’re part of a world, that they’re not just there for the player’s benefit.”
“That was what made the original so special,” Ellison says. “If you never showed up these people would be manipulating each other and cursing each other and being weird all by themselves.”
Vampire: The Masquerade — Bloodlines 2 is expected in 2020.
Vampire: The Masquerade – Bloodlines 2 | |
---|---|
Developer(s) | Hardsuit Labs |
Publisher(s) | Paradox Interactive |
Writer(s) | |
Composer(s) | Rik Schaffer |
Series | Vampire: The Masquerade |
Engine | Unreal Engine 4[1] |
Platform(s) | |
Release | March 2020 |
Genre(s) | Action role-playing |
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.
- 2Synopsis
- 3Development
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]
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]
Synopsis[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]
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]
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]
Vampire Masquerade Bloodlines Cheats Steam
Release[edit]
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]
References[edit]
Vampire The Masquerade Character Creator
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