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The dirty setting of Vampire: The Masquerade — Bloodlines permits you to be a piece of vampire society, attempting to construct your standing to move from offspring of the night to undead criminal.

Set in the advanced world, there are bunches of honest humans spotted around on the planet, compelling you to regularly utilize covertness in offset with Bloodlines more activity centered battle. The thing is, the story and characters are right on target and keeping in mind that in fact components have matured the composition and plot have not.

This sharpness of composing penetrates the entire experience of Bloodlines. From the earliest starting point you can decide to construct your own character or have one made for you by noting a scope of suitable inquiries. These decide your beginning Attributes, Abilities, and Discipline details that direct your characters powers.

There are additionally seven factions to adjust your new vampire to. From the twisted Nosferatu to the distinguished Venture — who you side with directs a large number of your capacities. These generally demonstration in equilibrium, so while you pick up certain points of interest a few impediments are likewise constrained upon you.

Along these lines, in the event that you become a Nosferatu, you need to remain stowed away from people on the planet because of your transformations, yet get buffs to your insight aptitudes. Vampire: The Masquerade — Bloodlines specialized issues stay an issue. In any case, — while these have no better throughout the long term — these were never the draw, that was consistently the plot and composing.

The bloodsuckers went under cover, living among the animals they fed upon and diverting human history relentlessly in their favour. The bastards. Vamptre: The Masquerade - Bloodlines sees you playing a newly embraced member of the kindred' in a dark, Gothicised Los Angeles, filled with seedy bars, dodgy hotels and questionable ladies of the night.

Fundamentally an RPG with the trappings of Deus Ex's open-ended gameplay, and a collection of armaments that would make Charlton Heston blush. Bloodlines is gearing up to be the first of a new breed of action-packed first-person RPGs. Powered with the same facial animation, physics engine and general jaw-dropping magnificence as Half-Life 2, Bloodlines is shaping up to be one of the most impressive releases of next year.

Before you start running around however, sneaking, seducing, baring your teeth at old ladies and working your way up through the pointy-toothed hierarchy, you've got some important decisions to make.

The character creation process and, above all, which clan you join, will have a huge effect on your game. You must first decide on your allegiance; there are seven clans available and each has its own set of physical attributes, disciplines and outlook on life. You could be a Gangrel. Alternatively, if you've always dreamed of being an ugly deformed monster, you could be an old-school Nosferatu with limited social skills, heightened senses, pointy ears and a talent for sneaking around and looking evil.

Taking into account the fact that you can play as either a boy or a girl vamp -an option that should provide some kinky connotations for one or two members of the team - this means there'll be a whopping 14 basic characters with which to tinker.

And, as you would expect from the creators of the legendary Fallout series, there's more than enough character options with which to play. You're given a set number of points to spend to mould your character as you wish,'' explains Leonard Boyarsky, the joint CEO of Troika. So you can play about with whatever you want your Vamp to be skilled at, though things like knitting, poultry-keeping and embroidery are unsurprisingly off the menu.

Ranged combat, melee combat, sneaking, seduction and persuasion are the order of the day, as well as a variety of other roleplay stalwarts. So far. 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.

In contrast, because of the open nature of the game, you can go against vampiric convention and do nice things to people bake cakes, heal sick puppies, buy fags for teens loitering outside newsagents. That kind of thing. If your humanity points start getting low then there'll be less speech options available to you and even the most sophisticated of Toreadors will start grunting, scratching their arse and gesticulating in a brutish manner.

In the past. Troika bods have proved to be absolute masters of character-dependent branching dialogue, above all in the myriad of sprawling conversations found in Fallout and Fallout 2, so dialogue in Bloodlines promises to be something pretty special.

NPCs will react to your clan, your reputation and if on a previous visit you caved in their cousin's head with an iron bar then the chances are they wont be hugely receptive to you. In turn, you'll respond through dialogue options dependant on your clan's attributes and skills, your humanity rating, the way in which you distributed your character points at the start of the game and, if you did jam an iron bar into someone's brain cavity earlier, the naughty things you've been up to during the game.

Some of your lines appear in different colours and fonts," adds Leonard. This signifies that it's a line that uses one of your powers or feats. In most cases a quick 'please' or 'thank you' would probably suffice, but I suppose the undead aren't exactly famed for their courtesy. Making a hugely complex genre crossover title like Vampire: The Masquerade -Bloodlines is a hard task. There is no doubt Leonard and his buddies are juggling a lot of balls dialogue, combat, Al. But Troika have all the right tools; they've got the most astounding engine in PC gaming history, they've got the rich backdrop of the White Wolf universe, they've got a team of established RPG gods and, well, they've got vampires which are always cool.

Apart from when they're crowbarred into The Matrix. Bloodlines is set to be 60 hours of gaming genius that's going to make standing in graveyards at midnight and looking pissed off a fun and trendy activity. 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.



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