The other side of the equation -- combat -- has also had its second-guessers during development. "We've been asked why we dropped the dice rolls in favor of going to a more direct method of combat control," said Boyarsky, addressing this question during the combat demonstration. In two separate demonstrations, he showed me a Ventrue in a sword fight against a group of Giovanni zombies and a animal-like Gangrel vampire using stealth powers to sneak through a bar.
In the first instance, I watched as the Ventrue went through an elaborate series of movements including vaulting over one zombie, grabbing it from behind and cutting its head off. In the second, the Gangrel managed to isolate one of the bar's guards and sneak up behind him for a stealth kill. Boyarsky made it clear that the fighting/combo and stealth systems weren't as elaborate as fighting or stealth games that were dedicated to that sort of gameplay, but neither did he run away from the fact that this type of combat implementation is worlds away from the traditional turn-based dice rolling combat of both the paper and pencil games and even Troika's earlier RPGs.
"Putting in a traditional combat system in a first-person game like this simply places an unnecessary layer between the player and the game world. It just felt wrong." More than that, though, it would doubtlessly be a waste of good material.
Bloodlines is being built on Valve's Source engine, being used to power
Half-Life 2 engine, arguably the most anticipated first person shooter of all time. Hobbling the first-person aspects of
Bloodlines would be like putting training wheels on a Harley-Davidson.
"We're using the player's character skills to tweak the combat system so that it's as responsive as the player wants it to be," Boyarsky said. "It's more than just making the target reticle smaller and the hit radius wider as your marksmanship improves, it's also handicapping combat enough for a player with lower stats that it's impossible to get through the game just using your native twitch-based skills." According to Boyarsky, the
Troika crew aren't rushing away from traditional turn-based RPG combat for future games, but adding this sort of direct combat to a game adds an appealing new feature to RPGs that they hope will open up the genre to a wider audience.