Spazmo
Erudite
Tags: Vampire: The Masquerade - Bloodlines
Those kooky brits at <a href="http://www.eurogamer.net/">EuroGamer</a> have an interesting <a href="http://www.eurogamer.net/article.php?article_id=52904">preview</a> of <a href="http://www.troikagames.com">Troika</a>'s upcoming <b>Vampire: The Masquerade -- Bloodlines</b>.
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<blockquote>But visual immersion would count for nought were it not for the narrative, and Troika has also borrowed a long forgotten concept from the world of adventure games: the conversation tree. But unlike the rather basic system of merely asking questions or selecting a response, used for years in old LucasArts classics, Bloodlines incorporates RPG elements into the conversation. For example, your character may have excellent seduction skills, or be part of a specific clan that allows you to ask questions or offer responses otherwise unavailable to you, and these 'special' branches of the conversation will be shown in a different font to indicate this. It's simple, but opens up wonderfully non-linear gameplay possibilities that we hope Troika can deliver on. In this sense, Bloodlines' interaction and narrative makes it look like a subtle reinvention of the adventure genre - a logical progression that LucasArts should have seen years ago, but blundered into a commercial cul-de-sac instead.</blockquote>
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That's a little bit too much gushing for even me, Troika fanboy extraordinaire. It also seems to assume gameplay elements first introduced years ago in games like <a href="http://www.interplay.com/fallout/index/htm">Fallout</a> are new and revolutionary, which is odd to me. Nonetheless, it's good to see Bloodlines will have that lovely special Troika touch to it.
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Spotted at <a href="http://www.rpgdot.com">RPGDot</a>
Those kooky brits at <a href="http://www.eurogamer.net/">EuroGamer</a> have an interesting <a href="http://www.eurogamer.net/article.php?article_id=52904">preview</a> of <a href="http://www.troikagames.com">Troika</a>'s upcoming <b>Vampire: The Masquerade -- Bloodlines</b>.
<br>
<br>
<blockquote>But visual immersion would count for nought were it not for the narrative, and Troika has also borrowed a long forgotten concept from the world of adventure games: the conversation tree. But unlike the rather basic system of merely asking questions or selecting a response, used for years in old LucasArts classics, Bloodlines incorporates RPG elements into the conversation. For example, your character may have excellent seduction skills, or be part of a specific clan that allows you to ask questions or offer responses otherwise unavailable to you, and these 'special' branches of the conversation will be shown in a different font to indicate this. It's simple, but opens up wonderfully non-linear gameplay possibilities that we hope Troika can deliver on. In this sense, Bloodlines' interaction and narrative makes it look like a subtle reinvention of the adventure genre - a logical progression that LucasArts should have seen years ago, but blundered into a commercial cul-de-sac instead.</blockquote>
<br>
<br>
That's a little bit too much gushing for even me, Troika fanboy extraordinaire. It also seems to assume gameplay elements first introduced years ago in games like <a href="http://www.interplay.com/fallout/index/htm">Fallout</a> are new and revolutionary, which is odd to me. Nonetheless, it's good to see Bloodlines will have that lovely special Troika touch to it.
<br>
<br>
Spotted at <a href="http://www.rpgdot.com">RPGDot</a>