Tags: Vampire: The Masquerade - Bloodlines
There's <A href="http://www.reviewgamer.com/index.php?option=com_content&task=view&id=192&Itemid=43&limit=1&limitstart=0">a review</a> over at <A href="http://www.reviewgamer.com/">ReviewGamer</a> that spreads heaping helpings of love upon <a href="http://www.vampire-bloodlines.com">Bloodlines</a>, though it does mention the combat isn't that great. The final tally is an <b>8.8</b>, and here's part of the stuff about handling quests:
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<blockquote>While much of the gameplay revolves around a simple ‘talk and fetch' mission system, the sheer number of possibilities for solving these means they never feel old or rehashed, and instead subtly encourage us to view the game world as a real place where we can use our various abilities and powers in creative and innovative ways. It feels a bit naughty the first time you realise you can creep right around someone and break into the building they're guarding. Take into consideration that you could've seduced the guard, intimidated him into giving you the key, used invisibility to walk right past, removed bars from a neighbouring car park and then gained access - and you'll see what I'm talking about. All the missions have an extensive range of possible solutions, utilising a varied mixture of objects, surroundings and character based abilities - which is a very impressive feat in itself.</blockquote>
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Oh, if only that were true for the whole game.
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Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
There's <A href="http://www.reviewgamer.com/index.php?option=com_content&task=view&id=192&Itemid=43&limit=1&limitstart=0">a review</a> over at <A href="http://www.reviewgamer.com/">ReviewGamer</a> that spreads heaping helpings of love upon <a href="http://www.vampire-bloodlines.com">Bloodlines</a>, though it does mention the combat isn't that great. The final tally is an <b>8.8</b>, and here's part of the stuff about handling quests:
<br>
<br>
<blockquote>While much of the gameplay revolves around a simple ‘talk and fetch' mission system, the sheer number of possibilities for solving these means they never feel old or rehashed, and instead subtly encourage us to view the game world as a real place where we can use our various abilities and powers in creative and innovative ways. It feels a bit naughty the first time you realise you can creep right around someone and break into the building they're guarding. Take into consideration that you could've seduced the guard, intimidated him into giving you the key, used invisibility to walk right past, removed bars from a neighbouring car park and then gained access - and you'll see what I'm talking about. All the missions have an extensive range of possible solutions, utilising a varied mixture of objects, surroundings and character based abilities - which is a very impressive feat in itself.</blockquote>
<br>
<br>
Oh, if only that were true for the whole game.
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>