Stainless Veteran You know exactly why you're gonna get dogpiled for suggesting EM--they popmole mechanics nearly as hard as CDPR. Even worse, they made a MGS-clone and put a Deus Ex wrapper on it--fucking design by marketing committee if I've ever fucking seen it. If EM took VtM on, it would be a fucking Crackdownlike set in a universe more closely approximating Underworld than WoD. It might be good for whatever you call that game, but it would NOT be any good with respect to WoD.
Yeah, and that's why I wrote that I fully understand that I will be stoned. But I mentioned them because while I don't think they are a good fit for a faithful adaptation of PnP mechanics and complexity - I still think that oWoD is very, very hard to translate into CRPG format, both mechanically, in terms of metaplot, and social focus. Maybe Black Isle in its heyday could have managed to pull it off, but none of the contemporary devs.
But. If we're talking about Bloodlines successor specifically, then for the game to be both faithful and good it must have:
1) open or semi-open world, with various interesting little locations to explore, also location design;
2) very good graphic and character design (mood and feel of the original was greatly enhanced by both remarkably designed, unique characters and area design);
3) great music and sound, which is a crucial component of setting the mood;
4) not very verbose, but still quite thorough and interesting, often cinematic dialogues (Malkavian dialogue was great, fuck naysayers, it had tons of little callbacks to lore and metaplot, among other things);
5) overall dark mood and adult themes in both environmental storytelling, dialogues and plot;
6) decent-to-good popamole combat, with a preference to stealth ambushes and/or combat avoidance.
In DX:HR Eidos Montreal managed to pull off decent atmosphere (it wasn't as good as original HR, of course, but whatchagonnado). It was more of a Ghost in the Shell then Deus, but I'm fine with it. World wasn't open per se, but hubs were big, pretty, and decently designed (I'd prefer them to be bigger and have more content, but, again, oh well). Music was very good. Dialogues were a mixed bag, but way better than in Dragon Age II, which came out in the same year. DX:HR semi-successfully tackled themes of humanism, transhumanism, conspiracies, role of a person in history, etc. And I liked stealth, so sue me.
tl;dr DX:HR was good for what it is, had some similarities with VtM:B, and that's why Eidos Montreal HR's devs are my second choice after CDPR if we are talking about a popamole RPG.