Prime Junta
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That would be funny except that it's getting to be a bit of a meme. Even T:ToN and Deadfire did pretty much just that.
So how did that bodyguard outfit (and Tender shirt) promo work?
I'd planned on snagging it to have in case the game ends up being good, but there was a fire in the building that day and I was too busy dealing with the chaos at work to finish the "quests", link the accounts, and watch the Twitch stream as it was broadcast.
Did they send codes or emails to accounts watching the stream or what?
Because everything else I've read so far sounds like the best possible scenario for a VtMB sequel anyone could have realistically hoped for.
TBH I find the entire premise of this game very problematic. What if you don't consent to being embraced? How do they think players who have been raped will feel when encountering this?
edit: I'm being serious. I hope the writers take this into account and allow you to end the game early just by saying No and having the vampire respect your wishes.
Its all about shutting down honest and open discussion of this game. They just want blind praise and it is a sign of things to come.Or get banned for using Deus Vult memes on their official discord. It feels like the game is going to be infested.
Reddit said:Here's a list of details that are currently known about the game
- Brian Mitsoda is lead writer (just like the original) alongside Chris Avellone and Cara Ellison
- Rik Schaffer is composing again
- Set in Seattle
- Seamless hub world
- Multiple hubs
- Direct sequel to 2004's Vampire: The Masquerade - Bloodlines
- Takes place 15 years after Bloodlines
- Game starts off with a Mass Embrace at Pioneer Square where player is among the new vampires born from the event, you're captured and brought upon a court of prominent vampires like the first game to recount the events of the mass embrace before being sentenced to death, court is firebombed and you escape, thrust into Seattle to find out who's responsible
- Player is a thin-blood at first, later on you can choose a clan.
- No quest markers
- First-person with contextual third-person actions just like Deus Ex: Human Revolution and Mankind Divided.
- Fan-favourite characters from Bloodlines returning
- You can use telekinesis, turn into mist to go through vents and glide
- You can scale buildings, there's an emphasis on verticality
- Level design is very reminiscent of the original Deus Ex in the sense that you're offered many different pathways to approach a particular scenario
- The protagonist is not voiced
- Way more dialogue than Bloodlines
- Huge emphasis on character creation. You can choose your background, gender pronoun, employment history, body type and fashion
- Loads of secrets and hidden pathways to find
- Seattle as a hub world is described as "very active", crowds gather outside clubs and muggers prey on victims in side allies, all seamlessly done.
- Main side-questline involves hunting down and finding all the other thin-blood created from the Mass Embrace, each will have their own story about entering into their new life e.g you might find a married thin-blood struggling to deal with their newfound powers
- Blood resonance from the 5th edition will appear in this game. Using your enhanced vampire senses, you can see when NPCs are experiencing an intense emotion like fear, desire, pain, joy and anger. Humans give off a bright aura. Drinking a person with a strong resonance will give you an immediate bonus to things like melee power or seduction. If you drink a particular resonance constantly, you will acquire a taste for it and this will give you permanent buffs called "merits".
- If you continuously suck on people's blood in full view of the public, they'll be more wary of going to those areas and you'll see less citizens wandering the streets
- Emphasis on fluid combat, using vampiric speed to slide in and out of melee range and slash people and execute them with melee weapons. You can get special cinematic finishers in combat when you execute people a la Deus Ex: Human Revolution. Counters are in. Guns exist and are treated as temporary opportunities, you pick em up, use it, then discard it and move on.
- It is not confirmed whether or not you can carry weapons like in the original, pre-order skins for weapons point to being able to do so.
- NPCs can react to you depending on what background you chose for your character in character creation
- Game has modding support, available Day 1
Sounds good. With Avellone on board as a major writer, I am quite optimistic about the quality of the game.
What's the latest game in which Avellone proved he's still got it?Sounds good. With Avellone on board as a major writer, I am quite optimistic about the quality of the game.
Reddit said:Here's a list of details that are currently known about the game
- Brian Mitsoda is lead writer (just like the original) alongside Chris Avellone and Cara Ellison
- Rik Schaffer is composing again
- Set in Seattle
- Seamless hub world
- Multiple hubs
- Direct sequel to 2004's Vampire: The Masquerade - Bloodlines
- Takes place 15 years after Bloodlines
- Game starts off with a Mass Embrace at Pioneer Square where player is among the new vampires born from the event, you're captured and brought upon a court of prominent vampires like the first game to recount the events of the mass embrace before being sentenced to death, court is firebombed and you escape, thrust into Seattle to find out who's responsible
- Player is a thin-blood at first, later on you can choose a clan.
- No quest markers
- First-person with contextual third-person actions just like Deus Ex: Human Revolution and Mankind Divided.
- Fan-favourite characters from Bloodlines returning
- You can use telekinesis, turn into mist to go through vents and glide
- You can scale buildings, there's an emphasis on verticality
- Level design is very reminiscent of the original Deus Ex in the sense that you're offered many different pathways to approach a particular scenario
- The protagonist is not voiced
- Way more dialogue than Bloodlines
- Huge emphasis on character creation. You can choose your background, gender pronoun, employment history, body type and fashion
- Loads of secrets and hidden pathways to find
- Seattle as a hub world is described as "very active", crowds gather outside clubs and muggers prey on victims in side allies, all seamlessly done.
- Main side-questline involves hunting down and finding all the other thin-blood created from the Mass Embrace, each will have their own story about entering into their new life e.g you might find a married thin-blood struggling to deal with their newfound powers
- Blood resonance from the 5th edition will appear in this game. Using your enhanced vampire senses, you can see when NPCs are experiencing an intense emotion like fear, desire, pain, joy and anger. Humans give off a bright aura. Drinking a person with a strong resonance will give you an immediate bonus to things like melee power or seduction. If you drink a particular resonance constantly, you will acquire a taste for it and this will give you permanent buffs called "merits".
- If you continuously suck on people's blood in full view of the public, they'll be more wary of going to those areas and you'll see less citizens wandering the streets
- Emphasis on fluid combat, using vampiric speed to slide in and out of melee range and slash people and execute them with melee weapons. You can get special cinematic finishers in combat when you execute people a la Deus Ex: Human Revolution. Counters are in. Guns exist and are treated as temporary opportunities, you pick em up, use it, then discard it and move on.
- It is not confirmed whether or not you can carry weapons like in the original, pre-order skins for weapons point to being able to do so.
- NPCs can react to you depending on what background you chose for your character in character creation
- Game has modding support, available Day 1
Anyone remember this show?
What's the latest game in which Avellone proved he's still got it?Sounds good. With Avellone on board as a major writer, I am quite optimistic about the quality of the game.
(In relation to this, Fairfax dropped me a line and asked, so figured I'd answer here about what I've done on Pathfinder, info, etc. )
So Alexander Mushlin is the Creative Director, Alexander Komzolov is the lead writer. I’m one of the writers reporting to the Alexander(s), but I’m not the lead writer on the game, no, and there are other writers on the project for sure.
This was mentioned before, but I did passes of the story with the Alexander(s) to expand it from the pen-and-paper roots so people who would play the game would still have some new content and we worked out the underlying theme for the story as well (in quoted section). In addition, some elements of the PNP path were taken in new directions to make them more suited for evil playstyles, which was fun.
I also worked with them on setting up the PNP quest arcs with the new companion quest arcs in chapters of the game (the companions add a lot) and gave feedback on the companions as well.
As for writing companions, it was a reverse of Fane from Divinity: Original Sin 2: I got elements of the "goblin rogue" (the companions weren't named at the outset, and I did help with naming companions). From that, was able to flesh out additional elements of his backstory, look, etc. then I wrote Nok-Nok from start to finish. (In Divinity, I only wrote Fane’s backstory, Stephen Rooney wrote the dialogue - it was always the case when talking with Swen that I wouldn't have time to write a companion.) I say a “reverse” from D:OS2 because Nok-Nok’s 1-paragraph character arc had already been approved by Paizo before I came on board (and same with some of the other story elements), but Alexander Komzolov and I agreed to change aspects about Nok-Nok afterwards even though his general arc remained the same (and some specific conclusion to his companion quest).
I also did the background for another companion that the Alexanders were interested in including in the game (he’s the halfling in the portraits with writing on his face), but he didn’t make it in. He wasn’t cut for scoping reasons involving his character (he had a portrait, backstory, and quest arc), but more the Alexanders wanted to make sure we could do the companions we had justice. If he had been included, I would have been writing him as well.
I also did the style guide, the module (on 2nd draft now), helped coordinate some aspects of the editing team (we had two editors who worked on the English versions), helped with UI text, and writing and edits on about 150+ other characters.
I didn’t write Amiri or Jubilost, although I would have been happy to (I was pretty busy on the other aspects, though, so I doubt I would have had time - writing companions can take months).
I like working with Owlcat (and Pathfinder) a lot, it’s been a good experience. I hope more Pathfinder games follow after Kingmaker.
It's rtwp.For such an insanely ambitious game, Kingmaker turned out much better than it had any right to.
You can get special cinematic finishers in combat when you execute people a la Deus Ex: Human Revolution.
I hear a lot about Tremere being a really rigid pyramid clan, but I don't think we saw much of that in bloodlines 1
Hope this aspect gets more expanded in bloodlines 2
We didn't get to see that because, as Strauss explained, you were embraced outside of the pyramid.I hear a lot about Tremere being a really rigid pyramid clan, but I don't think we saw much of that in bloodlines 1, I liked playing them because blood spells were cool and if you did things right you got a comfy chantry to live inside
Hope this aspect gets more expanded in bloodlines 2
*realistic light
Hope this aspect gets more expanded in bloodlines 2
It really can't, not where the player is concerned, because it would take away agency from the players.
noAlso, I don't trust the lack of discipline talk. All they've said is you can use telekinesis, glide and turn into mist. What if that's ALL you can do?
fewer loading screens inside hubs>Seamless hub world
>Multiple hubs
*realistic light
Christ, that was an uplifting lunchtime viewing. Probably too sensitive/charged subject matter for a mainstream game to embrace, though.