Least Discipline implementation cost.But why they choose Ventrue?
You guise made her annoyed enough to post a screenshot of her save menu.Would she really post a screenshot from character creation of a game she has no intention of playing to impress a few dozen people?Alot of the IP writer crowed tend to fake an affection for their current work for PR reasons of course, I remembering that i once joined a Narrative designers tumblr discussion were they tip each other how to write for a current game while avoiding playing it (watching YT walkthroughs and reading wikis were the popular solutions).Bloodlines, on the other hand, was in the 'not an existing fan' category - that is to say, I wasn't familiar with it beforehand and had to catch up. I loved it so much I took days off work to play.
i highly doubt that she actuality played the game.
Yes, I've played Bloodlines 1 - extensively. This was the end of my Ventrue run and the start of my Brujah run (admittedly I cut that short to play Tremere, which is ongoing). Lemme tell ya, being Ventrue in the Nosferatu Sewers? Nightmare. Skin of my teeth. Er, fangs.
I'm the optimistic type. My guess is a 4/10.Everything about this game from the trailers to the "artwork" to PR announcements looks BAD and embarrassing.
I'm the optimistic type. My guess is a 4/10.Everything about this game from the trailers to the "artwork" to PR announcements looks BAD and embarrassing.
It might be five years from being ready, but you know they will push 1.0 either way.I'm the optimistic type. My guess is a 4/10.Everything about this game from the trailers to the "artwork" to PR announcements looks BAD and embarrassing.
The cope here is hoping that the marketing team is a bunch of nepotism hires and the actual game is made by talented people that are okay with their game being presented like trash.
FFS they didn't even have barebones animations ready for Ventrue reveal and instead only concept art gifs. This game is five years away from being ready.
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The latest episode opened with Jason Carl, the Storyteller, namedropping Bloodlines 2 again, and encouraging anyone intending to play it to take a note of the Live Play's events. My note goes:Only half of the episodes have been released until now, but here's what I could gather:Seattle by Night season 2 is a direct prelude of Bloodlines 2, and things happening there will be a foundation for the events of the game.Please post your impressions here once you're done. I personally can't stand watching these, it's always so cringe.I am still in the process of, ah, sinking my fangs into it.
1. The Prince of Seattle is named Campbell, however the power behind his throne is the former Prince, the spectacular Lou Graham. It is unclear how or why she lost the formal praxis.
2. Ghouls have been going missing in recent nights.
3. The highway underpasses found throughout the city are collectively known as "the Jungle" and are gathering places for the detritus of society, kindred and kine.
4. Thinblood alchemists have discovered a pretty interesting blood-drug that, upon consumption, sates the Hunger as if the imbiber completely drained a mortal, and provides the benefits of the Blush of Life.
The remaining details seem to be specific to the chronicle.
Lol, Like I said before. But why they choose Ventrue? And why they kept this mystery with last clan? I hoped that it will be Lasombra. And outfit looks like Lasombra's
Wait! WAIT!And what the hell are those shoes supposed to even be? The Banu Hagim model had some generic old-looking brown shoes instead of sneakers, as if the devs were afraid of making the ensemble look too "urban".
extended giga gameplay trailer at the GEOFFSNo 15 second trailer this time, guess they already used up the trailer budget? Alternately, the reception to them was so unpopular that they decided to just not bother.
A third possibility: given the animated concept art gif on the page, the class isn't even fully implemented yet, so there's nothing to show.
this thread isn't about glowing praise of the vampire gameThis is so emo.
Pitch creation and creative leadership, concept adaptation to fit publisher and IP requirements, gameplay vision (including mechanics, tone, player experience), Creative Direction (prototype, pre-production & production, until Alpha (spring 2023)), Narrative Direction (including story and character creation, overseeing writing and level design team, establishing narrative architecture, style guides, working with Kate Saxon/SIDE on casting, voice direction and editing), Publisher liaison (specifically IP/Branding teams).
Like with Deep, this game is still in production so I don’t want to say too much about it here, so let’s keep this one brief.
The VTM franchise is a really amazing one. I grew up on paper-based RPGs, even if I’ve got fairly basic tastes when it comes to video games (I’ve got more hours clocked up on Far Cry and Just Cause than is healthy). VTM is special even for an RPG. It’s incredibly rich and deep, it’s morally and ethically complex, it combines modern politics with ancient supernatural evil, it’s biblical, it’s personal, it’s queer. It just screams TCR and everything we’d always tried to embed in our games. When the opportunity to pitch for it came up, it was Dan Pinchbeck catnip. I was confident we could deliver - we’d been scaling up and bringing on more and more people with serious development chops and history. I knew I wanted to write the story too, we’d never been a studio that were going to finish someone else’s work.
As it turns out, that dovetailed with what Paradox wanted and the state of the project. The inspirations were clear for me: dark US dramas like Succession, The Sopranos, The Wire, House of Cards. Anchor the gothic in the contemporary. Know that monsters exist in boardrooms and bars everywhere. Know that we live in a world that pretends it’s slick and sophisticated but where we’re still beating each other to death with the jawbones of asses. Know that you could get knifed for being in the wrong place at the wrong time, but you’re as likely to die from the poison dumped into your water in the pursuit of profit. Know that immortality is a curse as well as a blessing and that too much power strips humanity away like acid. One of my favourite lines from a novel comes from William Gibson’s Count Zero:
“And, for an instant, she stared directly into those soft blue eyes and knew, with an instinctive mammalian certainty, that the exceedingly rich were no longer even remotely human.”
As a writer, working in that space is just bloody inspirational.
And until more about the game drops, that’s pretty much all you get. The central character, Phyre, encapsulates everything that VTM means to me and it was a blast writing her and the rest of the gang . Once I’d put together the story and background, characters and context, I worked with a great narrative team - Sarah Longthorne, Arone Le Bray and Frances Wakefield-Harrey on putting flesh onto those bones - and again worked with Kate and SIDE to put together a fantastic cast.
I led the project from inception through until alpha in spring this year, then handed the narrative reins over to Ian Thomas and the creative leadership to Alex Skidmore, both hugely experienced devs. If you love VTM as much as me, then I reckon you’re in good hands. And I hope the dark heart that I started beating at the centre of this thing does it justice.
It's definitely opinion for me, but for me I tend to lose immersion if I'm picking responses rather than hearing them spoken. There is a lot more nuance that you can get across with modern gaming, because we have more tools at our disposal to do so. Is it better to have someone say "I'm sad" or is it better to hear their voice catch in their throat while they say something else?
I was there when we took Dragon Age from no Player character VO into the VO, and once I saw the difference in the quality of writing (and game narrative in general), I never looked back.
For my own part, I would also add that it depends on choice cadence, style, shape etc. BL1 had a choice every time you say anything, and the response was by necessity a mini monologue. We wanted more of a fluid back and forth, and to be very intentional with choices.
BL1-style choices make sense when that's all your character ever says, but that wasn't the direction we were given. That's why we decided to summarise the content and intent, so that players know what they're choosing, while allowing us to rely more on performance (and subtext).
Yes.how shit will this realistically be?
Absolute trainwreck? fucking shit? Just bad? aggressively mediocre?
"The central character, Phyre, encapsulates everything that VTM means to me and it was a blast writing her and the rest of the gang."
Well, Phyre IS an Elder. Though, more often than not, Elders are pawns too."The central character, Phyre, encapsulates everything that VTM means to me and it was a blast writing her and the rest of the gang."
So it's all about the central character then? Again this is more Cyberpunk than Bloodlines, where the player was only a pawn...
So Arone is just a retard, but Longhtorne's quote above is indicative that Phyre's narrative will streamline the responses. It'll be more like the Vampyr game or Swansong, where the character's personality directs their engagements, and less like the first Bloodlines or a Bethesda Games Studio protagonist. Player choice will likely only come in for pivotal decision-making.Roguey said:BL1-style choices make sense when that's all your character ever says, but that wasn't the direction we were given. That's why we decided to summarise the content and intent, so that players know what they're choosing, while allowing us to rely more on performance (and subtext).
But the leather slippers make no sense considering that this is supposed to be a snowed-in Seattle. I get that vampires don't feel cold, but what about the Masquerade?! Anybody walking around in 20 inches of snow with nothing but leather sandals on is more jarring than a Nosferatu. This outfit would work much better on a Malkavian.
I maintain that having a background of sorts is not as bad as voice. The two together is what makes the 'you're playing as your very own... Phyre/Geralt/V' concoction. A voiceless protagonist comes with certain fundamental design and narrative choices that contextualizes the background. Not only is the voiceless protagonist much more open to interpretation, but it forces the writers to come up with background scenarios where the player inputs their interpretation of the background as well.(voiced, with family that's forced on you)
The guy was directly involved in Dragon Age II and honestly believes it was an improvement. Very "No, it's the children who are wrong" energy.After the criticism of the Fallout 4 protagonist (voiced, with family that's forced on you) compared to the F3/NV protagonist, they would learn that voiceless and with minimal emotional baggage leads to more immersion, not less. How can you be in this industry and not know about the whole Fallout protagonist debate. They even directly addressed it in Starfield by backtracking to no voiced protagonist. Were they living under a rock?