Skinwalker
*meows in an empty room*
That's one small section, retard.People seething about walking sims and yet Bloodlines has one of the first examples of a walking sim experience (The Ocean House Hotel).
That's one small section, retard.People seething about walking sims and yet Bloodlines has one of the first examples of a walking sim experience (The Ocean House Hotel).
The Mitsoda of today is not the Mitsoda who made Bloodlines. He's a mega faggot woke cuck and will never produce anything good ever again.Hardsuit Labs wasn't ideal, but with MCA and Mitsoda they still had a fighting chance, but no, let's give this game to a bunch of nobodies, that never worked together before, that decided that the best way to present their vision is a montage of faceless goons being punched like Street Fighter or something, and showcase the many cool vampire powers you'll have, like, uh... *checks notes* shockwaving people into the air (and again, and again), and don't forget the instakill over-the-top "press the awesome button" takedowns.
Literally the worst quest in the game. Only mildly entertaining at best the first time through and a horrible slog in repeat playthroughs.People seething about walking sims and yet Bloodlines has one of the first examples of a walking sim experience (The Ocean House Hotel).
And that tiny bit of shit footage is representative of Mitsoda's skill, instead of Bloodlines itself?I saw the "Heeeeeeeere's Damsel again" video
He didn't look like he had that freedom at HSL.RPS: What were the best and worst things about that game from a writing standpoint?
Mitsoda: The Best – Freedom to do what I wanted with the writing. Not having to sanitize the language or content, which meant I got to work with some more mature elements outside of casually slipping f-bombs into the script.
I don't think I saw that. Personally, I agree with GhostCow that the Ocean House was the worst quest in the game. Dunno why people liked it so much, it felt so artificial. But god forbid that Bloodlines 2 includes a new iteration of something that was really liked in the original. It's like it's a sequel or something!the leaked footage of Ocean House Hotel part 2: Ocean Harder
What is dead may never die but rises again harder and stronger.If it dies, how will I post impressions?
Eh, having a single quest that is "smoke but no fire" is nothing dramatic. Certainly not to the point to try and frame it as "one of the first examples of a walking sim experience". Walking sims are walking sims when the entire game is about walking.People seething about walking sims and yet Bloodlines has one of the first examples of a walking sim experience (The Ocean House Hotel).
The whole point of The Masquerade is that vampires operate in secret. I mean, look at Bram Stoker's "Dracula".If vampires were a thing no doubt civilisations would have grown very differently.
You're being fabulously optimistic here, I fear. I doubt that Mitsoda could do something like Bloodlines, because we have many games made by big names from the past who ended up making mediocre RPGs. And, yes, that "tiny bit of shit footage" is proof. Unlike trying to claim that Mitsoda could keep his writing at Bloodlines 1 level after all this time and being surrounded by the kind of people we have seen in Hardsuit Labs. There were more red flags there than not and that, too, is a fact.And that tiny bit of shit footage is representative of Mitsoda's skill, instead of Bloodlines itself?
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What we do know is that Bloodlines 1 had most of its writing made by Mitsoda, and it was good.
It has a bit of horror feel to it, I think many people liked that angle. It is also a bit unique quest, compared to most.I don't think I saw that. Personally, I agree with @GhostCow that the Ocean House was the worst quest in the game. Dunno why people liked it so much, it felt so artificial.
That's a pretty big "if". Nevermind Mitsoda's level, we do KNOW he wasn't given the same conditions to work, because people who worked with him were different (and not better than the people who work on Bloodlines 1). Or do we have to go over all of the previous studio's puzzling decisions?we can't just assume he'd shit the bed if given the same conditions to work in as for the original.
Of course he didn't have that at HSL. But to tell if Mitsoda's still got it or not, that's what it would take. I'm just saying that the shit produced at HSL might not be representative of his current capabilities.That's a pretty big "if". Nevermind Mitsoda's level, we do KNOW he wasn't given the same conditions to work, because people who worked with him were different (and not better than the people who work on Bloodlines 1). Or do we have to go over all of the previous studio's puzzling decisions?we can't just assume he'd shit the bed if given the same conditions to work in as for the original.
Citation needed. He joined the project almost a full year late. This was the pitch for VtMB before Mitsoda joined the team.I'd rather Mitsoda fuck it up than anyone else. It was his vision in BL1 that made it good.
This extends to his villain design, as Mitsoda is “really tired of bad guys who are evil just because.” with one of his most iconic villains, LaCroix, being designed as “someone that the player would love to hate but… a plausible villain.”
Bloodlines was a true story-driven RPG, and I was involved in creating a lot of the game's narrative content. First and foremost, I wrote dialog for a number of the game's iconic characters, and was involved in designing unique language for player responses related to their chosen clan. I also worked extensively on the game's tutorial experience, which served to introduce players to the World of Darkness, as well as teaching them the base mechanics of the game. And lastly, I wrote and implemented content for supporting narrative systems - like newspapers and computer terminals
But to tell if Mitsoda's still got it or not, that's what it would take.
Much of what I know is from memory, but we have some info in the RPS interview (my highlights):Citation needed. He joined the project almost a full year late. This was the pitch for VtMB before Mitsoda joined the team.I'd rather Mitsoda fuck it up than anyone else. It was his vision in BL1 that made it good.
RPS: Let's talk about Troika: how did you become involved in the Bloodlines project?
Mitsoda: Bloodlines was already into production when I joined Troika. The Half-Life 2 engine wasn’t finished. There was some preliminary design and some levels built, but most of the work that was there was revamped and, for the most part, the design was started from scratch.
RPS: How did you go about creating the plot and dialog? Can you describe the overall process? There's a number of writers credited, plus the design team, what influence did you have in that wider creative circle?
Mitsoda: The basic plot was kind of there – there’s a new prince in town, there’s a group of anarchs that are pissed, ties to Gehenna event, and Jack and the sarcophagus being a major story point. The designers (about five people) discussed some ways to tie everything into the hubs and levels. With the broader elements agreed upon, we had a lot of control over our sections of the game. Keep in mind, it was a small team doing everything – two writer/designers, one modeler/senior designer, and two owners/producers/designers. With just a few people overseeing every aspect, it doesn’t take as long to reach a consensus or keep plot straight.
Over time, I became primarily tasked with writing the majority of the characters and dialogue, and that helped with consistency. I probably had to argue points a few times, but because of time constraints or faith in my abilities, I was given a lot of freedom with characters and their quests.
That would be Grout's mansion actually.Literally the worst quest in the game. Only mildly entertaining at best the first time through and a horrible slog in repeat playthroughs.
And that tiny bit of shit footage is representative of Mitsoda's skill, instead of Bloodlines itself?
We know even good devs produce shit in bad work environments, especially in woke environments, as the product is the result of a team effort. As an analogy, see for example Cavill in The Witcher series. Add to that the fact that Mitsoda seems like a poor leader, a guy that would get pushed by peer pressure... But that is all speculation really. What we do know is that Bloodlines 1 had most of its writing made by Mitsoda, and it was good.
But god forbid that Bloodlines 2 includes a new iteration of something that was really liked in the original. It's like it's a sequel or something!
Skidmore said:"We don't want it to be just a sort of poor homage or pastiche of Bloodlines 1. We want it to be its own thing,"
This was due to over-commitment and fabulously optimistic expectations by the team, but it wasn't Mitsoda who fixed it, it was David Mullich.Mitsoda said:Bloodlines was already into production when I joined Troika. The Half-Life 2 engine wasn’t finished. There was some preliminary design and some levels built, but most of the work that was there was revamped and, for the most part, the design was started from scratch.
David Mullich said:I was then assigned to produce Vampire: The Masquerade - Bloodlines, which was already a year or more into development without an Activision producer being attached to ensure that everything was running smoothly. As a result, things were in a pretty sorry state when I came aboard: an unfinished design and game engine, technical problems with the multiplayer code, many game levels that were created and then thrown out, and so on.
This is even supported, but downplayed, by Mitsoda himself:Chad created the overall story for Bloodlines, as well as narrative content, including writing dialog for many of the game's characters and some of the unique Malkavian player responses, as well as in-game newspapers and computer terminals. In his role as a 3D artist, Chad designed the look of many of the PCs and NPCs.
Mitsoda said:the idea to have Malkavian-flavored responses came from Chad Moore (who also wrote a few characters, including Strauss).
Chad said:At this point in my career, I was still a practicing 3D artist, and I was responsible for creating many of the player characters and NPCs in the game.
Created unique voices and engaging dialog for an edgy collection of complex characters
Modeled high-detail characters for use in Valve's proprietary Source engine.
He did, this is what he had to say about the OG Ocean House.I don't know if he was involved much with either the Ocean House quest or the new clinic copy of it.
The guy sounds like an actual narcissist.Mitsoda said:Ocean House – The way I approached that level was by studying up on techniques used in fun houses and hi-tech amusement park rides (like the Back to the Future ride at Universal), and also renting a lot of classic ghost story movies (off the top of my head, “The Changeling”, “The Haunting”, “The Shining” and a couple other “The” movies). Lots of visual/sound tricks to get the player to go exactly where I wanted them to be. I laid it out for build up and suspense with an explosive finale using a quiet, loud, quiet technique, and with the lofty goal of doing a level without any enemies – a lot of people thought I was insane, and maybe that’s true, but I stuck to my guns. So much of the fear in that game was audio-induced and atmospheric – less is more, let the player’s mind do my work for me.
As many people as have enjoyed it, I’m actually disappointed that only about a third of the original design was implemented. I would love to do a “director’s cut” of the Ocean House so to speak in a future game. Something that makes players read a disclaimer before they enter it, something along the lines of: “Warning, by entering this level, you waive all rights to seek dry cleaning compensation from the developers.” That said, I was thrilled to see Gamespy had awarded it PC Level of the Year.
But then later down the line he claims to have written Gary all by himself.Mitsoda said:When I signed on, a few of the characters had names and there were some ideas of what they did in the story
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I think the only major character that I did little rewriting on was Gary.
Mitsoda said:I wrote over seventy of them, including LaCroix, Gary, Jeanette and Therese, Nines, Damsel, Beckett, VV, Caine, Heather, Isaac, Chunk, Pisha, Mercurio, Larry, Samantha, Ji Wen Ja, Yukie, the blood dolls, the radio script, the news, and a lot of ambient stuff
At Planet Vampire he did write a big paragraph of who his NPCs wereThe writing part is more tricky. We know for certain that he didn't write Jack or Strauss. His biggest independent addition was likely Romero. A lot of the in-game flavor text was also not written by him.
As I've said, Beckett and Smiling Jack were White Wolf characters. As for developing the others, that was up to the writer/designers. I wrote over seventy of them, including LaCroix, Gary, Jeanette and Therese, Nines, Damsel, Beckett, VV, Caine, Heather, Isaac, Chunk, Pisha, Mercurio, Larry, Samantha, Ji Wen Ja, Yukie, the blood dolls, the radio script, the news, and a lot of ambient stuff I think that covers the stuff I had the most fun with.
TJ Perillo wrote Jack, Ming, Skelter and a few other NPCs. Chad Moore wrote Strauss and wrote/edited some of the NPCs.
He did, this is what he had to say about the OG Ocean House.
He wasn't a level designer so I assume he just gave specific directions on what he wanted done. But he phrases it in such a way as if he did the programming and level design himself.He did, this is what he had to say about the OG Ocean House.
Hm, I wouldn't have thought that a writer would have had so much influence on mapping a location itself. If only the developers would have left their names in the maps they designed...
That's another thing, too. He wrote a whopping over 70 NPCs not including Jack, Strauss, Ming, Skelter, "and a few other NPCs".At Planet Vampire he did write a big paragraph of who his NPCs were
https://vtmb.fandom.com/wiki/Characters I count over 90That's another thing, too. He wrote a whopping over 70 NPCs not including Jack, Strauss, Ming, Skelter, "and a few other NPCs".
How is that even possible, Wesp5 would know more but I doubt there's more than 40 unique character models in the game.
Yeah, honestly right after posting I recalled all the NPCs that are in the game, even if only for a short while, and felt stupid for posting.https://vtmb.fandom.com/wiki/Characters I count over 90
GameBanshee interview with CM said:GB: Now, let’s move on to some of your other projects. While you were still at Troika, you had a hand in making Vampire: The Masquerade - Bloodlines happen. And once again, it looks like you were involved in pretty much everything from character art to the game’s main story. What are some of your favorite memories about that project?
CM: Bloodlines was such a great project. I remember meeting with the guys from White Wolf to talk about the WoD, and then getting a huge box full of all the source material to dive into. I remember meeting Gabe Newell up at Valve and talking about how could we use the source engine to create our world. Lots of late nights with Leonard and Jason talking about the best ways to translate the VtM systems into the game. About what city the game should take place in. About the kinds of music that best represented the game’s vibe. Creating the first prototype with Jeanette, an alleyway, and a creepy basement (parts of which showed up in Gimble’s Prosthetics years later). Writing the game’s main story arc. Creating the Malkavian’s language. Modeling characters like the Nosferatu, the Tzmisce, and the Werewolf. Directing voice over and hearing our characters come to life through talented folks like John DiMaggio, Courtenay Taylor and Gray DeLisle. Watching a coven of dominatrix vampires spank fans with a leather horsewhip on the show floor at E3. Those were just a few of the highlights. But the best part was that we had a great group of devs who really cared about making a cool game. Many of us still keep in touch to this day.
Execution is important and he was responsible for that. Josh Sawyer created many of the character concepts for New Vegas, but he gives credit to the people responsible for their execution.Jeanette was also first created by Chad Moore, but Mitsoda revised/rewrote the character. In what way, we'll never know, but I think Mitsoda presents the situation disingenuously. If characters like Gary and Jeanette already existed, it's more fair to say that you contributed to their dialogue and final outcome, not "oh, I wrote this."
How is that even possible, Wesp5 would know more but I doubt there's more than 40 unique character models in the game.