ColaWerewolf
Educated
- Joined
- Feb 6, 2021
- Messages
- 149
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![]()
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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."
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.
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