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| [Nov 09, 2004, 5:27 pm ET] - Share - Viewing Comments |
Activision sends word that Vampire: The Masquerade – Bloodlines, Troika's
eagerly anticipated RPG, is due on November 16, at the same time as its
Source-engine cousin Half-Life 2: Santa Monica, CA – November 9, 2004 –
The bloodletting begins on November 16, 2004 with the shipping of Activision,
Inc.’s (Nasdaq: ATVI) Vampire®: The Masquerade – Bloodlines™ for the PC.
An all-new RPG adventure, Vampire: The Masquerade – Bloodlines is filled with
rich character development, an intriguing storyline set in White Wolf’s World of
Darkness®, and mind-blowing graphics powered by Source™ - Valve’s next
generation engine technology. It will take a vicious array of vampire
disciplines and a healthy penchant for blood, for players to survive the dark
and gritty undying world of modern day L.A. Selecting from one of seven clans,
gamers will interact with other characters, decide with whom to ally themselves,
and watch as darkness takes over their soul while a mysterious plot
unfolds.
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| 71. |
Re: Another stupid RPG... |
Nov 10, 2004, 07:38 |
Nexus |
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It's all very well saying that stopping the action to allow for communication is bad (not my personal feeling on it) but what's the real gameplay benfit of not doing so? It's more fluid, you can be attacked while talking to someone by someone else?
The point of RPGs is generally advancing the story and the characters, which is not a mechanic you can do with just combat. When combat intrudes on your core gameplay mechanic without having a really good reason for wanting to do so, you're doing something stupid with your design. Being interrupted while picking a lock, for example, had a point in Thief 3: you were meant to be sneaking around avoiding being seen while you worked, if part of your work (picking locks) stopped that mechanic, you'd be interfering with the whole point of the game.
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