|
On May 10 2015 06:32 -Archangel- wrote:I loved how the game was made for smart people, how you had to read notes and computer files and often figure out yourself what to do with that info  And writing things into computer yourself instead of just clicking options was awesome 
It was also cool that if you had no hacking skill, you could still sometimes guess the passwords based on the length (even a failed hack gave you the letter count) and something related to their business or character.
|
On May 10 2015 22:55 MyrMindservant wrote:Show nested quote +On May 10 2015 06:32 -Archangel- wrote: I loved how the game was made for smart people, how you had to read notes and computer files and often figure out yourself what to do with that info
Yeah, the game didn't treat you like a child and that was pretty damn awesome. But this is not something exclusive to VTM:B, the same can be said about many other good cRPGs made during that time and before it. If you like this quality in RPGs, I can suggest you to try original Deus Ex, Morrowind, Arcanum to name a few. I played Deus Ex multiple times. I played Morrowind until I got to that multilevel city where I got totally lost :D. I tried to play Arcanum twice but both times for some reason I did not enjoy the game although I love F1 and F2. I never got beyond first village.
|
On May 10 2015 23:51 -Archangel- wrote:Show nested quote +On May 10 2015 22:55 MyrMindservant wrote:On May 10 2015 06:32 -Archangel- wrote: I loved how the game was made for smart people, how you had to read notes and computer files and often figure out yourself what to do with that info
Yeah, the game didn't treat you like a child and that was pretty damn awesome. But this is not something exclusive to VTM:B, the same can be said about many other good cRPGs made during that time and before it. If you like this quality in RPGs, I can suggest you to try original Deus Ex, Morrowind, Arcanum to name a few. I played Deus Ex multiple times. I played Morrowind until I got to that multilevel city where I got totally lost :D. I tried to play Arcanum twice but both times for some reason I did not enjoy the game although I love F1 and F2. I never got beyond first village. Morrowind is great, its strongest aspects are story, lore and exploration. So exploring various places and getting lost is part of why many people love it.
It is weird that you didn't enjoy Arcanum if you liked Fallout 1-2, these games have similar spirit. Perhaps your issues was with combat? Developers were forced to add real-time combat mode in addition to the initially planned turn-based combat, as a result both combat modes turned out to be unpolished and very poorly balanced. Still, there are many other things in which the game excels, so it is awesome despite the botched combat. Also, Arcanum, just like VTM:B, was released in a rather poor state. You need unofficial patch to fully enjoy it. And btw, I suggest to use turn-based combat mode, it is still slightly better than the real-time one.
|
I've played some more VTMB this past few days. I must say I've forgotten how awesome some parts of the game are (like you being told how the game will end near the beginning and still being surprised by it). It has definitely just went up from being in my top 3 RPGs ever to #1 spot. The many ways you can approach it, the uniqueness of different characters (maybe with the exception of Brujah and Toreador, who apart from being combat powerhouses are pretty generic character concepts, one more physical and one more social).
Anyway, I've been tinkering around with the ENB/SweetFX settings I've posted earlier in the thread. The first one (realism preset) was simply too dark. One of the drawbacks of sfx is that it doesn't really recognize different parts of the game and makes your UI hard to see. The other one is good, but all it really does is just improve the graphics of the original. What I did was combine the two and tweak around a bit until I've found a perfect balance between mood (dark environs, great lighting) and playability (you don't end with most of the game being pitch black, UI is clearly visible).
For anyone interested, you need simply to download this archive: https://www.dropbox.com/sh/5lx6akb9gfmngst/AADPORibZ-VznqxASmONUlsPa
Just extract it and drop it into your VTMB main folder. You then need to adjust the SweetFX_settings.txt file like that:
+ Show Spoiler [VTMB_SFX] + /*-----------------------------------------------------------. / Description / '------------------------------------------------------------/
Game: Any SweetFX version: 1.4 Author: CeeJay.dk Description:
These are the default settings for SweetFX 1.4 They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
Please note when tweaking settings that higher numbers does not always equal better (nor does lower). Finding the best settings for your game and your taste is about finding just the right amount to apply.
If you made a good setttings preset please share it with your friends, on forums and websites, and/or submit it to the SweetFX Settings Database : [url=http://sfx.thelazy.net/games/]http://sfx.thelazy.net/games/[/url]
/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 1 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.05 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 32 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
/*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality. #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.0 //[0.1 to 10.0] Amount of effect you want.
/*-----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolutionX 512 //[1 to 2048] Original input width of the game (ie. 320) #define CRTResolutionY 304 //[1 to 2048] Original input height of the game (ie. 240) #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4) #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 0.9 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0 #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0 #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0) #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001 #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00 #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates) #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01 #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.5 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.9 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.15 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings -- #define pattern 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 1 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy #define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussStrength 0.10 //[0.00 to 1.00] Amount of effect blended into the final image
/*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
/*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.4 //[0.00 to 1.00] #define TechniPower 4.0 //[0.00 to 8.00] #define redNegativeAmount 0.88 //[0.00 to 1.00] #define greenNegativeAmount 0.88 //[0.00 to 1.00] #define blueNegativeAmount 0.88 //[0.00 to 1.00]
/*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0]
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //[0.60 to 0.20] #define GreenC 0.36 //[0.60 to 0.20] #define BlueC 0.34 //[0.60 to 0.20]
#define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.000 to 2.000] Adjust midtones #define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.4 //0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.30 //0.28 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings -- #define Curves_formula 3 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
/*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.10, 1.00, 1.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.01 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.75 //[0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
/*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
//Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------. / Border settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section.
/*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
/*-----------------------------------------------------------. / Key settings / '-----------------------------------------------------------*/ // This is the section where you can define your own key mapping // See the following URL to find out what keycode a key has: // [url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes[/url]
// key_toggle_sweetfx = 145 // key_screenshot = 44 // key_reload_sweetfx = 19
/*-----------------------------------------------------------. / Misc settings / '-----------------------------------------------------------*/ // You can load and chain other DirectX wrappers (ENB, Helix, Windower...) // If the external wrapper is already named d3d9.dll, rename it into // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
// external_d3d9_wrapper = none // external_dxgi_wrapper = none
Enjoy.
![[image loading]](http://img.photobucket.com/albums/v50/RedNog/malkavian0iz.jpg) *pic unrelated
|
|
|
This is very good news. CCP have it too long and did nothing.
|
I don't know if I want to get my hopes up. On one hand, another VtM game in the spirit of VtM:B would the best thing ever. On the other hand I doubt that, if they ever touch this franchise again, they manage to make a worthy game that captures all that was great about it. But holy shit, I would murder to be able to play another game as a Malkavian...
|
Regarding obsidian:
SO MUCH TEASING
|
On October 30 2015 08:19 -Archangel- wrote: This is very good news. CCP have it too long and did nothing.
They tried to develop a Vampire MMO .. that is hardly 'nothing' ^^
|
On October 30 2015 18:59 Kerm wrote:Show nested quote +On October 30 2015 08:19 -Archangel- wrote: This is very good news. CCP have it too long and did nothing. They tried to develop a Vampire MMO .. that is hardly 'nothing' ^^ It's almost as though if they wanted that to fail though, if you try reading about the development process.
"I once saw him looking over the shoulder of a programmer at some bit of User Interface the poor guy had hacked together. He straightened up, put fingers to lips and said, ‘No, this isn't it at all. Make it more... psssshhhh’ He hissed on his fucking fingertips, like the air coming out of a bicycle tire, and then just walked away.” http://www.theguardian.com/technology/2014/jun/05/world-of-darkness-the-inside-story-mmo-ccp-white-wolf
So CCP were effectively doing nothing worthwhile for almost 9 years with the IP.
If we're lucky they can salvage what little stuff WAS made over the course of 9 years and utilize it for a new game.
|
Hope they remake a HD version of Bloodlines + a new game.
Now we only have nolf rights left in the wild
|
White Wolf just acquired rights to the Vampire:Bloodlines(Activision had them before afaik). + Show Spoiler +
Recently Leonard Boyarsky joined Obsidian which still has a number of ex-Troika people working there.
All the pieces are in place for a new Bloodlines game, Obsidian plz. The only issue is that Inxile has some of those developers on their team as well, not to mention George Ziets who would definitely fit as a game dev in a game like Bloodlines.
|
I hope they don't waste this opportunity with a stupid mmo or a mobile game filled with microtransactions
|
I don't think Paradox(they own White Wolf now) would do that. A bunch of DLCs, though? That could happen. Not necessarily a bad thing, though.
|
Oh, this is interesting. Would love to see another approach at a game set in the World of Darkness. Excited to see where this is going (if anywhere)! :D
|
|
That's a weird survey tbh. VTM:B was mostly story- and character-driven, I don't see it as a game with great replayability. I guess it's a bit funny once you understand all that foreshadowing? I mean the "everytime someone mentions it, someone reinstalls it"-joke is essentially about nostalgia, right?
Similar reason why I'm not a big fan of a VTM MMo, story and atmosphere driven just works better with lots of npcs than with real people. "Dumbtroll420" jumping up and down in front of me kinda ruins that gloomy depressed atmosphere where everyone is a drug addict or a psychopath.
|
On October 05 2016 09:35 Archeon wrote:That's a weird survey tbh. VTM:B was mostly story- and character-driven, I don't see it as a game with great replayability. I guess it's a bit funny once you understand all that foreshadowing? I mean the "everytime someone mentions it, someone reinstalls it"-joke is essentially about nostalgia, right? Similar reason why I'm not a big fan of a VTM MMo, story and atmosphere driven just works better with lots of npcs than with real people. "Dumbtroll420" jumping up and down in front of me kinda ruins that gloomy depressed atmosphere where everyone is a drug addict or a psychopath.
I think it does have plenty of replayability. Not only do you have to sometimes tackle quests differently depending on your clan choice (and some of those even feel like a different game, while most have special content just for that clan) but you have 5 different endings to discover. On top of that you can customize your character in several ways, which also affects how the game is played.
And no matter how many times I've already played it, it's always a joy. Also, Paradox stated pretty clearly that they're not interested in taking it the MMO route.
|
On October 05 2016 11:53 Manit0u wrote:Show nested quote +On October 05 2016 09:35 Archeon wrote:That's a weird survey tbh. VTM:B was mostly story- and character-driven, I don't see it as a game with great replayability. I guess it's a bit funny once you understand all that foreshadowing? I mean the "everytime someone mentions it, someone reinstalls it"-joke is essentially about nostalgia, right? Similar reason why I'm not a big fan of a VTM MMo, story and atmosphere driven just works better with lots of npcs than with real people. "Dumbtroll420" jumping up and down in front of me kinda ruins that gloomy depressed atmosphere where everyone is a drug addict or a psychopath. I think it does have plenty of replayability. Not only do you have to sometimes tackle quests differently depending on your clan choice (and some of those even feel like a different game, while most have special content just for that clan) but you have 5 different endings to discover. On top of that you can customize your character in several ways, which also affects how the game is played. And no matter how many times I've already played it, it's always a joy. Also, Paradox stated pretty clearly that they're not interested in taking it the MMO route. Yeah might be just me, I mostly play me or a darker role in RPGs, I don't really play for full content. Tbh I try not to get interested too much in options I wouldn't normally take, cause else I start save+loading and it ruins my immersion. Honestly I start to dislike quicksave more and more. Also why would you play anything but Malkavian? 
IIrc the gameplay/fighting wasn't great, are new abilities really a game changer?
@MMo: Yeah didn't think that Paradox would go for an MMO, was just wondering about the original plan of White Wolf. On the other hand Bioware and EA for some reason thought it was a good plan as well...
@VtM3 The most interesting question remains what exactly the game is going to look like if they actually make it. VtM:B was a game of a different time, narrow level structure, forefront soundtrack and (almost) no companions. Modern AAA RPGs are almost exclusively open-world, which seems like a concept that could work on a smaller scale for VtM (Vice city size or smaller). Then again I can totally see a dishonored/DMoMM with more NPCs and higher difficulty in the world of darkness (which would be absolutely awesome).
The fact that Paradox asks for very different games hints that they aren't 100% sure yet too. Interestingly enough they didn't ask for Skyrim or Witcher2/3.
|
|
|
|