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Vampire: The Masquerade – Bloodlines

Vampire: The Masquerade – Bloodlines
Vampire - The Masquerade – Bloodlines Coverart.png
Developer(s) Troika Games
Publisher(s) Activision
Director(s)
Producer(s)
Designer(s)
Programmer(s)
Composer(s) Rik Schaffer
Engine Source
Platform(s) Microsoft Windows
Release
  • NA: November 16, 2004
  • EU: November 19, 2004
Genre(s) Action role-playing
Mode(s) Single-player
Aggregate score
Aggregator Score
Metacritic 80/100
Review scores
Publication Score
AllGame 3.5/5 stars
Eurogamer 7/10
GameSpot 7.7/10
GameSpy 4/5 stars
IGN 8.4/10
PC Gamer (US) 77%
PC Zone 8.6/10
VideoGamer.com 8/10

Vampire: The Masquerade – Bloodlines is a 2004 action role-playing video game developed by Troika Games and released by Activision for Microsoft Windows. Set in White Wolf Publishing's World of Darkness, the game is based on White Wolf's role-playing game Vampire: The Masquerade and follows either a male or female character who is killed and subsequently revived as a fledgling vampire. The game depicts the fledgling's journey through 21st-century Los Angeles to uncover the truth behind a recently discovered relic that heralds the end of all vampires.

Bloodlines is presented from first- and third-person perspectives. The player assigns their character to one of several vampire clans—each with unique powers, customizes their combat and dialog abilities and progresses through Bloodlines using violent and nonviolent methods. The selection of clan affects how the player is perceived in the game world, and which powers and abilities they possess; this opens up different avenues of exploration and methods of interacting with or manipulating other characters. The player is able to complete side missions away from the primary storyline by moving freely between the available hubs: Santa Monica, Hollywood, downtown Los Angeles, and Chinatown.

Troika's 32-member team began development of Bloodlines in November 2001, as an indirect sequel to the previous year's Vampire: The Masquerade – Redemption. Troika used Valve Corporation's Source game engine, then in development, which was being used for Valve's own Half-Life 2. The game's production was turbulent, as the design's scope exceeded the available resources, and the team were left without a producer for nearly a year until Activision appointed David Mullich to the role, where he found designs and levels unfinished or abandoned. After three years in development with no end in sight and running over budget, Activision set a strict deadline for completion, and Bloodlines was released incomplete in November 2004.


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