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These days, almost every game is a roleplaying game. You collect and upgrade loot in shooters. You progress through skill trees in stealthy action-adventures. And you earn experience points in basically every genre under the sun.

But it wasn't always this way – there was a time when RPGs stood apart. Vampire: The Masquerade - Bloodlines, for instance, was marked out by a strong connection to the world of tabletop roleplaying, a heavy emphasis on player choice and problem-solving, and a quality of writing that often towered above what the rest of the industry had to offer.

Which makes it all the more tragic, then, that it was the game that ultimately led to the demise of its developer. Bloodlines was a game that was so ambitious – so ahead of its time – that it killed the studio that sired it.



New blood
Troika Games may not be a household name today, but the studio was home to roleplaying royalty. Founded by three of the key members of the and [url=https://www.gog.com/game/fallout_2]Fallout 2 development teams, Troika's output included The Temple of Elemental Evil, an RPG based on a classic Dungeons & Dragons scenario, but it was the strikingly original Arcanum: Of Steamworks and Magick Obscura that really earned Troika a reputation.

Like most RPGs of the time, however, these games made use of a zoomed-out, isometric perspective. For its next game, the team at Troika wanted to place players face-to-face with its cast of characters. And when publishing partner Activision suggested that Troika create a followup to Nihilistic Software's well-received Vampire: The Masquerade - Redemption, Bloodlines began to take shape.

But while the direction was clear, the development proved difficult. One issue was the decision to make use of the Source Engine, which was still in development at Valve. Source was certainly a capable engine – and Troika made use of its powerful facial animation and lip-syncing features to bring Bloodlines' characters to vivid life – but it was also unfinished. After a series of delays, Activision set the team a firm deadline. One way or another, the game would launch in 2004.



High stakes
The timing couldn't have been much worse. When Bloodlines launched in November 2004, it was on the very same day that Half-Life 2 practically redefined first-person PC gaming with its revolutionary physics and peerless production values. Bloodlines, by comparison, bore the marks of its hurried release, launching with a litany of glitches and a scrappy final act.

But even early players noticed that there was something special lurking behind the bugs. Reviewers heaped praise on the quality of Bloodlines' writing and the intricacy of its open-ended design, with some even drawing comparisons to modern classics such as Deus Ex. The game's setting – a seedy vision of modern-day Los Angeles in which rival vampire clans secretly steer the world of humans – was also hailed for its detail and vibrancy.

Play it today and it's hard not to be impressed by the sheer ambition of Bloodlines. Even your very first choice – which of the game's seven playable vampire clans to select – has massive repercussions. Will you play as a charismatic Toreador, charming and seducing your way through LA's bustling social scene? Or will you choose to embody a hideous Nosferatu, shunning the city streets in favor of the festering sewers that run beneath it? Your choice will transform the way you play.

But in spite of Bloodlines' many virtues, initial sales were disappointing. Less than six months after the game's launch, Troika Games closed its doors for good.



Life after death
In the wake of Troika's closure, a community of modders formed to squash bugs, fix glitches and even restore content that was cut from the final release. Wesp5's Unofficial Patch, for instance, is still in active development today, 15 years on from the launch of Bloodlines, and is so comprehensive that we include a version of it with every copy of Vampire: The Masquerade - Bloodlines sold on GOG.COM.

What motivated these fan modders to pour years of work into a vampiric roleplaying game? "I had never experienced writing as deep in any other game," explains Wesp5 – otherwise known as Dr. Werner Spahl – when we ask him. He tells us that his motivation was "to improve my favorite game which was released in such an unfinished state." It's partly thanks to the work of Spahl and his fellow modders that Bloodlines is still impressing new players to this day.

And the Bloodlines story doesn't end there. In 2015, Paradox Interactive – the acclaimed publisher of Stellaris, Battletech, and the Crusader Kings series – acquired the rights to the Vampire setting and work began on a sequel to Troika's flawed masterpiece. Vampire: The Masquerade - Bloodlines 2 is no less ambitious than its predecessor, with a complex branching narrative that reacts to your choice of a vampire clan. But this time, there's also a host of factions you can pledge allegiance to, each jostling for position in Seattle's supernatural underground. Choose your side, then change your mind at any time – but remember, the world will react to your decisions. And if you're still thirsty for vampiric action, Vampire: The Masquerade - Coteries of New York will offer a bloodsoaked blend of visual novel storytelling and character-driven roleplaying when it launches on 4 December.

Considering the vampiric subject matter, it seems only fitting that Bloodlines went on to enjoy such a rich afterlife. Sink your teeth into the next chapter of the story when Bloodlines 2 launches in 2020.
Sorry, but Troika dug its very own grave, even if the last nail for their coffin kinda came from Valve.
They had great writing, and fantastic skill at creating the setting for a scene, but they always had issues with quality control and meeting of deadlines.

Let's face it: Their games were more or less unplayable at launch, and you could easy get stranded half way through the game due to lack of balancing and play testing.

For example there are multiple places in ToEE where you could get stuck hours into the game because you lacked a skill or vital piece of equipment. I gave up after the fourth time playing more than half way through the game only to end up at a point with no way forward or back.

Without the fantastic fan patches, VtM: Bloodlines too had a lot of issues, and still has. Quite a few story strands have been cut short, or carved out the game completely. Also quite a few of the clans and loads of lore relevant to the setting did not make it into the final version.

And I don't think we have to talk about their ability or willingness to communicate with their customers. It basically did not exist.

I hope that Paradox can pick up writing and setting of scenes where Troika left, and produce a worthy VtM game.
i'm just glad that newer generations of gamers will get to experience this masterpiece.
high rated
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Mikkeos: Sorry, but Troika dug its very own grave, even if the last nail for their coffin kinda came from Valve.
They had great writing, and fantastic skill at creating the setting for a scene, but they always had issues with quality control and meeting of deadlines.

Let's face it: Their games were more or less unplayable at launch, and you could easy get stranded half way through the game due to lack of balancing and play testing.
You can also see that as having a publisher that didn't allow them to release things "when they're done". And Activision forcing Bloodlines out the same day as Half Life 2 was basically setting them up for slaughter.
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Mikkeos: Quite a few story strands have been cut short, or carved out the game completely. Also quite a few of the clans and loads of lore relevant to the setting did not make it into the final version.
Knowing what to cut is a very important part in content creation, and has a whole lot to do with releasing stuff in a way that appears finished, if what's cut is cut properly. So those two complaints rather contradict each other.
One of the best games ever made! There is not much more to say!
thing is the upcoming revival of bloodlines as part2 goes with very high expectations at least for me... i wonder if i can get used to 1st person only, as it was written no 3rd person view unless in cutscenes >_>
maybe the studio isn't capable of implementing 3rd person .... looking at their short game history

I *hope* they can deliver but many many titles failed hard to be a worthy successor because they went astray and neglected the origins and just used the IP to get attention (sacred 3, wh40k dow 3....) and of course just some flashy graphics.
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Anothername: Nothing beats watching your Malk doing her stuff in her silly outfits or having arguments with street signs; unbeatable; unreachable :D
Interesting! I played as a Ventrue and was wondering whether the game made playing with another clan meaningfully different. In the pen-and-paper RPG it was, of course.

Also, I found Redemption more physical (meaning, more fighting), while some disciplines were watered down from the pen and paper game (fortitude, to name one). So PC were way less powerful than in the face-to-face game. It was apparent since the demo: a Gangrel Elder might have been an overwhelming destruction force. He was not.

However, I hear there is a patch somewhere for that. Although I dunno if it unbalances the game too much (since the game was not designed with that in mind).

About the Unofficial Patch for Bloodlines, anyone knowledgeable would comment on what changes it adds to the game?
Post edited November 18, 2019 by Carradice
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McMicroDonalds: I hate how games today are all trying to be a bit of everything. Everything has to be an RPG. I miss the days when games would specialize.
Says the person with the Deux Ex avatar. ;p
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Trinten: "Way back when", the stuff in Wesps patch bordered on god-moding. It's been too many years to recall the details exactly now, but I recall finding the Tal'Me'Rah sword at a very early point in the game on one version.
This is exaggerated, you can get the blade of the Asian vampire in the Unofficial Patch plus version, which is a much weaker Katana, but the Ra blade was never available early in the game as far as I remember.

Tessera also created a lot of super-high resolution skin packs, and did a great job at finishing code for things in the game, restoring dialogue trees (not creating/adding "fabricated"/added ones to the game! Just finishing ones where they were abandoned due to Troika not having time to finish renders or other small "connectors).
Neither Tessera nor I added new dialogue trees to the game, and whatever the "True Patch" fixed in regard of dialogues and especially code, was taken from the Unofficial Patch without my permission! At least he made me aware of purists who don't want any restored content so I created that basic version because of this...
Post edited November 18, 2019 by wesp5
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Carradice: About the Unofficial Patch for Bloodlines, anyone knowledgeable would comment on what changes it adds to the game?
The basic patch which is included in the GOG version changes nothing that you would notice except for bug fixing. The plus version which you need to download elsewhere restores a lot of unfinished content, see this list:

Restored Content:
-----------------
Summary of unused stuff added in the basic (-) and plus (+) versions
of the patch, including all item location changes of the plus patch.

Levels:
+ Smoke Shop.
+ Coffee Shop.
+ Chateau Hotel.
+ Public Library.
+ Malkavian Maze.
+ Museum Entrance.
+ Warrens Shortcut.
+ Hallowbrook Atrium.

Endings:
+ Joining Sabbat ending.
+ Easter egg wolf ending.

Quests:
+ Drug quest from Trip.
+ Library quest from Beckett.
+ Gary poster quest for name plate.
+ Gary poster quest for fleshy ball.
+ Gary poster quest for throwing star.
+ Gary poster quest for squashed chalice.

Disciplines:
+ Bloodheal discipline.
+ Sleep instead of Suicide.
+ Madness as Bedlam partial.
+ Bloody Eye as Blood Purge partial.
+ Blood Theft instead of Blood Salvo.
+ Blood Malady as Blood Theft partial.
+ Active discipline casting animations.
+ New disciplines available from Beckett.
+ Toreador and Brujah Presence in dialogue.
+ Tremere first level Domination in dialogue.

Weapons:
+ Broadsword in the library.
+ Sheriff sword from Sheriff.
+ Dragon's Breath from Mercurio.
+ Tiger's Claws from Claw Brother.
+ Fragmentation grenade from Nines.
+ Pyro crossbow from several enemies.
+ Shin Gunto swords from several enemies.
+ SWAT sniper rifle from Mercurio or Bach.

Powerups:
+ Occult Wits powerup in Kamikaze Zen level.
+ Occult Obfuscate powerup in Nosferatu haven.
+ Occult Charisma powerup as reward from Isaac.
+ Occult Security powerup as reward from Mr. Ox.

Items:
+ Fleshy ball in King's Way.
+ Charity money box in gallery.
+ Name plate in Kamikaze Zen safe.
+ Throwing star on Red Dragon desk.
+ Driver's license in Malkavian Maze.
+ Eight at first unknown occult items.
+ Driver's license from Simon Milligan.
+ Wooden pulltoy in Metalhead Industries.
+ Library card found in the new library level.
+ Chewing gum sellable to Copper found on pier.
+ Vacuum tubes box found in the new library level.
+ Squashed Odious Chalice hidden inside Fu Syndicate.
+ Models for Colt Anaconda and Desert Eagle magazines.
+ Models for Dane report, screenplay, cd and three books.

Encounters:
+ Kiki at Red Dragon.
+ Guard dog at the beachhouse.
+ Male blood doll at Red Dragon.
+ Security guard in the tutorial.
+ Yukie helping in first temple map.
+ Last dialogue at Hallowbrook hotel.
+ Meeting Skelter during Anarch endgame.
+ Security guards at Empire Arms hotel entrance.
+ Sewer-cabbie rat for Malkavians in downtown hub.
+ Security guard and sequence at Skyeline Apartments.

Options:
+ Venus' computer at Confession.
+ Laptop and note at Luckee Star.
+ Santa Monica pier end accessable.
+ Sending Gimble or Patty to Vandal.
+ Timed explosion of Dominated bomber.
+ Dance spots at Glaze and Empire hotel.
+ Revisiting possible of seven locations.
+ Bertram's CD quest available to all clans.
+ Vandal's Lily quest available to Nosferatu.
+ Arthur's and Bertram's computers accessible.
+ Talking to thugs and killer phoning in diner.
+ Private dancing from VV and Misti at Vesuvius.
+ Having fun with Jeanette possible one more time.
+ Improved handling of Empire Arms keycard printer.
+ Warrens, Hallowbrook, Temple and Venture shortcuts.
+ Imalia's magazine quest available after Tawni quest.
+ Romero and Pimpin' quest available after zombie quest.
+ Redundant items can be given to Lily, LaCroix and others.

Situations:
+ Sheriff using Bat's Communion.
+ Hollywood sweeper fighting back.
+ Two dogs and Lasombra at junkyard.
+ Giovanni spirits in Giovanni crypt.
+ Two actors being killed at Ground Zero.
+ Cat and Sabbat leader sequence at King's Way.
+ Special sequences on all hubs and at Vesuvius.
+ Rat crowd and spiderchick sequences in warrens.
+ Female crying, broken limo and Obfuscator on SM hub.
+ Hellcat, valve and sprinkler sequences at Ocean House.
+ DJ, barkeeper, cage dancers and turnstile at Confession.
+ Boss, forklift accident and Beckett leaving at warehouse.

Scenery:
+ Ten props at beachhouse and five on pier.
+ Six props in theatre and four in tutorial.
+ Twelve props in museum and two in hospital.
+ Leaves and smoke outside of Grout's mansion.
+ Ten props in warrens and eleven in Ash sewers.
+ Seven props in Fu Syndicate and one in temple.
+ Nine props on Dane and and seven in Last Round.
+ Five props in Luckee Star and three in Vesuvius.
+ Twenty props in King's Way and five in Hollywood.
+ Twelve props in Red Dragon and four in White Cloud.
+ Nine props in Hallowbrook hotel and two in Chantry.
+ Twenty-three props at warehouse and three in Asylum.
+ Sixteen props in Lotus Blossom and two in fishmarket.
+ Twenty-two props in Ocean House and eight in SM clinic.
+ Twenty-four props at Grout's and nineteen at Giovanni's.
+ Thirteen props in Empire hotel and four in Venture Tower.
+ Twenty-four props in tattoo shop and seven props in Tsengs.
+ Two props at junkyard and three in Foxy Boxes and Chinatown.
+ One prop on each hub, one downtown, diner, Zhao's and Skyeline.
+ Twenty-four props in netcafe and nineteen at Society of Leopold.
+- Two props at Gimble's and four at observatory.
+- Six props at warrens and two at Leopold Society.

Moved items:
+ Moved Galdjum from Warrens into Skyeline haven.
+ Ra blade moved from Hallowbrook room to basement.
+ Moved flamethrower from Hallowbrook room to atrium.
+ Heart of Eliza moved from Tseng to be Mr. Ox reward.
+ Moved Fae Charm from Tseng to Regent as quest reward.
+ Exchanged Brawl and Finance book places at Empire hotel.
+ Swapped Dodge powerup and book at Ocean House and Grout's.
+ Moved Computer and Firearms books to SM clinic and Carson's.

Restored characters:
+ Female citizen at pier.
+ Rookie cops on the Dane.
+ Alternative Cal in diner.
+ Receptionist at Vesuvius.
+ Girl in VV's private pool.
+ Clean Nines at solo ending.
+ Female ravers at the Asylum.
+ Alternative Chang at temple.
+ White SWATs in Venture Tower.
+ Justicar at Camarilla ending.
+ Pinball player in Last Round.
+ Lasombra at junkyard and library.
+ Alternative singer at Empire hotel.
+ Bartenders at Last Round and Glaze.
+ Headless corpse and head in warrens.
+ Two scrubs corpses in Grout's mansion.
+ Receptionist and Tongs in Lotus Blossom.
+ Lasombras and shovelheads at Hallowbrook.
+ Girl and hustler bartenders at the Asphole.
+ Strippers in Sin Bin, Vesuvius and Giovanni's.

Other restorations:
+ Flynn as normal vendor.
+ Nosferatu and Pisha eyes.
+ Voiced conversation on Dane.
+ Over fifty dialogue gestures.
+ Voiced tutorial guard dialogue.
+ Auto-moving and walk/run toggles.
+ Sixteen HUD and five vendor icons.
+ Sixteen unknown items descriptions.
+ Active torch and Blood Shield light.
+ Discipline and thrown inventory slots.
+ Ten context icons and nine newspapers.
+ Pause, hotkey and camera keydefinitions.
+ Discipline and weapon selection toggling.
+ Eight clan hand models and four skyboxes.
+ Main menu and many other particle effects.
+ Over sixty decal graphics and terminal texts.
+ Over fifty clan idles and many more animations.
+ Six character questions and three tutorial popups.
+ Histories mode offering ten histories for each clan.
+ Two songs and twenty-four compositions of Rik Schaffer.
+- Over two hundred dialogue lines.
+- Twenty Malkavian whispers in dialogue.
+- Over hundred sounds, floats and conversations.
+- Multiplayer mode including special MP clans with equipment.
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Carradice: Interesting! I played as a Ventrue and was wondering whether the game made playing with another clan meaningfully different. In the pen-and-paper RPG it was, of course.

[...]

About the Unofficial Patch for Bloodlines, anyone knowledgeable would comment on what changes it adds to the game?
Each clan plays differently than the others. The environment does react to what you are, to who you are.
I suggest not to play as Malkavian as your first character. It kinda gives away some knowledge that might take the edge out of other characters in places. I found Malkavians to be the overall most interesting experience. The clan's 'special powers' -some call it curse- are well represented, I think.

wesp5's Unofficial Patch brings the raw game as left behind when troika sank to a mostly finished and enjoyable product.
It does not totally change the game, although it gives access to parts that were unavailable at launch. It does not give it a different feel.

It does fix text issues, does some re-balancing, re-activates some parts that were hidden/unfinished/cut and irons out a lot of little and not so little crinks and makes the overall experience ... wholesome. At no point will you feel a break between vanilla and patched version.

[removed suggestion to go get the original patch notes - see wesp5's post above.]
Post edited November 18, 2019 by Mikkeos
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Carradice: About the Unofficial Patch for Bloodlines, anyone knowledgeable would comment on what changes it adds to the game?
avatar
wesp5: The basic patch which is included in the GOG version changes nothing that you would notice except for bug fixing. The plus version which you need to download elsewhere restores a lot of unfinished content, see this list:

Restored Content:
-----------------
Summary of unused stuff added in the basic (-) and plus (+) versions
of the patch, including all item location changes of the plus patch.

[...]
Thank you! That is really helpful!

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Carradice: Interesting! I played as a Ventrue and was wondering whether the game made playing with another clan meaningfully different. In the pen-and-paper RPG it was, of course.

[...]

About the Unofficial Patch for Bloodlines, anyone knowledgeable would comment on what changes it adds to the game?
avatar
Mikkeos: Each clan plays differently than the others. The environment does react to what you are, to who you are.
I suggest not to play as Malkavian as your first character. It kinda gives away some knowledge that might take the edge out of other characters in places. I found Malkavians to be the overall most interesting experience. The clan's 'special powers' -some call it curse- are well represented, I think.

wesp5's Unofficial Patch brings the raw game as left behind when troika sank to a mostly finished and enjoyable product.
It does not totally change the game, although it gives access to parts that were unavailable at launch. It does not give it a different feel.

It does fix text issues, does some re-balancing, re-activates some parts that were hidden/unfinished/cut and irons out a lot of little and not so little crinks and makes the overall experience ... wholesome. At no point will you feel a break between vanilla and patched version.

[removed suggestion to go get the original patch notes - see wesp5's post above.]
Nice. Incidentally Malkavians were my favourite clan in the paper RPG game, so it is sweet that they are well portrayed. Other clans I keep lots of love for are Toreador, Gangrel, Brujah. Plus Ventrue in the Middle Ages. Played the Ventrue in Bloodlines for something different and especially for the conversation options (Domination and Presence).

It seems like the game has more to offer for more than one playthrough, especially with the patch.
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rjbuffchix: I love write-ups like this. More, please!!
+1

Please keep them coming.
Post edited November 18, 2019 by Carradice
The fact is that Valve screwed these devs over and killed Troika as a result
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Anothername: Nothing beats watching your Malk doing her stuff in her silly outfits or having arguments with street signs; unbeatable; unreachable :D
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Carradice: Interesting! I played as a Ventrue and was wondering whether the game made playing with another clan meaningfully different. In the pen-and-paper RPG it was, of course.

Also, I found Redemption more physical (meaning, more fighting), while some disciplines were watered down from the pen and paper game (fortitude, to name one). So PC were way less powerful than in the face-to-face game. It was apparent since the demo: a Gangrel Elder might have been an overwhelming destruction force. He was not.

However, I hear there is a patch somewhere for that. Although I dunno if it unbalances the game too much (since the game was not designed with that in mind).

About the Unofficial Patch for Bloodlines, anyone knowledgeable would comment on what changes it adds to the game?
Depends a bit on the clan. All have their special moments. But while the overall gameplay of a Toreador and a Ventrue would not be that different, that of a Nosferatu and a Toreador would be very different. Of course charm and intelligence stats play their roles as well.

BL & Redemption are vastly different games that only share the WoD license.
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McMicroDonalds: I hate how games today are all trying to be a bit of everything. Everything has to be an RPG. I miss the days when games would specialize.
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Dare_Wreck: Says the person with the Deux Ex avatar. ;p
Deus Ex and VPTM are good and the exceptions.