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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.
I can't believe I've still only played the demo of Vampire: The Masquerade - Redemption way back when I got PC magazines with that magical demo disc included. I remember the articles about the game that made me interested and I played that demo as soon as I got it. I never did get the full game and have to admit I've never played it or Bloodlines. It feels like I'm missing out, so I think I better give these a proper play. Not that they're the same genre at all, but I'll queue them up after No One Lives Forever 1 and 2 - also games I've never played outside their respective demos.

Thanks for the nice writeup and history, GOG. This was really interesting and a sad end for Troika. At least they lasted longer than Human Head - literally closing the doors the day Rune II released. :(
I love write-ups like this. More, please!!
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guppy44: I can't believe I've still only played the demo of Vampire: The Masquerade - Redemption way back when I got PC magazines with that magical demo disc included. I remember the articles about the game that made me interested and I played that demo as soon as I got it. I never did get the full game and have to admit I've never played it or Bloodlines. It feels like I'm missing out, so I think I better give these a proper play. Not that they're the same genre at all, but I'll queue them up after No One Lives Forever 1 and 2 - also games I've never played outside their respective demos.

Thanks for the nice writeup and history, GOG. This was really interesting and a sad end for Troika. At least they lasted longer than Human Head - literally closing the doors the day Rune II released. :(
Yes you missed something very special.

But also redemption is worth a try. It has the better story although Vampire Bloodlines is the better game.

The writing of Bloodlines is one of the very best. Out of my memory only Planescape Torment and Arcanum (same developer btw.) are better at this.

And the best thing - you get XP for solving quests not for shooting around.
Might have been triggered by the new game, possibly even as a sponsored post, but definitely nice to see such articles on here.
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masterfeidn: But also redemption is worth a try. It has the better story although Vampire Bloodlines is the better game.

The writing of Bloodlines is one of the very best. Out of my memory only Planescape Torment and Arcanum (same developer btw.) are better at this.
There is that about Redemption. Bloodlines oozes atmosphere more than story, specifically. But its writing means dialogues, radio, TV, e-mails. And the dialogues are definitely top-notch at least, and the acting as well.
Definitely, about Torment's writing, that may never be surpassed, sadly.
Arcanum... Interesting world, concepts, but better writing? Not so sure.

Would also add Betrayal at Krondor for the writing, if we're talking of games in general.
Post edited November 15, 2019 by Cavalary
♦ I have much enjoyed your writing here, I would love to see more of these brief complementarian insights, thank you GOG.
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Nothing beats watching your Malk doing her stuff in her silly outfits or having arguments with street signs; unbeatable; unreachable :D
Definitely one of my favorite all-time games, and full of so much replayability because of the amazing work done by the modding community. Yes, the combat wasn't great and the final act felt bizarre because such an open-ended game suddenly was strapped to rails. But it's still a glorious ride.

It's also the best way to get back that feeling of a great Vampire The Masquerade adventure. It's dark, creepy, sexy, hilarious, disturbing and has plenty of reflections on the world around us.

It also brings back those heady day when White Wolf was at its RPG peak, creating great worlds for us to develop stories or try to get our characters to survive against the dark world from our Storyteller's grim imaginations.
high rated
Shout-outs to Wesp5 and all the modders for keeping this game alive! :)
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rjbuffchix: I love write-ups like this. More, please!!
Me too (tm).
Thought it was pointless lore ramblings until I found somenone's trying to sell me something.
But business is business, no worries ;-)
Bloodlines is one of those games where you'll vividly recall every single character and be able to draw the hub locations from memory. It's so distinct.
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GOG.com: 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. [...]
I consider that time "the good old days". (Not even that old, really.)
But publishers and developers realized that even people who didn't care about proper role-playing (i.e., nerd shit) still like getting the pat on the head of "DING! You made the number go up!" So now it seems like the majority of new games made these days have some form of level-up mechanic and skill customization, regardless of whether this fits the particular game or even makes much difference in the gameplay at large.

What I'm saying is, I'm not looking forward to the System Shock remake if they're still thinking about putting in SS2-style ArrPeeGee elements. :|
high rated
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laotahn: It's dark, creepy, sexy, hilarious, disturbing and has plenty of reflections on the world around us.
^This.
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NuffCatnip: Shout-outs to Wesp5 and all the modders for keeping this game alive! :)
And this. And I have a very tiny part too, in the early days. I once reported a bug "debris in this room is floating above the floor". Answer "Thanks, we're on it". Next release, the bug was gone. Dedication ftw!
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markrichardb: Bloodlines is one of those games where you'll vividly recall every single character and be able to draw the hub locations from memory. It's so distinct.
And this, very much.
Post edited November 16, 2019 by toxicTom
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.
I preferred Tessera's (Tessmage) "True Patch" to Wesps stuff. "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.

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).

Anyhow. I might have to buy this, just so I have something forward compatible. This was a brilliant game. And I found out one of the writers for Bloodlines also worked on one of my other favorite games (from a story standpoint) - Alpha Protocol!