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Here's the 12th Vampire: Bloodlines Weekly Update:Now that people have gotten a look at the E3 2004 build that has prompted a
bunch of new questions for Troika as it showed many more new features and
changes. Here is what Leon from Torika had to say about your post E3
questions.
Enjoy!
-Shane
#1: How much are clan weaknesses (Torrie fasciniation, Brujah fury,
Ventrue tastes) going to come into play? We see the Malkavian dialogue and
the Nosferatu visages. But how will the other less obvious disadvantages be
implemented?
We've tried to incorporate the clan weaknesses into the gameplay without
making them to obtrusive to the player, but enough to change your game
experience. For instance, the Brujah has a greater chance to frenzy than
other clans, the Ventrue only get half blood from feeding on non- Blue
Bloods (and may even throw up) and can't feed on rats, and the Malkavian and
Nosferatu are fairly obvious as you've pointed out. We're still trying out
some different ideas for some of the more obscure ones which we can fill you
in on later.
#2: During the E3 demo it appeared that Troika chose to using a "bar"
for health and disciplines vs. the typical 7 levels of health and 5 dots for
powers. What prompted this change and will each discipline still have 5
individual levels?
Each discipline still has 5 levels, we've just changed the look of the
interface. Your blood vial is still broken into sections (represented by
ticks) to indicate how much you have left inyour blood pool. We've been
forced to move away from the 7 levels of health because we've found that in
real time combat situations you get hit alot more than in turn based. For
example, let's say I've decided to take cover behind some crates to avoid
some enemies firing at me. In real time, I decide to take cover, take some
hits, run towards cover, take some more hits, finally make it to cover. In
turn based I say "I'm taking cover behind these crates" and you do. If we
had stayed with the 7 levels we would have had to subdivide it multiple
times anyway, so that NPCs weren't dealing out a minimum of one level of
damage every time they hit you. |
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