Not everyone agreed with the poetic license wielded by Spahl and his supporters, however.You will hear whispers on subreddits about its troubled development and what a technical disaster it was upon release in 2004, even though relatively few people actually played it back then.
Vampire The Masquerade Bloodlines Patch License Wielded ByYou will read declarations on RPG forums that it is a masterpiece, perhaps even one of the best games ever made with unforgettable quests, excellent writing, and diverse character customisation. But are they praising the game as it was or the game as it is now. Vampire The Masquerade Bloodlines Patch Full Of UnfinishedIt was full of unfinished quests, bugs, unbalanced abilities, and missing areas. Still, something at its heart was able to bewitch a small group of players; they saw in it a foundation on which to build. This band of acolytes devoted themselves to improving the game, and one devotee in particular chemistry professor Werner Spahl has spent the past 12 years stitching together Bloodlines with his unofficial patch. What started as a bug-fixing, technical project in 2005 quickly evolved into something more creative, as Spahl and the community began using scant bits of code, concept art, and rogue files hinting at whole unfinished chunks of Bloodlines to fill in its many blanks. Despite containing new levels, different item placements, and even different characters at crucial plot points, the patch is now deemed so crucial to Bloodlines that it has recently been lumped in with the GOG.com copy of the game. When I was young, I played a lot of text and graphic adventures, he tells me when I ask why he chose to commit himself to Bloodlines in particular. With Doom and Half-life, I switched to FPSes, because they let you explore new worlds from a first-person perspective. Bloodlines merged the great quests and worlds of those adventures with the action and graphics of an FPS. Sometimes I work maybe an hour a day if something new can be restored, but then days or weeks may go by without me doing anything much. Restoration suggests that Spahl and the community are working towards some version of the game as it once was, or at least that they are adding elements that the developers intended to include in the original game, but didnt due to the fact that it was rushed to release. The reality is that Troikas intentions were never made entirely clear to Spahl, who reached out to the developers but only gained scarce details about the cut content (it is understandable that they werent particularly eager to reminisce about the game that led to the dissolution of their studio a few months after release). ![]() These tracks were not connected to any in-game locations, so it was up to Spahl to add them where he saw fit. Did Troika want these tracks in the original game Is this now the composer Schaffer imbuing a bit of his personal vision about how he wanted Bloodlines to sound How much does Spahls personal taste deciding which track to put in which location dictate the path of the game The lines between restoration, modding, and patching become increasingly blurred. Of course Im aware that a lot of our bigger restorations, especially the new maps or quests, are our vision and not that of Troika, if they ever came to a concrete version for those things at all, he says. ![]() Using concept art for reference he added a rotating turnstile to the entrance of a bar, for example, which many players then struggled to walk through (as, in some cases, did Patty, a quest NPC who is supposed to leave the club in one of her quest endings). His solution was to create a dialogue option with the bartender, asking her to remove the turnstile, which means that players can now choose whether to have it or not; an awkward workaround to a problem that did not need to exist in the first place. The humanity system has a big effect on dialogue options and your characters self-control throughout the game, and Spahls adjustment proved heavy-handed, resulting in potentially big knock-on effects for the rest of the game. The reason for this change was to keep it in line with the tabletop game, which is the same reasoning behind some of the deeper Unofficial Patch changes, he explains, admitting that he didnt know any better at that point. It might not have been exactly what the original dev team intended, but it was a pretty good approximation.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |