- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
That's not rare at all, though? Having Big Good divine/quasi-divine entities or forces is pretty baseline. Admittedly there's a significant market share to making them actually just a villain with good publicity, but even so.Yeah, well, the pop culture that generates new fantasy settings tends to be pretty atheistic, in the sense that it is not strongly informed by the cultural perspectives of the theistic religions that exist in real life.
So when someone 'reinvents' the concept of "yeah, there are paranormal Big Goods out there who are looking out for you to keep things from getting too bad," it can be refreshing as a change of pace from all the Lovecraft imitators.
Even so, sometimes it does feel like a breath of fresh air when they're actual good guys and are actually relevant.That's not rare at all, though? Having Big Good divine/quasi-divine entities or forces is pretty baseline. Admittedly there's a significant market share to making them actually just a villain with good publicity, but even so.
That depends on what you qualify as core gameplay. If it's measured by how much you spend fighting, that's half of VTM: Bloodlines. Overwhelming majority of the main quest line involves mandatory combat. However I would agree combat is not core gameplay, it's not what the game is about. It's just someone made a tacked-on combat and then proceeded to tack it on everywhere as a low-effort substitution for increasing lack of content. Not really a surprise that a content-rich Santa-Monica has comparatively little while content-starved Chinatown is drowning in it.
Yeah, works with genuinely good gods tend to be rare, or at least rarer. I think it's because they tend to run into the literary version of the Problem of Evil. "If there is a good God, why do we suffer" becomes "if there is a good god, why is there a plot happening"? The latter isn't an impossible question to answer, but it does complicate the writing process.Even so, sometimes it does feel like a breath of fresh air when they're actual good guys and are actually relevant.
Like, I get where @MysticBandit is coming from. Just saying.
The easiest answer is "see that vertiginous chasm surrounded by a cross between Pripyat and the Zone Rouge? that's where a god got suplexed."
I have to very strongly disagree with this.It's not dialogue because while Bloodlines has more dialogue options than Fallout 4, it suffers from the same problem as Fallout 4 - namely that most of the dialogue doesn't matter one way or another. In true Fallout 4 fashion, you can flat out refuse and still have a quest foisted on you.
It's not quests since they are all very linear and tedious, a mix of combat encounters and fetch quests.
...
Bloodlines' core gameplay is walking through weird hubs, listening to weird people and buying enough trenchcoats/BDSM gear to look like a weirdo yourself. No, it's not a joke. That's what the game is literally all about, the actual main gameplay loop. That's what people come back for.
The hubs may not be designed with exploration in mind, but they have their charming dilapidated hobo-riddled style.
The characters are rather flat and it's not like there is much interactivity in your dialogue, but they are all stylishly weird. It's style over substance, but it's hard to deny the style.
Your character may lack any customization and the dialogue may be very limiting in terms of what person you can try to roleplay as. But the armor definitely transitions you from a bland everyman to the appropriate archetype. A Brujah is some guy in a shirt who becomes a badass biker. A Ventrue looks like a cheap extra until she gets a stylish evening getup. A Nosferatu shifts from a hobo to a cool BDSM goblin.
That's what the Bloodlines is all about.
The Oceanview Hotel in particular is (in)famous for being genuinely chilling but it wasn't alone in providing a good time.
First, I would caution against throwing around words like "widely" when talking about a cult classic, where the public interest is by definition is limited to a group already positively predisposed to the subject. As far as "wide" perception is concerned, the game has died without much fanfare twenty years ago.The reason for this is the same reason that Bloodline's writing is widely well regarded, the purpose of RPGs is to provide a sense of immersion and sell a compelling setting.
Yeah, the Tremere got a shit hand.Unless you play as a female Tremere and get to experience amazing glitches with your armor physics, especially if you're using blood armor.
I suppose Tremere deserve it for their sins, though.
Which might be a controversial opinion: Horror games are often better suited to have easy gameplay rather than hard. Or rather, it should arrange things for the player to die a bare minimum of times.
On the contrary, there being few meaningful consequences to any dialogue choice in Bloodlines lets people respond how their character would.More importantly, I don't see any way how unresponsive dialogue can contribute to a sense of immersion and sell a compelling setting. If anything, it's the exact opposite - once a player understands that the dialogue choice is hollow, it reduces the immersion and devalues the setting.
...man you don't understand narrative at all do you ? I suppose if one does not go in on the Ocean House it might be a little harder to understand but like...Also, since you insist that the quests are a vehicle through which a player explores the characters - what new insights into Therese can one derive from the hotel experience? Nothing much. In the context of Therese/Jeanette interaction, it is entirely arbitrary and serves as nothing but a toll to continue the conversation.
I'll freely admit that I played SOMA first with the harmless enemies mod, mostly because the reviews I read argued that the stealth gameplay was tedious.Soma was massively improved with the patch (first fan-made, then integrated into the actual game) that made enemies unable to kill you. Changing the previously killer cyborgs to helpless nudgebots really sold the angle of how pathetic and pitiable their situation had made them. It's one kind of horror to see a human reduced to a psychotic murderdroid who will endlessly shamble after you around a set of corridors to kill you, it's entirely another to see the same person reduced to a husk that can do nothing but come up to you and scream, and neither of you have any power to affect the other.
What compounds this is that killing you is, ironically, probably the least scary thing a horror game can do. Because it sends you back to the last checkpoint, and thus reminds you that it's really just a game.The issue is that fictional horror - all fictional horror - requires buy-in. If you go into a horror experience with the 'well it's just fiction' attitude then it's not going to work, because at the end of the day it's all just pixels/words/CGI/actors and none of it is actually real.
What compounds this is that killing you is, ironically, probably the least scary thing a horror game can do. Because it sends you back to the last checkpoint, and thus reminds you that it's really just a game.
I was thinking more of straight up survival-horror games like SOMA and the Amnesia series, and Alien: Isolation. The Soulsbornekiroring stuff...sometimes has horror-ish elements to it, but I don't think they would be traditionally classified as horror games?Yeah, it's why games like Dark Souls and so on aren't particularly scary; after the first ten or twenty deaths it's just something you laugh off.
I was thinking more of straight up survival-horror games like SOMA and the Amnesia series, and Alien: Isolation. The Soulsbornekiroring stuff...sometimes has horror-ish elements to it, but I don't think they would be traditionally classified as horror games?
The issue is that fictional horror - all fictional horror - requires buy-in. If you go into a horror experience with the 'well it's just fiction' attitude then it's not going to work, because at the end of the day it's all just pixels/words/CGI/actors and none of it is actually real.
Never fuck up your tunneling in the Nether while wearing full Protection 4 Diamond Armor and fall in a lake of lava, is all I'm saying. The amount of time it takes to die is excruciating when mixed with how you can only slowly move towards the shore, not sure if you'll burn to death or not. Totally a horror game experience right there.