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Sharky Games: May 18, 2008





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SE: Are you trying to capture the feel of the non-live action White Wolf role-playing game?
Ray Gresko: The main focus of the game was to capture the core themes of the license, the unique properties that make it so popular. The depth of the world and the elements that White Wolf has brought to the Vampire mythos provide a great resource of material to work with. The game definitely captures these elements, and gradually exposes the hidden world of the Kindred to the player, through the main character's eyes. Since the license is focused on storytelling, we've immersed the game within a rich and dramatic narrative, which drives the game play along.

Another innovation that brings across the feel of tabletop-play is the optional inclusion of a Storyteller into the multiplayer game. This individual has all the capabilities of a tabletop 'DM', including the ability to speak for NPCs, control enemies, advance the story, and dole out experience. We call this method of play the 'online tabletop', and it provides a way for truly dynamic and focused role-playing with the game.

In addition, we will be shipping the level editor and tools necessary for users to be able to create their own 'chronicles' for play by others. Storytellers can lead players through stories of their own creation, or distribute them on the net for others to play.

SE: What will be the main thrust of play? Combat? Problem solving? Role-playing?
Ray Gresko: Vampire is a mix of all of these elements. These are the themes that define the vampiric nature itself: the focus on intrigue and power-plays, the utilization of dark powers to discover secrets, and the bestial and violent abilities each Kindred possesses. The game is driven by and immersed within a deep and engrossing story, which leads the party through obstacles that must be defeated using all of these elements. You will find yourself utilizing subtle tact in discussions with ancient Elder vampires, utilizing your enhanced perception abilities to uncover mysteries, and ripping other enemy vampires to shreds in visceral combat.
SE: What games have influenced the design of Vampire: The Masquerade - Redemption?
Ray Gresko: Hmm, there's always little things you draw from for inspiration or point to as a reference when creating a game. If I had to pick a few references, I'd say Diablo's ease of use, Legend of Zelda and Final Fantasy VII's story lines and cinematics, Resident Evil and Half-Life's presentation of horror, and the current crop of first-person shooters' graphics technology.




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