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Vampire: The Masquerade - Bloodlines 2

Dialog-valen i Bloodlines 2 är "organiska and realistiska"

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Vampire: The Masquerade - Bloodlines 2 släpps nästa år, 15 och ett halvt år efter Troika Games original. Vi hade nöjet att tala med Cara Ellison (narrative designer) och Brian Mitsoda (narrative lead, som även arbetade på originaltiteln) om alla det kommande spelets aspekter, däribland dialogvalen samt det uppenbara tonskiftet.

"We've basically tried to add as many options as possible to be able to essentially make sure that you can do as many things and have as many consequences as possible," förklarade Ellison. "We have options for leveling up, coercion, and intimidating people into doing stuff for you. You can level up your negotiation skill, which means you can bluff faster, you can flirt your way through conversations if you want, if you're very charismatic. Sometimes if you lose a lot of humanity that means you're reduced to the base instinct of the vampire, which means that you just start fights wherever you go and just become the beast."

"So we tried to make as many consequences happen as possible for whatever you're choosing in dialogue options. We try to make it so it's quite organic and realistic, so you're not really sure what the outcome's gonna be often when you choose them, you're just choosing what you think is best at the time and then seeing that play out in front of you. So yeah, we try to do that as much as possible. There are multiple endings for the game, usually every playthrough I think is going to be different."

Värt att nämna är det faktum att Malkavians, den excentriska, nära schizofrena klanen från World of Darkness-universumet, inte kommer att kunna tala med stoppljus eller TV-apparater längre. Den här gången är de mer realistiska.

Kika intervjun nedan.

Är du ett fan av val och konsekvens-baserad gameplay?

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Vampire: The Masquerade - Bloodlines 2

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