Vampire: The Masquerade - Bloodlines

Moby ID: 15663
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Description official descriptions

One morning, a seemingly ordinary inhabitant of modern-day Los Angeles wakes up and discovers that he (or she) is dead. Well, not exactly dead, but turned into a vampire - "sired", as the vampires themselves call it. Before the protagonist is able to reflect upon this new and unexpected form of existence, he is taken to a courtroom, where he gets acquainted with the Camarilla - an organization that preserves order among vampires. Apparently, the protagonist's sire turned him into a vampire without permission, so Prince LaCroix, the head of the Los Angeles Camarilla branch, decides to execute both. The hero's short vampire life would have come to an abrupt end if a mysterious person hadn't stepped in and convinced the Prince to spare it. The Prince takes responsibility for the protagonist from now on and decides to test his abilities, sending him to Santa Monica. Before long the new vampire becomes involved in a net of intrigues between powerful organizations and vampire clans and must choose his own place in this terrifying new world.

Vampire: The Masquerade - Bloodlines is based on the pen-and-paper RPG Vampire: The Masquerade. In the beginning, the player creates the protagonist, choosing between vampire clans, each with its own unique abilities and disciplines: Brujah vampires are suitable for melee fighting, Tremeres can cast spells, etc. In some cases the choice of a clan greatly changes subsequent gameplay: for example, Malkavians are insane and will therefore have completely different surreal dialogue choices; Nosferatu are so ugly that they can't pass for humans and will have to travel through underground paths throughout the game, etc.

The main character gains experience points only for completing quests, not for killing enemies. Many side quests are available during the course of the game. Experience points can be manually allocated to raise the protagonist's attributes, as well as improve various vampire feats. The player can make the main character stronger in combat, proficient in computer hacking or stealth, more powerful in vampire disciplines, more attractive, more intimidating, and so on.

Combat in the game is action-based. The protagonist can fight unarmed, use melee weapons and firearms, or employ special vampire abilities. Melee combat is viewed from the third-person perspective, but the view switches to first-person if the main character is using a gun. Blood is used to activate the vampire disciplines, working similarly to magic points in other games. It can be replenished by feeding on certain types of enemies.

The protagonist can also feed on innocent humans, though there are repercussions for that. The rules of the Masquerade forbid vampires to reveal their true nature to humans. Openly feeding on humans violates the Masquerade; five Masquerade violations lead to an instant Game Over. Feeding on humans with no witnesses present does not violate the Masquerade; however, killing an innocent human in the process alerts the authorities and causes the player character to lose some of his or her humanity. Losing too much humanity results in the protagonist becoming more and more susceptible to frenzy, eventually turning into an uncontrolled beast.

Many quests can be completed in different ways - brute force, stealth, diplomacy, intimidation, etc., depending on the preferred style of play and the main character's attributes. The player will also have to decide which faction the protagonist should side with throughout the game. Eventually, the player's choices will branch the storyline, leading it to one of the five possible endings.

Spellings

  • 吸血鬼:避世之血族 - Chinese spelling (simplified)

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Credits (Windows version)

316 People (275 developers, 41 thanks) · View all

Reviews

Critics

Average score: 81% (based on 48 ratings)

Players

Average score: 4.2 out of 5 (based on 162 ratings with 14 reviews)

A fitting epitaph for a passionate, yet flawed, development house.

The Good
Troika proved with its first game that it really knew how to create depth in a game world when handling role playing. This game proves to continue that tradition, as role-playing really shines in this game.

You start by selecting a vampire type, each with its own strengths, weaknesses and a special power only allowed to the particular vampire family. And each character type is an experience in itself: The ugly Nosferatu who must hides its visage from humans or risk revealing the masquerade; the beautiful Toreador who easily moves through humanity, seducing their victims; the Brujah who viciously use their muscle to get what they want; the insane malkovians who can’t seem to communicate to others without creating and uncomfortable situation, yet have better insight for it. As you see, there are many paths to follow allowing some replayability as you try various vampires.

From this you will go into the dark under belly of LA, feeling your way through intrigues, lies, and plots. In the process you will get various quests you can solve to ingratiate yourself with the denizens of the everlasting night. On resolving each quest, you gain experience and levels, which allow you to pour points into various skills and abilities. You may do so as you wish, though your choice of vampire type will make some skills more expensive than others. This allows even more customizability by choosing individualized skills for your vampire.

When you do go into the world, you will need to work within the rule of the Masquerade. You must avoid human understanding of what you are, or you could be punished. This is a great gameplay obstacle, and can be used to change how you are looked at. On top of this is the bloodlust you must satisfy. All major skills use blood and damage taken can only be healed by blood. So, you will need to find ways to sate the lust or risk permanent death. These limits of the game world do add to the gameplay and keep it fresh and risky.

As you move through the various areas of LA, such as Hollywood, Santa Barbara, and China town, you will meet quite a few great and personable NPCs. Each has memorable dialogue and are generally well voiced. Main NPCS are well rendered as well, making them feel more real. I always enjoyed interacting with them, as the menu driven conversations have many paths and allow many reactions. Even your powers will add more reactions, depending on ability. The best are the Malkovian responses, creating quite humorous reactions.

Various quests these NPCs will give you will keep you interested and are rarely repetitive. You will get to try your hand at fighting monsters, sneaking into various companies, hacking computers and many other actions. You will even get to try various skills in missions to accomplish your tasks, such as either talking or fighting your way in the Chinese theater. But this is not always the case as I mention in the bad.

Various locations are generally well done, and a few are pretty darned exceptional. The hotel is one of the best scary places I’ve seen in gaming in a long time. It oozes a kind of fun house atmosphere that is really enjoyable. I also found the psychiatrist’s mansion a weird but interesting area, reminiscent of Thief’s Balfor mansion.

This leads to the area of graphics. My first error was to play this alongside Half Life 2, which truly is an unfair comparison. Though there are bugs (mentioned below) many of the scenes are well detailed and nicely designed. Some are better than others, such as Chinatown and the Nosferatu town. For an RPG, the look of the graphics are well done. But there are some issues with performance, and some areas leave much to be desired.

Finally the story is very good. It is rather linear, but has its own twists and turns, mostly depending on you. Much of the best story is in the sidequests where you learn more about the politics of being a vampire. And you do get to determine the ending, and I suggest you try them all for they do have some surprises and nice cinematics. I felt the ending was well done, though there are some other opinions. And though you never really get to know your character, you do get a taste of White Wolf’s vampiric world.

The Bad
When it comes to role playing and characterization, Vampire gets a gold star. But battling enemies is another story. Despite multiple skills, battles devolve mostly in to clicking on the enemy to defeat them. Magic allows for some strategy, but the speed of battles can undermine thoughts of strategizing. And some of the tougher battles will use up your blood skills quickly before you can finish off the enemy. Enemies have a tendency to run up and attack without much thought to their actions. Many times you will use your powerful skills to kill enemies quickly without much more action.

For all the intricate character customizability, some of this gets lost in many actual quests one can undertake. Many of the actions emphasize only one or two skills, such as the zombie hunt requiring good gunplay. This would not be so bad if it were only the sidequests, but many of the main quests demand use of few skills, such as the need to sneak through the museum to get some of the best experience. If you leveled in the personality orders, you’ll find they get lost through many of the missions. There are some spells that will allow you to buff up your weaker skills, but it would still be nice to play through each as you have developed your character, not force your character into unnatural actions.

The final levels are the worst. Be prepared to use the last of your experience to beef up fighting skills and battle magic. You will be doing a lot of fighting and will have a hell of a time if you only poured your skills in other areas. This undermines the role playing strength of the game.

Another issue is the bugs. Many of the worst were fixed in the patch, but there are plenty of others. The graphics are choppy on the best of machines (I figure my ATI Radieon on 2.5 GHz machine is no slouch) and moving areas such as elevators skip around. I don’t blame Troika as much on this because Valve made a patch for the same issues in Half Life 2, but did not distribute it to Troika, leaving many problems in.

Load areas feel much like another bug, but they are a weakness a graphics heavy engine. Going in and out of buildings lead to all sorts of load times, and it can be frustrating to move around. On top of this, the places you go are both limited to a few areas and the areas feel artificially closed. There are many times I was confronted with strange barriers that shout “You are in an artificial room created by game developers!” Plus, it appears more areas were promised than delivered. Take a look at the box, I never saw that cowgirl anywhere.

Along with this are the graphical issues that can undermine believability. There are a lot of twins in the game at various places. Many of the body models can be so simple compared the the NPCs that it feels shoddy. And some areas are rather bland and repetitive (welcome to the sewers). Of course, much of this comes from the Half Life 2 comparison, and for an RPG, its not too bad.

The Bottom Line
Troika’s third and final game takes them to unfamiliar territory in creating Deus Ex style shooter. What they add is a deeper role playing system and in-depth character interactions. But, there are problems standard to Troika’s fare: bugs, a less then satisfying breadth of area, a linear finale with minor, though intriguing, choices in the end. They overreach at expansive gameplay and world but come up somewhat short, concentrating their efforts in a few areas leaving the game unbalanced, as if there could be so much more.

Despite the flaws, Troika does excel at what they concentrate on. This leads to a game that is well worth playing for to see how well they can do some things and leaves one wondering how well they could have made games had they found balance. So, if you want a fine example of idealistic zeal for creating great role-playing, characterization, and story, you can’t go wrong with this gem.

Windows · by Dwango (298) · 2005

Buggy Yet Beautiful, an RPG to be Savored

The Good
Ahh, the feeling of being a vampire in a modern city… the freedom to take the life of your enemies with firearms or melee weapons, your fists, or maybe just your teeth. Free to roam about the city, staring up at the skyscrapers rendered spectacularly in 3D, or the freedom to take to the sewers and ogle the shiny water, away from accusing eyes of the mortals. This is an RPG where you dictate your role while following a storyline, experiencing the game on your own terms. The game brings to mind the greatness of games such as Deus Ex and Fallout, yet also brings to mind their faults. More on that last bit in a moment, but for now, the greatness.

The feeling is what is pulled off best in this game, the raw sensations generated by an expertly crafted world. Though this is Los Angeles by the terms of an overburdened video game engine, this is still the closest that a game has gotten to the actual feel of a city. Bump mapped surfaces, well-placed lighting, and pedestrians and cops to keep from feeling lonely. While the hubs (the four main open areas that the game branches out from) are in perpetual night, due to your vampiric condition and all, each has its own flavor of the night. From run-down Santa Monica to seedy Hollywood, to surreal Chinatown to booming Downtown, the four hubs all do their jobs admirably, and never seem to get old. Part of that is simply because of the scale – each segment of the city feels alive, and makes the player feel small. The buildings of Downtown pen you in, but also provide a sense of awe while wandering around underneath them. The interiors can get detailed to the point of where you can spend five minutes just looking at the satirized products on a convenience store’s shelves, or the horrifying ‘decoration’ of a particularly evil vampire lord. The Source engine is capable of much, and being impressed by the simulated world is just as matter of course while playing this game. There are points in this game where you’ll be scared or amused or angry, but each time it happens, the feel of the game comes through and you’ll appreciate the skill with which the game designers have manipulated the Source engine. Words aren’t enough to describe the exceptional feeling of the game, however, so I’ll move on.

The visuals in the game are also capable of impressing. While not the most pristine graphics ever, the slightly gritty feeling of the game pervades the look of everything in the game. The environments are easily the best thing in this category, as described in the previous paragraph. There is also the unique look for each of four armor levels for each of the 14 possible player characters in the game (Male/Female for 7 clans), each providing an interesting look for your character. Then there are the high quality character models, something of critical importance in a role-playing game. From the unbelievably ugly characters to the clean beauty of others, the faces that you will come up against in conflict, and ‘friends’ that you talk with, are varied and outstanding. The talking heads of Fallout are finally matched in an RPG by these faces, and I have to say that it’s about time. You can see the emotion in the faces of those you’re negotiating with, and a frown and a lowered brow can spell caution. Your dialog choices will influence this, sometimes chaotically.

Dialog, arguably the most important part of any RPG, is given the number one position in this game. Visuals, sound, atmosphere, none of it can touch the character interactions. Much like Fallout, you have no voice beyond the lines of text that you see on the screen, but fortunately the actual dialog has evolved in the time since that admittedly classic game. The multitudes of characters that you will encounter all talk, and in most cases outstandingly. One of the most memorable characters, Jack, whom you meet right off the bat and see several times over the course of the game, is voiced by none other than John Di Maggio, of Futurama’s Bender fame. Your responses are dependent frequently on your stats, which add another element of role-playing. Color coding for persuasion, intimidation, or seduction lines are the most obvious feature of dialog in this game, and those coded dialog options are all dependent on the amount of XP you’ve pumped into various social skills. You’re free to extort, con, inspire, seduce, frighten - basically, you’re free to treat an NPC however you like in order to get what you want. And you’ll get what you want plenty, which is what makes the dialog so rewarding. The words in this paragraph come up far short of the words in the game, so again, you’ll have to experience it to believe it.

And finally, the gameplay is just plain fun. You’re free to play the game however you feel, and even tackle the main story arc with the attitude that you want, eventually ending up with one hell of a character, and in one of several endings. From the start to the end, your choices influence how the game plays, and the repercussions of actions are sometimes more fun than the actions themselves. If you’ve played a great RPG, you know what it’s like. This is a great RPG, and that’s all I can say.

The Bad
For all the goodness in this game, there’s unfortunately a heavy burden of bad things that can detract from the game. This game, released the same day as Half-Life 2 (Nov. 16), and powered by the same engine, should not have been released in the state it’s in as of this writing. A patch is rumored to be forthcoming, and all I can say is, it better not be a rumor. I’ve had remarkably few problems, but even on my beefy system, performance starts to drag after a while. Load times are somewhat aggravating, especially after several hours in the game (time that seems to simply disappear, since the gameplay is so engrossing). Activision dropped the ball big time on this one, considering how publishers work, and I hope they can clean up their mess. I have faith that Troika can salvage this game, provided they receive the support to do it. Similarly, there’s faith that Activision knows that keeping this license as pristine as possible is in their best interests.

Aside from the performance problems, there are also the plain old software bugs. From gamestoppers (at least one that nearly everyone gets, I got, and is fortunately easily fixed through the console), to slightly broken quests, to untested features (character histories), the list is just too long to put across appreciably. Needless to say, I’m one of the very lucky ones, and many people have had nothing but bad technical experiences with this game. I feel for them, since this is such an outstanding game. Troika came close to perfection with this one, and it’s unfortunate that technical problems plague what would have otherwise been an unarguably great RPG. The two to three minutes it can take to exit out of the game is slightly aggravating on a system with a gig of RAM, however, and the hard drive thrashing that this game has put my aging IBM HD (with the OS & pagefile on it) through now makes me wonder whether I should back up all the files on it. Yeah, the performance is that bad.

The Bottom Line
The game is inexcusably buggy at release, the load times are horrendous even with a gig of RAM, and even that much physical RAM, a 1.5 gig pagefile is recommended for the game. The bugs, the load times, and the decreasing performance problems over time, are the only bad things I can say about this game, although both of those things eat at me. Besides that?

Simply, this is as close to a perfect RPG as I’ve played. I enjoyed Vampire TM: Redemption enormously, simply because of the story, but this game is great not only because of the story. From the intricately branching dialog paths, to the satisfying and varied combat, to the atmosphere experienced during every second while playing, this game doesn’t quit giving the gift of good gameplay. With all of the these words, I still haven’t been able to put across everything I feel that’s good and bad about this game. Fallout and Deus Ex were my tied as my favorite RPGs until this month, but after many years, they’ve both been displaced by the game that is Bloodlines.

Troika has created a world that I’m sad to leave, in spite of the immense satisfaction that I took out of completing the game with a character that had a ton of momentum going into the final months. Dozens of hours of gameplay later, I’m holding my breath for a patch that will make this game become the game it should have been at release, and when (if) that patch hits, I will be playing through this game again.

Windows · by Bet (473) · 2004

A bucket load of potential, but as many others have said, buggier than hell, even after countless patches

The Good
Amazing story, a sweet twist at the end, just goes to show why you shouldn't mess with the centuries old vampire pirate, right? Another great aspect of the game is, that depending on which class you choose, the story and allover game experience shifts a bit. These changes appear in dialog options, extra quests, etc. The voice acting is very good, especially Jack's.

The Bad
aside from the bugs, the game has some other deficiencies, that I consider minor, but wouldn't have hurt to be included into the game, for example the character's appearance can't be modified, only thing you can change is the armor it wears, which means four armors throughout the whole game. I find, that a good RPG [like Morrowind] has to have a rich appearance alteration. many times i fantasized about how cool my vamp would have looked with a few tattoos and piercings, wearing a black hood and some chains \m/. Other than this, the game is unique [even though it was built on the source engine, and has fallout-ish leveling]

The Bottom Line
A fresh breath of air for a change, with a good storyline, with an ending depending on the player [this part is very cool actually, because you can't really say , that the ending you've chosen is good or bad, unlike MANY other games]. Gameplay is also good aside from the bugs, because the story is so good, and the quests are so unconventional, that it keeps people playing.

Windows · by Furiel kay (3) · 2008

[ View all 14 player reviews ]

Discussion

Subject By Date
Sequel? Scott Monster (986) Sep 7, 2015
Can't Stop playing this game! Scott Monster (986) Jan 4, 2009
What kind of bloodsucker do you think you are? Slug Camargo (583) Oct 26, 2008
Odd Vampire at Cafe? Indra was here (20756) Jul 31, 2007
Werewolf part Donatello (466) Jun 20, 2007

Trivia

Bugs and patches

Troika did not learn its lesson from The Temple of Elemental Evil (see the trivia section). Once again, serious problems and bugs have been left unattended for too long, until a fan, dan_upright, jumped in with his own fixes in an unofficial patch. The releases of unofficial patches were then continued by Werner Spahl until most bugs were fixed. In the final two weeks of Troika's existence, several employees volunteered to help finish with patch 1.2.

Because of the "beta" state this game was left in even after patch 1.2. Several unofficial patches have been released for Bloodlines. There were two lines of fanpatches, the original "unofficial" patch by Wesp which does not only fix bugs, but also adds adds new weapons, disciplines, occult items, quest items, and action sequences, based on content left over from development hidden in the installed game files.

Another fanpatch, the "true patch" was started by Acrimonious and Tessera, previously known for creating nude patches for various games, on the Tessmage.com forums with assistance by several forum members. It is intended to be a true patch to the official 1.2 version, only fixing bugs found in the original game or the official 1.2 patch. There was a huge flamewar between the Tessera and Wesp, eventually leading into Tessera shutting down his website.

Character creation

The game was supposed to have a fourth character creation mode which would enable you to add a history to your character rather than setting the various attributes by hand. It's still in the final version of the game although it's disabled by default. The choice of history has a large impact on the game, as it basically gives players a bonus effect in certain areas and a negative effect in others. Visit the "Tips & Tricks" section where the actual unlocking process is explained.

Development

Bloodlines is the second game to use Valve's Source engine, after Half-Life 2. Valve did not want another game to display the new source engine prior to Half-Life 2, so when Bloodlines went gold on October 4, 2004, Troika worked on a patch that was integrated into the duplication master prior to shipping on November 16th. Work on the multiplayer was halted for some time during development, with the intention of picking it up later, which is what happened. However, the multiplayer gameplay never really came together and it was dropped a couple of months before shipping.

German version

In the German version, the decapitation during the intro was removed. The rest of the game is completely uncut.

Misc

  • In the beginning of the game, when you need to get the astrolite, look around the house on the beach. There is a game paused on the TV that shows one of the large monsters from in the sewers later on in the game along with a vampire who is re-loading an Anaconda.
  • When you use a pass card to open a hatch that leads to Nosferatu hide-out (after the long sewer dungeon), take a close look at the computer. On the right side, there is a message that looks very similar to the common Windows' "Fatal Error" screens. It says the following:

SLOW

A fatal error has occurred. You should be panicking now. Your system will now explode. It is now safe to go to your happy place. Press any key to help others learn to read. Press Ctrl+Ctrl+Ctrl to donate money to me, you know the computers will soon take over, why fight it? * If you visit Mercurio just before the final showdown you will learn what exactly Camarilla (one of the factions in the game) thinks of Troika Games' leading developers. * After you find the man beheaded in the building across the Last Round bar you might want to take his head and try to score in a nearby basketball ring. If you do so the applause will be heard. * The song that briefly plays near the end of the quest "The Ghost Haunts at Midnight" at the Ocean House Hotel is "Pilots" by Goldfrapp from their debut album Felt Mountain.

References

  • There are a number of references to find throughout the game; many to movies. One is the book "the art of the quickdraw by Ned Nederlander". Ned Nederlander is the character played by Martin Short in the movie The Three Amigos, who is said to be the fastest draw in the world.
  • One reference in the game is when you talk to the food critic in Hollywood. If you are Malkavian, you can convince him that he is eating maggots. This is a reference to the movie The Lost Boys, in which a group of teenage vampires convinces a man that the rice he is eating is actually maggots. When you speak to the food critic and convince him, there is even a line of dialogue saying how that "happened in a movie once".
  • In Hollywood, look at the commercial above Isaac Abram's jewelry store. It says: "Play Troika Games!". Troika is the developer of this game.
  • During your computer-hacking side-quest (received from the computer geek at Nosferatu hideout), you'll come across the password Gil Bates. Gil Bates is one of the central characters of Arcanum, another RPG by Troika. On the other side, Gil Bates himself is a parody on... well, you figure out that one.
  • The NPC Romero, whom you meet at the cemetery in Hollywood, is named after George A. Romero, the father of the Zombie movie genre. Why? You'll have to accept Romero's quest in order to find out.
  • Another NPC, the Nosferatu hacker Mitnick, is named after Kevin Mitnick who in the early to mid 90s was one of the most notorious and wanted hackers in the US.
  • The news broadcast that can be heard when switching on the TV in the the player's haven contains a reference to famous horror author H. P. Lovecraft. The anchorman speaks of a squid-like creature found at the shore of Providence, Rhode Island. This is an obvious nod to Lovecraft's birthplace and his Cthulhu myth.
  • Some time later in the game you might learn from the TV a shocking news of EU collapse. Quite interesting is that the end of EU was one of the reasons behind the nuclear war in Fallout, game developed by Black Isle, the former employees of which constituted the major part of Troika Games.
  • If you hack in to one of the computers in the Internet Cafe, you'll find a reference to the "Chocula" clan. For those that don't know, "Count Chocula" was a cartoon vampire spokesman for Chocolate cereal.
  • In most of the dance bars, you'll see a dance icon. The symbol is pointing gesture made famous by John Travolta in the movie Saturday Night Fever.
  • This game is highly infested with all sorts of allusions to all kinds of movies. Clan Nosferatu's network system "Schrecknet", for instance, hints to German actor Max Schreck who played the original Nosferatu in the ground breaking German silent movie Nosferatu - Eine Symphonie des Grauens (1922) by Friedrich Wilhelm Murnau . This is even more interesting because Clan Nosferatu's whole look is heavily influenced by Max Schreck's outfit. Could he have been the first Nosferatu? Check out Merhige's Shadow of the Vampire (2000) and judge for yourself...
  • An easier one of many literary half-quotes to be found in Vampire: Bloodlines: The quest received right at the game's beginning "Wherefore art thou Mercurio" is obviously derived from the more famous original "O Romeo, Romeo! wherefore art thou Romeo?" (Shakespeare's Romeo and Juliet, Act II., scene 2). Note that one of Romeo and Juliet's main characters is appropriately named Mercutio.
  • Look for this pop culture reference during Phat Larry's side quest. In the parking garage, you overhear two thugs talking. "Do you like John Woo? Bullet in the head, son!" The other thug responds, "I don't get it." John Woo, is arguably Hong Kong's most famous director. With films such as, The Killer, Hard-Boiled, and Bullet in the Head.
  • In the arcade over at the beach, there are three games: Pitfall, River Raid, and Call of Duty. They were all released by Activision as is this game. In fact, an emulator was in the works so you could play River Raid and Pitfall, but it was eventually dropped due to time constraints

Soundtrack

A release exclusive to Best Buy included the following soundtrack: 1. Bloodlines - Ministry - Come Alive - Daniel Ash - Cain - Tiamat - Swamped - Lacuna Coil - Isolated - Chiasm - Needle's Eye - Die My Darling - Pound - Aerial2012 - Lecher Bitch - Genitorturers - Smaller God - Darling Violetta - Swamped (Video) - Lacuna Coil

Awards

  • 4Players
    • 2004 – Best PC Role-Playing Game of the Year
    • 2004 – Best PC Story of the Year
  • Computer Gaming World
    • March 2005 (Issue #249) – RPG of the Year
  • GameSpy
    • 2004 – Best Level of the Year (PC) (for the Ocean House Hotel)

Information also contributed by Apogee IV, Boris Stovich, Little Yoda, MasterMegid, Scott Monster, SimonG, St. Martyne, tata_lu_stefan_cel_mare, Terrence Bosky, Unicorn Lynx, worldwideweird

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Contributors to this Entry

Game added by HandofShadow.

Additional contributors: Unicorn Lynx, Jeanne, Sciere, SGruber, Patrick Bregger, Infernos, BlaringCoder.

Game added November 27, 2004. Last modified February 13, 2024.