Continues the famous White Wolf gaming tradition in a new role-playing adventure with an open, non-linear world, rich character development and an immersive storyline.

Blends all the core elements of a traditional RPG with the graphical richness, immediacy and brutal combat of a first-person action game powered by Valve Source Technology, the same game engine technology used for Half-Life 2.

Plunge into the dark and gritty vampire underworld of modern day Los Angeles as a creature of the night, interacting with and battling mortals and creatures of darkness with an incredible array of vampire powers, skills and traits.

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Blog RSS Feed Report abuse Latest News: Bloodlines Resurgence - Progress Update #1

About Bloodlines Resurgence with 16 comments by atrblizzard on Nov 6th, 2013

Hello fellow Kindreds! As always, it's been such a long time since our last news article, but as always, we come with some great news!

I must admit, it's been quite quiet around here, so you might ask, what have been happening lately? Well, first of all we're planning on releasing the multiplayer alpha as soon as possible. And I don't say "soon" loosely either. I should strap a "Valve time" on it so it would make it a whole lot clear on the situation. We were hoping to release it as soon as September, but there were several holds up.

First of all, we were trying to polish the multiplayer in every way possible before releasing. First of all getting the player class done, HUD, menu panels and such. So what is holding us to post pone the release even further? I would gladly say not much, since it's almost in the expected state. One of the biggest issues we have which is nothing too serious is to get all player animations to work properly.
Since player animations are being handled differently as NPC ones, I'm going to spare all the details regarding Source's animation system (which is a lovely one by the way). The current issues we have is with weapon aiming, such as not aiming the right direction and not following the player's aim view.
Besides that there are still a few map tweaks and polishing left to do, but despite these issues, it's all ready to be released.

I would like to point out a few things on what to expect on the first release of the multiplayer.

It will feature a few game mode varieties, such as deathmatch and detonation, along with a few selection of maps. These will be extended once more game modes and suitable maps will get added.
There will be no disciplines added yet, since it's still being worked on. Getting things working on multiplayer takes a different approach, but we want to make sure everything is balanced and not to hold up any release because of that.

The weapon system will feature a unique per class selection, being able to swap between primary weapons. For the time being there will be only 11 ranged weapons to choose from.
Melee weapons won't be included because they are missing first person animations and it wouldn't work out without those, especially for a multiplayer mode. But do not worry, it's currently being worked on and added in a later point once it's finished.

Class Selection

It is going to feature two teams for the initial release: Camarilla and Society of Leopold (Vampire Hunters). Will feature all Camarilla player models, both gender and armor selections, along with the default ranged weapon arsenal, ammo containers and more.

Here's a short demonstration on the Demolition game mode.

And now for some news on the progress on single player!

We've been working on getting more NPCs done as you can see in the video below. Since the original game had their custom written AI system along, we've taken the approach to not only write our own NPC entities, but also to use ActBusy for adding more varieties to how they act. It's a substitute to interesting_place, which tells the NPC to be "busy" within a scene to add further "touch" to the scenery.

Besides a gameplay progress, I also ported a cutscene as an experiment due to the nature that they used a different approach on animating the actors for the cutscenes. Since each cutscene animation is set to use 4 actors within a single animation (namely 4 bipeds within a scene), it allowed them to animate them easier along with animating the player itself. But nonetheless, I worked out on a different approach on bringing them alive. They were set up as regular scripted sequences that animate the actors from an origin point, having the cutscene sequences split up for each actor.

Also in case you missed out on older updates, we've demonstrated on using map instancing for several maps, meaning more maps can be seamlessly integrated and compiled as a whole, thus removing the need to load maps between the hub maps and the buildings and removing the need for any sort of map transition. This allows us to have more control over an area and adding a sense of realism between the maps, as seen in the following video below:

Along with that, we also use a different approach on dealing with Elysium areas. Since the maps are connected, Elysium areas are done using trigger area brushes that triggers the Elysium specific functions, shown here:

We're hoping to release the multiplayer alpha as soon as possible, until the end of this month. Thanks for sticking around and as always, keep your eyes on our project as it's getting more progress.

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VtM: The Final Nights 1.2 (Update Only)
Vampire: The Masquerade – Bloodlines

VtM: The Final Nights 1.2 (Update Only)

Apr 2, 2014 VtM: The Final Nights Patch 14 comments

This is the update patch ONLY and requires you install it over TFN 1.1.

VtM: The Final Nights 1.2 (Full)
Vampire: The Masquerade – Bloodlines

VtM: The Final Nights 1.2 (Full)

Apr 2, 2014 VtM: The Final Nights Full Version 75 comments

This is the Full Version and only requires Vampire: The Masquerade - Bloodlines. Install over a clean copy of VTMB.

VTMB: Camarilla Edition Final
Vampire: The Masquerade – Bloodlines

VTMB: Camarilla Edition Final

Mar 22, 2014 VTMB: Camarilla Edition Full Version 18 comments

VTMB: Camarilla Edition is an Expansion Overhaul that completely changes the game mechanics and how we approach the game of Bloodlines. After playing...

BLOODLINES Hard Difficulty mod (for VTMB UP 8.8)
Vampire: The Masquerade – Bloodlines

BLOODLINES Hard Difficulty mod (for VTMB UP 8.8)

Oct 25, 2013 BLOODLINES Hard Difficulty mod (for VTMB UP xx) Full Version 0 comments

BLOODLINES Hard Difficulty mod 8.8 for VAMPIRE - The Masquerade - Bloodlines (with Unofficial Patch 8.8 plus) . ENG language . October 2013 (.zip file...

Optional pack for BHD mod VTMB Malkavian char
Vampire: The Masquerade – Bloodlines

Optional pack for BHD mod VTMB Malkavian char

Oct 15, 2013 BLOODLINES Hard Difficulty mod (for VTMB UP xx) Other 0 comments

Optional pack for Bloodlines Hard Difficulty mod and for VTMB any version (.zip file 450 kb). Malkavians dialogs use different characters types. Now they...

BLOODLINES Hard Difficulty mod (for VTMB UP 8.7)
Vampire: The Masquerade – Bloodlines

BLOODLINES Hard Difficulty mod (for VTMB UP 8.7)

Sep 16, 2013 BLOODLINES Hard Difficulty mod (for VTMB UP xx) Full Version 5 comments

BLOODLINES Hard Difficulty mod for VAMPIRE - The Masquerade - Bloodlines (with Unofficial Patch 8.7 plus) . ENG and FR languages . October 2013 (.zip...

Post comment Comments  (80 - 90 of 103)
MattColes
MattColes Aug 11 2009, 7:21am says:

I LOVE this game :D

+6 votes     reply to comment
Quadraxas
Quadraxas Sep 20 2009, 1:10am replied:

really ? me too :D

+1 vote     reply to comment
MattColes
MattColes Sep 23 2009, 4:30am replied:

haha cool! This and Deus Ex are my favourite games of all time. Wish I had the time to make a small game based in this world/setting

+2 votes     reply to comment
Bolognius_Maximus
Bolognius_Maximus May 21 2010, 8:11am replied:

Yeah Deus Ex and Vampire! Two games with epic stories and awesome atmospheres to them... I r addicted!

+5 votes     reply to comment
leilei
leilei Aug 8 2009, 2:06am buried:

(buried)

Vampire: The Mascara - Booblines

-9 votes     reply to comment
Eegah
Eegah Sep 14 2009, 4:51pm replied:

Sorry, no homely vampires allowed.

+3 votes     reply to comment
mothmann
mothmann Aug 6 2009, 10:12am says:

i thought need for speed carbon used live actors in front of a green screen then passed shaders on top of them.

READ THIS
And like someone said. If you get this game make sure to get the latest UNOFFICIAL PATCH.

+2 votes     reply to comment
Mkilbride
Mkilbride Aug 6 2009, 12:19am says:

What's up with all the content lately?

It's been out for 5 years, and only now do custom models and weapons and whatnot appear on Moddb?

Was there a resurgence? Did Trokia somehow come back?

God I want a sequel to this. The game painted an atmosphere that even surpasses Half-Life 2's own world. You will not find me saying that about any other game, really.

+3 votes     reply to comment
muddie
muddie Aug 7 2009, 1:14am replied:

rofl its cause i started posting the webpage on forums for mv's Antitribu mod to get some feed back

+1 vote     reply to comment
theFringe
theFringe Aug 6 2009, 10:40am replied:

A lot of these skins/mods have been around for a while on a french website Vampire-network.net , bear in mind its all in french.

+1 vote     reply to comment
g3ist
g3ist Aug 6 2009, 8:16am replied:

I blame Twilight.

-1 votes     reply to comment
Mkilbride
Mkilbride Aug 6 2009, 5:36pm replied:

Twilight sucks hardcore, but if it's what got these files onto Moddb, so be it. Yeah, they were all scattered across the Net and hard to find...this'll make things much easier.

+4 votes     reply to comment
mescool
mescool Aug 2 2009, 11:27am says:

What is this game about?

+1 vote     reply to comment
Mkilbride
Mkilbride Aug 4 2009, 1:22pm replied:

Yo won't regret playing it though, I can tell you.

+2 votes     reply to comment
Jokerme
Jokerme Aug 3 2009, 7:20am replied:

Vampires! Believe me, it's all about Vampires!

+2 votes     reply to comment
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Vampire: The Masquerade – Bloodlines
Platform
Windows
Developer
Troika Games
Publisher
Activision
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Vampirebloodlines.com
Release Date
Released Nov 14, 2004
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Highest Rated (4 agree) 10/10

Flawed gem

Mar 23 2011, 9:10am by Andreson

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