I am going to try and give Vampire: The Masquerade a
fair shake. In doing so, I will try and steer clear of the obvious puns
that so many others have gleefully crashed into at full speed. At no
time will I refer to anything as "sucking". I will likewise try to avoid
using words like "anemic", "pale" or any other gratuitous
references to the word "blood". It's the least that I can do. That
said, Nihilistic took on a lot when they agreed to work on this
project. Taking any pen and paper role-playing system and turning
it into a successful computer game is a daunting task. When that
role-playing system just happens to be White Wolf's Vampire: The
Masquerade, complete with its cult of fanatical loyalists, things
become that much more complicated. But Nihilistic took the bull
by the horns (Or you could even say they took the vampire by the
fangs. Sorry, couldn't resist), and quickly announced that they
would design their own engine to run the game.
The result of all of this was a good-looking game with an
involved plot and a lot of problems. There's no denying that this
game looks great. It suffers from a little bit of polygonitis, but what
you get is a fully rendered 3D world with tremendous textures and
lighting effects. The plot, though extremely linear and largely
without surprises, draws you into Vampire's eerie World of
Darkness. There is an overabundance of in-game dialog, but it is
well written and thankfully you can fast forward through each line
by hitting spacebar if you just can't take it anymore, or you've
already gone through the game. The voice acting is good, if more
that just a little melodramatic.
Sadly though, as is the case with way too many games
these days, the gameplay is where the quality of Vampire starts to
spiral downward. The first casualty was the simply dreadful
computer AI. Vampires who wander into the sunlight, party
members who either stand around doing nothing or waste
precious resources swatting proverbial flies with rocket launchers,
and enemies who look bored while you kill their friends just steps
away are only a few of the tragedies I saw while playing this
game. Even worse is that without an option to pause combat you
find yourself constantly at the mercy of the computer's abject
stupidity as there is no way to keep up with the actions of four
party members during the endless steam of furiously paced
combats that make up the majority of the game. Adding insult to
injury is an infuriating save system where the only times your
game is recorded is at your home base between missions and an
auto-save when traveling between areas. The result, constantly
run back to area transitions or be prepared to lose long stretches
of gaming time in the case of your party meeting its final death
(and with the AI being the way it is, accidents will happen).
Another promising game struck down in its prime.
Another looks good/plays bad catastrophe. But wait, what's that? A
light at the end of the tunnel? Hope springs eternal, and Nihilistic
has released a patch to fix some of the problems. Standing tall at
the front of the pack of fixes is the ability to pause the game
anytime. Hallelujah, someone out there was listening. Though
your party members are still dumb as dirt, as least now you can
stop for a second and tell them directly what to do. The best
approach I found was not to allow the computer to use any special
powers on its own and set the combat AI to a neutral stance. The
drawback is that this slows down the pace of the game
dramatically, and you have to keep a careful eye on what's going
on. By stopping frequently and surveying the action, there's finally
an opportunity to use some of the cooler vampiric powers that are
more situationally specific.
The other patch bombshell is the ability to save any
time. While I still have trouble wrapping my mind around why this
feature was left out of the game initially, the addition of it in the
patch is a lifesaver. No more running all the way back to the
beginning of the level after every other fight, no longer do little
accidents spell the loss of hours of play (unless you don't save
often, and then you've nobody to blame but yourself). There are
some little quirks. Some abilities don't work properly right after a
game is loaded, so saving in the middle of a fight isn't a good
idea. Still, this is a big improvement.
Included in the patch are a number of other fixes and
added features. Enemy's health is indicated now; their names in
the display get progressively redder as they get progressively
deader. The level of difficulty in some parts has been balanced
somewhat; the first boss now puts up some kind of fight instead of
instantly taking a dive, and the last boss seems to have been
downgraded from nearly-impossible to merely very hard (I
shamefully admit that I had to use a cheat to beat him the first time
I played because I got so annoyed with his nigh-invulnerability
combined with the utter brainlessness of my party). The enemy AI
is somewhat improved, but don't expect them to win any awards
for smarts, or even tie their shoes very well. Some technical fixes
were made, but mostly minor tweaks.
By far the most intriguing aspect of Vampire, though, is the multiplayer
feature. In what is sure to become the next wave in online role-playing (for
better or for worse), Vampire includes the ability to play online or over a
LAN in a multiplayer game with one person acting as the Storyteller. The
Storyteller can create NPC's and possess them to interact with the players,
create and drop monsters for players to fight, and otherwise tell a story for
the players to act in. Whether you think that making computer games more like
pen and paper role-playing is a good idea or not, Nihilistic has broken
ground in this new area with a fairly strong showing. Without a party of
blockheads to baby-sit, the player is free to fully use the powers of one
character, significantly improving the fun of playing the game. As with any
multiplayer game, the quality of players varies in skill and attitude, but
the potential is there for a very entertaining role-playing experience. The
tools available to the Storyteller are adequate for the job at hand, though
there is certainly room for improvement. Unfortunately the patch does very
little to fix the problems with the multiplayer game, and you may sadly find
it difficult to play a stable game online without it crashing occasionally.
The subtitle of Vampire: The Masquerade is Redemption,
a major theme in the story of a former holy warrior who is cast into
a never-ending night. But redemption is just as good a word to
describe the patched version of this game. Whether the absence of
these features in the original release was a result of a rush to get
the game to market or just a horrible oversight, I don't know.
Neither one is a very good excuse. But seldom do game designers
go as far to fix a game as Nihilistic went in patching Vampire: The
Masquerade. By fixing two of the biggest problems, they breathed
new life into a game that had disappointed a lot of people. Where
there was mostly frustration before, there is now more room for fun
and creativity. Nihilistic should be praised for sticking with their
game and caring enough to give it a major facelift. Gamers have
long memories, and this won't be forgotten. More companies
should take the extra steps, go the extra mile to show some pride
in their product and support the people who paid good money to
buy their game. I tip my cap to you, Nihilistic, but next time please
try to get it right the first time, okay? You'll save us all a lot of
trouble.