This version underwent another three weeks of testing to become the final release code ;  the game was still unfinished when Activision forced its release. The game's original score was composed and produced by Rik Schaffer. Troika was unable to obtain the rights to use the song in the finished game, and tasked Schaffer with creating something similar. Layne worked with Bloodlines artist Tim Bradstreet for a day to provide the poses chosen by Activision to represent Jeanette in the game's posters, clothing, and other items.
Shortly after its debut, most of the development staff were laid off; the remaining staff tried to patch Bloodlines and develop game concepts to secure funding to keep Troika in business. In a interview, Anderson said that although Troika Games' library had been critically well received, consistent technical issues had marred the perception of the company's games, contributing to Troika's difficulty in obtaining new projects.
He said "I feel the second half of the game isn't as good as the first. I feel like we devolved into relying too much on combat at the end. He said, "it might have been too early for people to appreciate it, but we'll never know. Unofficial patches have been created by the game's fans to address Bloodlines ' technical problems, and restore missing and incomplete content. The game community tested Spahl's patches, providing reports on bugs and spelling errors. Although the game's complexity meant that repairing one aspect often broke another, as work on the patches progressed Spahl began restoring removed and incomplete content in the game files, adding quests, items, weapons, and characters, with fan help to provide voice acting, models, and reinstating whole levels.
A library area, for example, was restored after Mitsoda told Spahl only that "it was somehow connected to a main character and a Sabbat boss, and was meant to look like the real-world [Los Angeles] library. Schaffer also provided Spahl with unreleased scores from the game.
This resulted in two patch versions: a basic version, fixing the game's technical issues, and a "plus" version with the additional content. As of , the game has over 10 years of post-release support with the release of version 9. Boyarsky voiced his support for unofficial patches, saying "they've found the stuff that we hoped people would find about the game, in terms of the different paths you can take and how it played differently for every class.
Vampire: The Masquerade — Bloodlines received a mixed response, with reviewers praising its writing and presentation and criticizing its technical problems. The game has been called a flawed masterpiece by critics. Nothing's even tried". IGN appreciated Bloodlines ' rewarding exploration outside the main story, and the New York Times and GameSpy praised its "wonderfully imaginative" missions. Its writing was consistently praised by reviewers. Eurogamer said that it had the best script the website had ever seen in a video game,  and others described it as a superbly crafted tale of conspiracies, underworld subterfuge, fun and intrigue.
The mature themes succeeded without being gratuitous or exploitative, and were explored honestly and intelligently by a knowledgeable writer. GameSpot and GameSpy called the dialog sharply written, with many memorable lines. PC Zone opined that the quantity of well-written dialog did not guarantee quality; many player choices seemed to have little effect on a conversation's outcome, and the best response was often the most obvious.
Much of Bloodlines ' criticism focused on technical problems when it was released, undermining the game experience or making it unplayable. Others cited frequent, sometimes-lengthy load times encountered while moving between hubs and entering or exiting buildings and areas.
Combat was also criticized. Reviewers called it poor, clumsy, and unsatisfactory,   complaining that Bloodlines favors melee combat; firearms were weak, unwieldy and slow, even for characters specializing in guns. Bloodlines is considered a cult classic. In , an article in Rock, Paper, Shotgun declared: "The sense of sorrow comes from the realisation that there's nothing like [ Bloodlines ] on the horizon Oh right, because it's so very hard to do In , PC Zone listed Bloodlines the seventh-best PC game which people were unlikely to have played, calling it the "best buggy game ever released".
In a November interview Boyarsky said that although the team would like to pursue a Bloodlines sequel, the decision was Activision's. According to Boyarsky, the prototype was one small area built using assets taken from Bloodlines , and allowed the player to play as a Werewolf, or a human capable of turning into one. Paradox Interactive obtained the rights to Bloodlines in , following their purchase of White Wolf.
Paradox CEO Fredrik Wester confirmed that a sequel was possible, stating "when the time is right I guess a sequel will find its place in the market. Set in the city of Seattle, Bloodlines 2 serves as a direct sequel to Bloodlines , casting the player as a fledgling Thin-blood vampire vampires possessing relatively weak abilities. From Wikipedia, the free encyclopedia.
Anderson Leonard Boyarsky. Tom Decker David Mullich.
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