Wednesday, December 17, 2008

Pokemon English Version Vba Soulsilver

Articolo web sull'ultimo corso che ho tenuto


On December 9, 2008 ended at the Technical Sales Stenio''''Termini Imerese the school project of taking Videogame Design Eng. Piermarco Rosa, Executive Director of the Master in Videogame Design at the Istituto Europeo di Design in Rome.
The project, lasting thirty hours, was attended by pupils of the fourth and fifth classes of the institution who have demonstrated commitment, enthusiasm and creativity in the classroom.
The course is proposed to introduce students to the profession of game designer, who, in addition to strong creative skills, must also possess the excellent communication skills, excellent knowledge of the marketing industry, and of considerable quality management team, as it does to coordinate the development team that will make your project into a product to market.
With lessons on the evolution of the electronic entertainment market, the socio-demographic profile of its consumers, and case histories of some successful video games, the students of course have approached this very complex skills, which then began to practice through various exercises (analysis and synthesis of communication, creativity and design) that culminated with the creation of a project document for a video game on mobile. Il mercato dei videogiochi, afferma l'ing. Rosa, nonostante la recessione globale, è l'unico a mostrare ancora una sostanziale crescita di fatturato e di profitti a livello mondiale: si pensi che, solo l?anno scorso, ha registrato da noi in Italia un aumento del giro d?affari di circa il quaranta per cento rispetto all'anno precedente, e che anche per il 2009 le previsioni non sono negative come per molti altri settori del mercato. È in un panorama di questo tipo che si rendono necessari dei corsi di formazione per figure professionali, come quella del game designer, sempre più richieste in un mercato dinamico e proiettato attivamente nel futuro quale è il settore dell'electronic entertainment. A tal proposito è da sottolineare la lungimiranza shown by prof. Anthony Militello, manager of the school''Stenio''in? Offer students the opportunity to participate in this valuable learning experience, and is to be hoped that his example will be followed by others responsible for school education in our country.

The article is also viewable at http://62.77.63.181/isn_stenio_it/notizia.aspx?id=4b36160a-fdcc-4923-873e-32e5c0dc44ab

Thursday, December 4, 2008

Ap Biology Lab #5 Cellular Respiration Answers

GamePro (dicembre 2008)


Click on 'image to read the article.

Sunday, March 30, 2008

The Vampire Strangler Full Movie

Alter Ego

What happens when a brilliant psychologist puts gamers in testa di fare il game designer?
È quello che ha voluto sperimentare nel lontano 1986 il dottor Peter J. Favaro, allora psicologo dell’UCLA (la più prestigiosa università di Los Angeles), cimentandosi nella creazione di Alter Ego, il primo e probabilmente l’unico vero “simulatore di vita” mai finora realizzato.
“Se potessi tornare indietro, col senno del poi… quanto sarebbero differenti le mie scelte?” Questa domanda, che sicuramente ci saremo spesso posti in molti, campeggiava sul retro della confezione di Alter Ego, prodotto da Activision per tutti i computer più diffusi dell’epoca: Apple Macintosh e serie II, Commodore 64 e 128, IBM e Tandy. Un gioco affascinante, provocative and even revealing, among the first to allow to play a male or female - there are in fact also a version specifically dedicated to the simulation of female life - and to present the warning (for parents) that, given the realism of the topics covered and the presence of sexually explicit material - still optional - I suggest using it for more than fifteen years.
The aim was to create a sort of role-playing game (text), which could lead to a lifetime alternatively from birth to death - a quiet and natural, accidental or violent - than in any game, living virtually a whole series of experiences (emotional, intellectual, familial, social, sexual and work) in front of which arise as a certain attitude and make different decisions, then experience the consequences more or less positive. It would therefore have been leading a dissolute life or honest, peaceful or risky, to determine the direction of their career, get married and set up a large family or even Don Juan to make the whole existence, and each choice would lead to a result different, thus changing the path of life, their own virtual personalities, and even the manner in which it was perceived by others within the game world.
"Many of us can fantasize about doing things differently, conducendo stili di vita alternativi, magari nei panni di qualcun altro”, ha affermato lo stesso dottor Favaro, “Io ho creato Alter Ego in modo che tutti possano soddisfare questo desiderio in modo divertente e privo di rischi”.
E c’è riuscito? Sicuramente meglio di ogni altro videogame, inclusi diretti discendenti più tecnologicamente avanzati come la famosa serie di The Sims a opera di Will Wright ed Electronic Arts, maggiormente improntata sul voyeurismo piuttosto che sull’interpretazione diretta di un personaggio e meno approfondita nella ricchezza e nel realismo esperienziale rispetto ad Alter Ego.
Per conseguire il suo ambizioso obiettivo, Favaro, in modo da ottenere la maggior varietà e molteplicità possibile di situazioni di vita, intervistò centinaia di persone d’ambo i sessi e di ogni età, raccogliendo il loro vissuto più memorabile; selezionando poi gli episodi più significativi e maggiormente condivisi, ne valutò - grazie alla propria preparazione psicologica e al contributo di un gruppo di colleghi - le implicazioni alternative, l’impatto sulla personalità e sul relativo contesto sociale, e infine li assemblò in una sorta di database da cui poter attingere durante il gioco.
Come ha detto lo stesso Favaro: “Abbiamo compreso come da ogni singola risposta fosse praticamente impossibile fornire un ritratto accurato di una persona. Ma ci siamo pure accorti che, dovendo rispondere a centinaia di domande durante una partita di Alter Ego, avevamo un’ottima chance di tratteggiare la personalità del giocatore”.
E difatti il gioco si compone di numerose esperienze, ognuna delle quali influisce su un certo numero di caratteristiche psicologiche della propria personalità virtuale. Dato che uomini e donne vivono episodi peculiari durante la loro esistenza, Alter Ego, per fornire un quadro ancora più realistico e meticoloso, venne realizzato – come già scritto prima - in due distinte versioni: la maschile e la femminile, chiaramente giocabili indipendentemente dal sesso dell’utente, aspetto che ne aumenta ulteriormente la profondità e il divertimento.
Si potrà quindi decidere di giocare interpretando una replica of themselves, or to indulge in acting as it has so far only imagined, perhaps acting like we never have had the willingness or courage to do. And since any decision to take the consequences, you can also discover and learn something about themselves, thanks to comments from time to time bestowed by a voice - that of psychology - which aims, among other things, cause the player to stimulate different reactions. In Alter Ego
we first constructed a personality starting with an interesting psychological test that delineates the attitude through social, intellectual, professional, family and physical as well as through emotional characteristics such as rationality ol'impulsività, kindness ol'aggressività, safety or hesitation, optimism or pessimism, calm or anxiety, expressiveness or closure, reliability, or disloyalty.
It then goes on to decide whether to face a lifetime of his alter ego from the very beginning, or if starting directly from one of seven stages in which it is divided: the birth and infancy, childhood, adolescence, youth, adulthood, Middle-aged vecchiaia.Ogni stage will present a series of experiments (ie, for the most unexpected events) and lifestyle choices (where then allowed greater control of events, as in the case of educational or financial decisions) concerning various aspects of his life and personality, represented by icons that symbolize the specific context (social, emotional, professional, family, etc.). These episodes can be selected as desired by the player and in the order you prefer, each episode will increase the time counter for a while, until you get to reaching that marks the end of the current phase and the transition to Next, with new experiences and choices available suited to the cycle of age in question. Sometimes you can not select some experience, although present in the same phase, perhaps because it has not yet reached the right age in the game or because you do not have the appropriate requirements, for example, you can not experience it was working before they find a job or get married before they are built up a relationship with a partner.
episodes that you could experience in every phase are so numerous that they can not get to meet them all, each episode presents a narrative context against which provides the player the option to choose an attitude of character to be coupled with a decision selected from a list of possibilities: it has done so only action but also the behavior with which it implements. The mix of these two factors will lead to answers that will change the values \u200b\u200bassociated with the characteristics of their personality, and that tangibly affect the outcome of their decisions for the future: the computer, in fact, take into account the values \u200b\u200battached to each feature and allow or prohibit as a result of certain actions by the player, also determines the outcome differently. For example, I happened when I was a child, a rather delicate episode: one day while I was at the supermarket with my boyfriend, it began to pilfer, putting some objects in your pocket. Although I do not have imitated and even attempted to dissuade him, he continued. But the ominous thing was that I was stuck behind my back pocket in a bag of candy and, worse, the salesman I was also caught with the stolen goods on me and accused me of theft, even calling my mother (while my friend was not caught in the act and came out unscathed from the store). At this point, the game, going to evaluate my level of confidence (which was quite high because I had always behaved like a copy boy), determined that my mother decided to trust me, believing in my innocence rather than to punish a guilt that I had not actually committed.
Similarly, one evening, the first time I had to go to sleep at a friend's house, worried that my parents could not be more at home on my return the next day, I heard from my father who he and mom could have been abducted by aliens, was clearly a joke, and in fact I decided to worries not for this, but at this point, the narrator told me that the understanding of the measure could be excessive for a child, and therefore checks the value of my intellectual sphere, revealing, finally, resulting in very intelligent for my age, I was actually able to discriminate as such a joke of my father. The
personal qualities have a percentage score (always viewed by the user) that the qualification in one way or according to their opposite: for example, a high value indicates a low degree of rationality of impulsivity and vice versa, as well as a high standard of aggression is a symptom of a low rate of kindness and vice versa. In reality there are characteristics necessarily right or wrong as in real life, some qualities are more suitable than others depending on the situation or context, so each feature ends with the present strengths and weaknesses at the same time: for example, if on one hand ' aggressive character can be a disadvantage if you need to know how to ask a favor in the right way, on the contrary - if we try to impose within a group or maybe even compete for a coveted job - could be an advantage.
In many cases, the game considers an ensemble of quality to assess the outcome of the user's choices: just to take the example of the job, if you want to be groped teens to be hired as a clerk in a store , must possess the right social skills, and also be reliable and intelligent. So, while perhaps possessing the necessary social skills and are quite intelligent, if you are assessed as fairly reliable, however, you will not get the job.
is of course possible to vary groped voluntarily improving its properties in this or in that of his character (although this may not be easy, just like in real life) and to do enough to focus especially on experiences and life choices regarding the area that you want to improve: in this respect, if we continue to collect the depressing two of spades during emotional events, will probably be wise to increase their social skills and charismatic, this will need to experiment with the largest number of social experiences as possible (and clearly complement in the most suitable in order to refine the right qualities of behavior) because of what you can then check that prospective partners begin to interact with us in a more compliant and forgiving.
Alter Ego, despite its spartan interface and its audiovisual sector is virtually nonexistent, is still an excellent game. Every joy and pain of life are represented accurately and objectively, without taboos and with a touch of humor that never hurts: the early family experiences with childhood friends, from teenage rebellion to the discovery of sex, from the successes and difficulties in schooling in those careers, by operating more or less careful of their personal finances (including shopping sprees and home loans) to the choice of a partner from liability for double extramarital temptations, the joys of fatherhood (or motherhood) to concerns for their children, half of the ailments age to the thousand problems of old age.
Although at the time of its release has not received the complete success it deserved (in my opinion because too far and too different from all the games of the time), Alter Ego, however, has been praised by critics and has sold enough to allow the Dr. Favaro to buy a house and car (lucky him). Alter Ego is still left in the hearts of many fans, and is can play a fairly faithful remake online at: http://www.theblackforge.net/ . If
Peter Favaro, the beauty of twenty-two years ago, was able to almost single-handedly create a game like this, think what - wanting to take over the project Alter Ego - you may be able to do today with a large team of developers and today's technologies ...

Thursday, March 20, 2008

Samples Of Dental Dams

La saga di Shenmue

First, a quick and heartfelt premise: Thank you all for the warmth and affection dimostratomi with your wonderful post and I hope to deserve great praise in speeches this baby blog.
I hope you will help me to grow it mainly thanks your views and any questions that I will be happy to try to answer.



Let us now turn to the subject of the day: as in the previous post, I will remain in the field of videogame masterpieces that have been a deserved commercial success (but I promise the next action to change the class) to talk about Shenmue, the 'opera par excellence of the great Yu Suzuki. Please note that this is a title in 1999 (but its gestation began in 1994) and watch this trailer, where it is well made the idea of \u200b\u200btechnical quality but also unprecedented artistic - directed by the fantastic soundtrack - this amazing game:



Yu Suzuki (born 1958) is one of the most brilliant game designers of all time and one of the minds that contributed crucially to the flowering of the electronic entertainment industry in the '80s ; time when video games were still a niche product (which would then experienced a massive clearance on the mass market until the mid-'90s, thanks to Sony Playstation and the character of Lara Croft) and their reign was unchallenged represented by arcades, where they were proudly displayed through cumbersome and colored cabs. Given their nature as entertainment fast, the coin-op (short for coin operated, meaning "coin-operated) were to attract and win in just a few seconds to shift your attention, which was still to be hypnotized and now feel so motivated to insert coins to start a game. For this reason, such as graphics quality, the immediacy of the game mechanics and the simplicity of representing the real strengths of a successful coin-op. What better title for a frantic game of motorcycle racing with three-dimensional perspective, then, to attract the attention of the public? It is with "Hang On" Yu Suzuki in 1985, after stato assunto in Sega come programmatore nel 1983 (fortunatamente per noi non era riuscito a passare l’esame di ammissione per studiare da dentista), firma il suo primo videogame di successo. Legandosi a questa formula del gioco dal ritmo veloce e incalzante, appartenente per lo più al genere delle corse con prospettiva tridimensionale (e visuale posteriore in terza persona), Suzuki traccia in appena due anni un percorso costellato di grandi titoli che si imporranno all’attenzione del pubblico mondiale: come Space Harrier (uno shoot’em up sempre del 1985 che riprende le meccaniche di un racing game), Out Run (videogioco del 1986 che rivela la passione di Suzuki per le Ferrari, poi consacratasi tredici anni più tardi con il coin-op Ferrari F355 Challenge, also praised by Ruben Barrichello who wanted to buy a copy to practice driving :-)) and After Burner (a fast-paced game of air combat between the product several months later on the success achieved by the famous movie "Top Gun" ).
These products will cross the threshold of the playroom and was a consensus that to motivate their transpositions for all gaming platforms at the time, from Sega's console to the home computer.
After several years of break (during which were still produced the sequels of his early works) Suzuki back in the limelight on the world stage in 1992 inaugurated the series of Virtua Games (characterized by the replacement bitmap graphics with the polygonal time to build any kind represented in the game using three-dimensional solids), which after the coin-op racing (What a coincidence!) called Virtua Racing, will reach its zenith in 1993 with Virtua Fighter, the first consecration of three-dimensional video game martial arts fighting, a title of world's prodigious success that won numerous awards, coming to join - the only Japanese game - the permanent collection on Information Technology in the National Museum of American History in Washington, DC It was
thanks to a trip to China made during the processing of Virtua Fighter and his passion for kung fu that Suzuki began to conceive a project that would have committed for five years and would become Shenmue. Originally designed for the Saturn console (32-bit Sega's most successful direct competitor of Sony Playstation) and then, because of limited technical resources of the machine, redesigned for the most powerful hardware of the unborn Sega Dreamcast and provisionally identified with the code name Project Berkeley, Shenmue was presented to the public through a GD-ROM (it was called the special optical discs from a gigabyte of memory supported by the Dreamcast) included in the special edition Japanese Virtua Fighter 3TB for Dreamcast console, Sega launched in 1998 ( and in fact, initially, was to tell the story Shenmue just one of the combatants of Virtua Fighter: Akira, then replaced with a new protagonist and a story of more comprehensive). Here are some of the rare documentary (strictly in Japanese) are contained in the GD-ROM is dedicated to Yu Suzuki and his Project Berkeley, where Suzuki traces the highlights of his career and begins to specify that Shenmue is not a role playing game classic (to emphasize that the role-playing game genre are the most popular and appreciated in Japan). The whole is preceded by a short introduction which shows a beta version of Shenmue:



Designed as a work divided into sixteen chapters, Shenmue most likely will never see its completion, since there are only two episodes so far released (the first available for Dreamcast, and the second, dating back to 2001, also for Xbox) that tell the history up to the fifth chapter. In 2005, Sega began work on a version of MMORPG (massive multiplayer online role playing game) of Shenmue for the Asian market, then canceled in April 2007, and are also circulated the rumor that talked about a Shenmue III for Xbox 360 that ended the story (also including the first two episodes of the series), but Yu Suzuki has officially denied all much to the chagrin of hundreds of thousands of fans.
Shenmue is a game famous for many reasons, one of them is that was entered in the Guinness Book of Records as the most expensive production videogame of all time (surpassed only in recent times): seventy million dollars, as he confesses the Suzuki at the end of this movie, which also illustrates some of the innovative features of the game (for the time it was released on the market):



The plot of Shenmue, set in the second half of the eighties, the young protagonist Ryo Hazuki, the son of a martial arts master who is murdered at the hands of an enigmatic Chinese mafia boss named Lan Di, who takes from a precious ancient artifact from the unknown powers. Ryo decides to get on the trail Lan Di to shed light on his father's death and revenge, at the same time solving the mystery linked to the stolen artifact. Thus began a long journey that will see him from his native town in Japan to penetrate into the heart of China. With Shenmue
Suzuki wanted to create the ultimate adventure game, which would merge with the impact of cinematographic and audiovisual interactive experience worthy of an alternate reality. To achieve this goal, decided to construct a detailed world in which context the game, starting from the Japanese port city of Yokosuka (where it is entirely set on the first episode), reconstructed in detail, to the metropolis of Hong Kong (this in the second episode), teeming with life as its real counterpart. The environments are so vast and the districts visited (especially in Hong Kong) to make it necessary to buy some maps to orient himself. In case you lose, you can still ask for directions to passers-by will be even willing to accompany us to the destination. One aspect still amazing Shenmue is the extreme care put in the most seemingly insignificant details, which allows an almost total symbiosis between the player and the protagonist from environments (such as shops filled with hundreds of different objects) to the weather conditions that change dynamically (from the sun rain, an overcast sky with snow), not to mention the variety of minor characters and the realism of their behavior. As in real life you will see the employees get to work in the morning, or merchants open their shops and then close them at night and go home, you can interact with each character and visit every place, and handle virtually all objects in the game . As in life we \u200b\u200bmust eat and sleep, earn money by finding a job (there are many different types) and maybe even recreation, for example even in some games room where you can enjoy the exact reproductions of video games created by Yu Suzuki ( Space Harrier, Hang On, Outrun e After Burner); e qui Shenmue diventa un gioco dentro il gioco, un perfetto meccanismo di scatole cinesi.
Pur possedendo un filone narrativo principale piuttosto articolato (diciamo degno di una telenovela), Shenmue lascia libero l’utente di comportarsi come vuole, esplorando il mondo di gioco, chiacchierando con i personaggi o svolgendo numerose azioni, spesso inutili ai fini dell’evoluzione della trama, ma comunque appaganti in termini di immedesimazione nella dimensione virtuale; a tal proposito basti ad esempio citare la possibilità di acquistare innumerevoli oggetti, tutti esaminabili da ogni punto di vista prospettico: dagli accendini ai portachiavi, dalle miniature giapponesi di personaggi dei videogame Sega alle bevande cans from vending machines.
Apart from the phase of exploration, dialogue and adventure with puzzle solving, Shenmue has the classic kung fu fighting style in Virtua Fighter (after all it is a figment of Yu Suzuki) against one or more opponents at the same time . From this point of view, the game assumed a rpg as to enhance the skills of Ryo, must learn the techniques of struggle that we will be taught by some characters, or through the parchments found in certain places.
In a few moments of the match, it will trigger the scenes in which we must be able to perform an action (pressing a button on the controller or directional movement) to complete successfully the following sequence: the so-called "quicktime events", events visually spectacular (mostly chase scenes or fighting) which take the gameplay of the old lasergame like Dragon's Lair and Space Ace, the emphasis on spectacle freedom of interaction to represent and highlight the best film of the size stake.
And speaking of the size film, the excellent director of Suzuki and the way in which these issues are dealt with in Shenmue (friendship, loyalty, love, revenge) can create a strong emotional involvement in the player, as evidenced by the introductory movie the first episode ("Forgive me because they are forced to leave. Keep close to you friends and people you love, "are the last words uttered by Ryo's father before he died):



Another example of skill narrative of Suzuki, who manages to enchant you with its delicacy and depth, is the love story of the protagonist with the sweet Nozomi, a girl of the same country that Ryo will then have to relocate with his family. This love story, dashed in a typical Oriental, is not an explicit realization, but it is an exchange of desires never clearly disclosed, through intense looks and dialogues touching and sad. Worthy of praise
the evocative soundtrack of symphonic setting, which is still universally recognized as one of the best ever made in a video game. Here's a taste: the main theme underlined by a montage of scenes from the game.



setting film Shenmue enormous amount of audiovisual material in this game even allowed to Yu Suzuki to create a feature ninety minutes using only the most memorable scenes of the first episode. This movie Shenmue was shown in cinemas in Japan and then sold in videocassetta; in seguito è stato riproposto, a vantaggio di quanti non lo avessero giocato, in un DVD incluso nell’edizione Xbox del secondo episodio.
Nonostante il fatto che già solo il primo episodio abbia venduto oltre un milione di copie, Shenmue fu comunque considerato un insuccesso commerciale, visti i costi esorbitanti sostenuti per la sua realizzazione. È questo uno dei rari casi in cui l’industria non si è piegata al profitto, ma ha foraggiato la creatività artistica dando alla luce un prodotto unico, che ha lasciato una traccia indelebile nel cuore di quanti hanno potuto giocarlo, come provano i prossimi due filmati: il primo è un arrangiamento al pianoforte del tema di Shenmue a opera di un appassionato asiatico; mentre il secondo mostra, attraverso oltre quattrocento scatti fotografici, una pittrice a casa di un amico polacco intenta a realizzare un murales di quattro metri per tre che ritrae una classica inquadratura del gioco (Ryo a Hong Kong).





Se al giorno d’oggi Shenmue e il suo seguito non sono più tecnicamente così spettacolari e a posteriori, rigiocandoli, si ritrovano in essi le stesse meccaniche ormai consolidate e probabilmente migliorate in titoli più recenti e certamente più noti al grande pubblico, non c’è da stupirsi o da svilire l’opera di Yu Suzuki per this: on the contrary, it shows clearly how it was copied and became the cornerstone on which they heard from the unavoidable need to rely all the subsequent games of a certain thickness and narrative art. For me, if savored slowly and with due attention to the thousands of details that characterize it, Shenmue, and especially its second episode is an experience of rare value and, in many ways, truly irreplaceable.

Monday, March 17, 2008

How Many People To Sail A Boat

The circle


For completeness compared to the previous post, I went to fish out (do not tell you the effort!) My review of the first game ("Redemption" for PC) based on the paper role-playing game "Vampire: The Masquerade" pubblicata sul quotidiano IL SECOLO XIX nell'ormai lontano 5 luglio dell'anno 2000. Eccola qui... Per poterla leggere cristianamente, cliccate sull'immagine.
A differenza di Bloodlines, Redemption era un role play game d'impostazione più classica e probabilmente proprio per questo motivo riscosse fin da subito un vasto consenso di pubblico, soprattutto dei fan del gioco di ruolo cartaceo di Vampire.
Approfitto dell'occasione per ringraziare pubblicamente il mio caro amico Roberto Barabino che, per oltre cinque anni, prima che il Secolo avesse un'edizione elettronica su web, si è sbattuto non poco ad acquisire via scanner i miei articoli con la frequenza di due/tre volte alla settimana a mano a mano che venivano pubblicati.

Sunday, March 16, 2008

Dvd Upconverter Windows Xp

Vampire: The Masquerade - Bloodlines


Since this blog will focus on video games, we start with the title that has most touched the strings of my imagination and I think that best represents the concept of the game. It is "Vampire: The Masquerade - Bloodlines for PC. Beccatevi the trailer and then we'll talk about more in an excerpt from the book on game design that I'm finishing.



Bloodlines is the second game of the series of "Vampire: The Masquerade" is drawn from the role-playing game (paper). Created by Troika Games (the authors of the famous Fallout) using the engine of Half Life 2 - well prima che lo stesso Half Life 2 uscisse sul mercato - con risultati prevedibilmente immaturi dal punto di vista tecnico, venne pubblicato nel novembre del 2004 e segnò il fallimento della stessa Troika, che non riuscì a rientrare con i costi di produzione sostenuti, pur avendo trovato un publisher come Activision, a causa delle vendite non esaltanti motivate dalla presenza dei numerosi e irritanti bug di ogni tipo che affliggevano il gioco.
Bloodlines fu infatti un progetto molto ambizioso, che miscelava in un unico prodotto un gioco di ruolo con un first person shooter e con uno stealth action game, annaffiando il tutto con meccaniche da avventura grafica dei vecchi tempi (per esempio nei dialoghi a risposta multipla). Ma la sua più grande ambizione was to be able to make the game experience totally different depending on the selected character, while also providing a high freedom of choices and gameplay in each game.
fact, depending on the type of vampire (or vampire) who decided to play, the title changed significantly its gameplay: for example, playing the monstrous Nosferatu, was forced to live hidden in the shadows, and at continuously so as not to alarm the humans with their presence, it was necessary to use the sewers to move through the different parts of the city and stars always careful to be seen as little as possible. Conversely, if you choose to play as a charismatic Toreador, you could use its own charm to fascinate and subjugate humans, reaching various targets through his charm and powers of persuasion and seduction. If we wanted a more violent and angry, maybe you could opt for the Tremere (a kind of vampire sorcerer with the power to act directly on the blood of other creatures), the animalistic Gangrel who possessed the ability to transform into a wolf , or even the psychopath and completely insane Malkavian.
Thus, to gain entry to a private party where he had been a defendant Nosferatu would crawl in the shadows evading the surveillance at the entrance, while as a Toreador would be more groped should convince the bouncer to let us pass, the Tremere, for their part, would do very few problems were only able to pass on the body of anyone who could not provide access to the villa.
Here is a movie that presents the different clans of vampires in the game (to mention the wonderful background music, the soundtrack of Bloodlines):



Regarding the selection of main character, was a memorable aptitude test presented to the player before starting a game, and that indicates the type of vampire more akin to him according to the answers provided to questions about life every day.
The game then begins with "initiation" of the protagonist in the company of immortals we saw involved in an intricate and intriguing story as set in Los Angeles against the backdrop of a bloody power struggle between the seven clans of vampires intent on possession of the coffin containing the body of one of the oldest and most powerful undead never existed.
Clearly one of the strengths of the game was the charm as a rich narrative context of role-playing Bloodlines paper on which could be based: in "Vampire: The Masquerade" vampires have always existed and coexist with humans while causing the least possible to reveal their presence and obedience to a set established rules of their secret society. Violation of these laws can result in reaching the death penalty (or rather the execution) of a vampire by his peers. Among these rules include, for example, do not reveal their nature as human beings, do not get to kill a human as we are nourished by his blood, or transformed into immortal.
Beyond the different game setting and the opportunity to further customize your character during the course of the game, enhancing each time different and unique abilities, Bloodlines is also distinguished by the variety of possibilities offered to the player to deal with and resolve various situations game. To cite just one of many examples of the richness of gameplay, at one point was the knowledge of the caretaker of a cemetery (ironically called Romero), who asked us a favor and get him some female company for the night, as he was unable to leave his "post-call" because of an undesirable activities of some peripatetic as the dead who had no wish to stand for good in their respective niches. At that point we could decide to follow the proper Romero, going to town to give him a comely maiden with good manners or even with the bad (because they certainly would not have been easy to persuade her to follow in a cemetery), or we might have to offer to replace him for the time at leisure in the city, and we then took his place: it would be a phase of play (rather difficult to tell the truth) that we should have a rifle arm and shoot down all zombies who had tried to leave the gates of the cemetery.
also mention the various and often clinging to the multifaceted and complex plot in front of where you found it, and that would be greatly influenced the evolution of events is the same conclusion of the game (which included the final three totally different) . To show an example of these junctions making enough to tell the incident that saw us meet a girl dying, lying su una barella, durante una delle nostre frequenti sortite in ospedale (per procurarci del nutrimento extra attraverso la corruzione di un infermiere della banca del sangue). La malcapitata giovane ci chiedeva disperatamente di aiutarla, e noi ci rendevamo conto che di lì a poco sarebbe spirata. A quel punto dovevamo scegliere se salvarla con l'unico mezzo a nostra disposizione (cioè facendole bere un pò del nostro sangue immortale) e violare così una delle leggi della società vampirica, oppure ignorare il bisogno di quello sfortunato e insignificante essere umano, restando ligi alle regole della nostra stirpe. Nel caso in cui si fosse corso il rischio di aiutare la ragazza, l'avremmo poi incontrata molto più avanti nel gioco, ormai trasformata in una nostra succube e disposta a far di tutto per compiacerci - per esempio sia procurandoci delle ignare vittime da "prosciugare" sia cambiando totalmente look numerose volte a seconda del nostro capriccio.
Questa molteplicità di approcci al gioco e la presenza di continue scelte e diramazioni della trama principale durante la partita (oltre che l'uso inesperto del complesso motore grafico e fisico di Half Life 2) hanno però prestato il fianco a un pericoloso quanto letale rovescio della medaglia: la possibilità di numerosi bug che si sono in effetti verificati in quantità massiccia nella prima versione uscita sugli scaffali, e che hanno abbassato le vendite del gioco ben al di sotto delle previsioni. A nulla è infatti valso il primo e corposo patch that the Troika has released shortly after the distribution of the bond market: too many errors still remained unresolved, and some were so heavy as to cause the inability to end the game if certain actions were carried out during the game. Troika Games in February 2005 failed, but some of his programmers continued to produce the unofficial patch to solve the problems that still plague gradually Bloodlines. At the same time, though by then it was too late to Troika, the game began to be known through a niche of fans, arriving to become a real cult game with an ever increasing audience of users. To confirm this, after more than three and a half Since its release, although it is now almost perfect and almost free of bugs of any kind, Bloodlines continues to generate such consensus yet as to motivate a work of meticulous perfection that has never stopped and continues through unofficial updates of the game, the last of which came out less than a month ago.
In fact, how can we forget the captivating atmosphere of a Los Angeles night insidious decadent and rebuilt in the game with its suburban streets and the port of Santa Monica, the neighborhood noble and ancient ruins, and modern and full of life, its smoky nightclub and its glowing Chinatown? As well as contributing to the atmosphere magical and dreamlike Bloodlines of his hit music to accompany (There is also a song of our own Lacuna Coil in the credits) and, last but not least, the gallery of the many characters with whom you will interact during the game, each with its own character and his motives, with a story to tell and personality in the round.
Here is an excerpt of the fantastic soundtrack of the game, this is the theme Chinatown, a fascinating plunge into the world of sensory Bloodlines:



Vampire Bloodlines for me is everything a good game should be: emotional experience that involves and passionate, transporting you into a fascinating and hypnotic alternate reality from which we off as a vivid dream.