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Is Blood Magic really bad or is it just scary? Despite what some Shem would like me to say, I have never made it a secret that I am a Blood Mage and I make no apologies. I have seen people run from me at the mere idea of the notion but for those that know me I doubt you will find many who consider me scary.
Many say that Blood Magic is unnatural but if it is unnatural than why does it exist? Is it just not another form of Magic? It seems to me that most people feel Blood Magic is bad because it requires blood or rather the force of life within the blood. So therefore it must be bad? These same people who claim its evil due to the use of blood/life do so as they chew down on a big piece or bloody steak. Or in the next breath they justify the spilling of blood in some silly squabble over a piece of land or being slighted at the latest fete in Orlais. Does this not seem strange and unfair to anyone except me?
No, the real reason people are afraid of Blood Magic is the power it gives to the user. Human governments and the Chantry prohibit the use of Blood Magic not because it is inherently evil but because it’s something they cannot control. Like everything the Shems are afraid of it comes back to this issue. Can’t control the Elves, subjugate or kill them. Can’t control Mages, subjugate or kill them. The list goes on.
If the Chantry had spent the last 1000 years studying and perfecting the use of Blood Magic perhaps their epic failure at Kirkwall or the embarrassing bifurcation of the Templars from the Chantry could have been avoided. But no, they decided hide behind the skirts of their priests and demonise anything they couldn’t control and we all see how well that worked out.
Oh what a load of complete bloody shite! Blood magic is just misunderstood? Try telling that to all the dead people in Kirkwall! Try telling that to all the Templars that died in the Tower in Lake Calenhad!
Some emo, spooky, faffy Elf bird comes along and bats her eye lashes around for a few minutes and you all go knackered sideways! Blood magic is evil! Must I remind everyone what happened to spooky girl’s Keeper? Must I remind everyone what her and her mate Anders did to Kirkwall? Demons! Phhhtt… Blood magic kills PEOPLE! Get that yea? It KILLS people!
Look yea, I understand that Mages feel all “oppressed” and all but the truth is most people are already scared to death of them to start off with. Throw the daft Blood Mages into the mix and you will have panic. Magic is scary enough without worrying about it being used to boil our blood. Think about how it looks on our end. The only good Blood Mage is one full or arrows, yea? Get it?
So next time Moody Merrill comes along batting her eye lashes, quit being wankers and just ignore her.
“I often look at like, how would someone feel sexy in this situation?” she explained, and said that there are definitely characters in there that will be shipped like mad. “Everyone in the studio is like ‘Yeah I would definitely go for that one. He’s my bae,’ kind of stuff. They’re often very unusual choices.” She also said that they’re trying to broaden Bloodlines 2 from the more masculine power fantasy of the original, so that it appeals to way more people this time.
There will also be branching narratives, and a ton of side quests. This time you can choose which faction you work for, instead of being pushed into working for the Camarilla, the stuck-up narcs, but you might also annoy one faction so much that they refuse to work for you.
“A lot of people preferred when they could just go out into the world, do side quests, and get the reactivity to what they were doing,” said Mitsoda. “Those micro stories that littered all of the game. So definitely, there’s going to be a lot of reactivity and branching in the story.”
Players don’t choose which vampire clan they’re a part of during character creation, although they can choose a background, such as a police officer or barista, that informs some of the choices they have and reactions characters have. Clans are joined later on. Instead, player start as a “thinblood” vampire. This limits their early powers to certain ability trees like the Chiropteran tree which allows for levitation or the Mentalism tree, which grants access to telekinesis. It affects how you might deal with exploration. If a door is blocked, you could use your mentalism abilities to remove the barricade. Or maybe you spec into the Nebulation tree, turn into mist, and sneak through an air vent. The goal of this power-focused exploration, according to Paradox Lead Producer Christian Schlütter, is to make sure players “don’t see the world like a human.”
Flashy combat and navigation is fine, but Vampire: the Masquerade lives or dies by the roleplaying. There was less to see here in this demonstration, although there was still plenty of character to the dialogue options. Choices ran the gamut from snarky to serious to profanity laced rants. It would have been nice to see more about how clans affect things or how skills might change dialog, but the demonstration left those details in the realm of speculation. What seemed more impressive was how Bloodlines 2 plans to approaches its hub world. Seattle was active, with plenty of neon signs and nightlife. Crowds gathered outside clubs and muggers preyed on victims in side allies. The player can scale buildings, their verticality offering new paths through the world or secrets to find.
Vampire: The Masquerade - Bloodlines 2 has the original’s lead writer and vibe
Bloodlines 2’s story blends horror and noir, like its predecessor did, but its visual style doesn’t rely exclusively on the expressionistic shadows of classic noir or the neon signs of its contemporaries. Instead, it’s full of a variety of lighting techniques, each suffusing rooms and outdoor spaces with different moods. An urban square central to the story has the soft glow of retro lampposts. A Brutalist parking garage exterior is softened by pink neon. The apartment of a recluse has the harsh fluorescent lighting that reveals every stain and fleck of dust that has accumulated over the years. And throughout the world sit Christmas trees and holiday lights, giving scenes an almost trippy splash of color.
To be clear, though, this game is deeply pulling from noir storytelling. As a blood, we don’t know much of anything about the world of vampires, while most characters we meet seem to know a good deal about us. So it’s up to our character to set into the night, leaving behind poor Dale, to get some answers.
As in the original Bloodlines, personal choice is the core of the game. We can kill our enemies, or sneak about using our powers. Ellison explains that we can maximize our seduction abilities and seduce our way through much of the game. We must feed on blood to survive, but even then, we can nibble, leaving our victims alive, albeit drained.
Vampire: The Masquerade - Bloodlines 2 is set for release in the first quarter of 2020, so it’s early to make any real judgments. But the short demo we were shown has tremendous promise, and while it looks like a game from the present, it echoes its ambitious predecessor from the mid-2000s. Asked if the team had considered designing any elements of the game for Twitch and streamers, the project’s creative director, Ka’ai Cluney, stated with confidence that “at no point was Twitch considered in the design.” It’s totally fine, he continued, if players stream the game, and great if they share their unique experiences. But Bloodlines 2 is a game about players making their own choices, imagining their own backstory, and taking their own path.
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Dragon Age / ME Games You Play:: DAO, DAA, DA2, DAI Relationship Status:: Engaged Tell us about yourself?: Mostly well adjusted Gaelic Gyrl seeking to unsettle the apple cart wherever I go.
Hahaha! The gamer dudebros are already whining and angry, threatening boycott, bad reviews, the whole works!
Vampire: The Masquerade – Bloodlines 2: “It’s definitely taking political stances on what we think are right and wrong”
“Bloodlines at the time was very much an RPG. It’s influence on immersive sims was important but it didn’t change the fact that at its core it was an action RPG. We loaned it out for a bit now we’re stealing it back.” To further bring it up to date, it’s been a conscious decision by Hardsuit Labs for Bloodlines 2 to reflect fifteen years of change in the game and real world, and its setting of Seattle. The developer is taking a refreshing approach of weaving politics into the game, both in terms of narrative and gameplay. “The world is a very different place,” says Clooney. “One of the reasons we went to Seattle for Bloodlines 2 is there’s a lot of conflict in Seattle that is a microcosm of a lot of conflict that’s going on all over the place. It just felt like a good place to start to ground it; the conflict between tradition and progress, conflict between money and artistic endeavours. A lot of those conflicts are happening right now and they’re very real. It seems like the perfect place to dig into something that feels very modern in terms of the conflict and also very timeless; grounding it in 2020 but also very much a descendent of what the original game was.”
It’s not just politics where Vampire: The Masquerade – Bloodlines 2 takes a progressive approach. The character creator, which players get to use twice – once at the start to define your human aspects and then a second time later in the game to flesh out your vampire – goes way beyond basic male and female models. Body type, gender pronouns, employment history and fashion can all be toyed with for a very modular build. “We’re interested in providing a very robust roleplaying experience for the player with something were they can really identify with their character by fine tuning and providing lots of options for them to do that,” says Rachel Leiker, UX/UI designer at Hardsuit Labs. “In the first game you start out by picking the clan. With Bloodlines 2 because you’re starting as a ‘thin blood’ we give you some backgrounds to what your human self was before being embraced. They don’t so much have a direct influence on gameplay, there are a few minor influences like dialogue options, but we were really interested in following the progression and having the roleplay experience for the player to get a handle on that side of the game before they get a handle on the political clan-oriented side of it. The gamplay becomes very different later in the game [because you’ve chosen a clan]. You grow into it and consciously choose your clan after you’ve explored them. So it’s an informed decision.”
It’s roughly the first third of the game that can be described as the character creator. Our demo didn’t get that far ahead, but there were early glimpses of decision making that I’m told will form paths throughout the game, informing your abilities (as well as story) until the very endgame. Who or what to feast on, and how openly, will set your character up morally and physically. “It’s something that we made a big effort to carry from top to bottom,” continues Clooney. “Not just player choice but player agency. Brian makes this fully realised person and then you get to influence how they proceed. That was something we wanted to keep from a narrative standpoint. You’re not just affecting a character, you’re affecting the world. But it’s a very personal affect and a lot of that is based on choices you make directly.
Florian Schwarzer, senior product manager at Paradox Interactive promises that the choices in Vampire: The Masquerade – Bloodlines 2 will go deeper than offering basic binary options. “This is a grown up, sophisticated game. Yes you have an impact and you have power if you want to use it, but you don’t flip a switch and everything changes. It’s just not that kind of game,” he says. “One of the things we wanted from the beginning was that choice is represented temporally throughout the game,” adds Clooney. “You have choices that you make in the beginning that are going to affect the end. You don’t just play the game, pick a door and then go back to the last save and pick a different door. Those choices are inextricable over the course of the game. If you want everything to change you have to go back to the first 15 minutes. You can see that the thing you did back there affects where you’re at and what you’re doing.”
Okay, so far I have seen it nowhere explicitly stated that you can choose your characters sexuality as well, but between the lines I think it's safe to assume that you can and it was just too obvious for them to especially mention it. Why would they allow you to choose your pronouns and therefore gender identity and then skip out on sexuality. This and everything else that has been said so far about choices makes me confident to assume that this is not an issue.
Olive: really productive anymore and everyone was ordered to relax
Jun 13, 2019 21:08:34 GMT
Olive: Acs are not that common in Germany, there are a few rooms that have it, but they were all occupied. It was also a matter of everyone's minds being chewed out from the day, the heat was only one factor and everything together didn't make the group
Jun 13, 2019 21:07:58 GMT
Autumn Witch: No AC in the building? That stinks
Jun 13, 2019 20:31:24 GMT
Olive: After a brief break the heat has returned here yesterday, second day in a row we ended the afternoon group early
Jun 13, 2019 20:19:58 GMT
Autumn Witch: I'm so much better. In the low 70's here today
Jun 13, 2019 20:16:36 GMT
Olive: Yay for Kammi! I'm good, working on something more elaborate again how are you?
Jun 13, 2019 20:05:42 GMT