Friday, January 11, 2013

Anne Rice's Vampire Video Game

Imagine Assassin's Creed meets Dragon Age meets Fable:

Character Creation: You get to be anyone in almost any time period in the world. Ancient Egypt. Ancient Rome. 18th century France. 20th century America. Depending on the story you choose, your maker can be a radical loner or of a superstitious coven. You will be taught how to feed, to avoid the sun, and whatever your maker chooses to teach you, including his beliefs or philosophies. First goal? Get away alive. Next goal? Survive eternity. Extra goal? Uncover the secrets of your kind, and the world at large.
Gameplay: The whole world is open for you to explore. The safe (and boring) way to live for centuries is to avoid all humans and vampires, feed off animals and bury yourself in the earth during the day. However, you might find some gems out in the most remote parts of the world. But most of the story takes place in human cities and vampire covens. You will be tempted and mesmerized by the wonders of the world, but there would be much more risks. The story is different for every character you play, so you will never get the full story from one lifetime. Depending on willpower, cunning, or just plain luck, you can live to be a Child of the Millenia or be destroyed within a few mere decades. At least once, the story will allow you to sleep the centuries away, and while this is tempting to avoid the headache of eternity, you may miss some pivotal storylines. However, it may be wise to go under at least once to avoid madness and destruction.
Powers: As a newborn vampire, you are strong, fast, resilient, sensitive and constantly needing living blood. Thirst, left unchecked, can affect your appearance, your powers and self-control. All major factors in gameplay, especially when surrounded by witnesses. Depending on your maker, you can start from the bottom or begin exceptionally gifted. Fire and sunlight is especially damaging and potentially fatal. The greater the damage, the longer the healing time (potentially centuries), but the more powerful you will be once healed. The older you get, the more powerful you become and will need less and less blood.
Mind Gift: The most common gift among vampires, involves communicating and reading thoughts. Commanding animals. Makers and fledglings cannot communicate with this gift, unless indirectly though others. Most vampires choose to block eachother from this gift. More advanced vampires can actually move things with the mind or leave the body and explore the world as a spirit.
Spell Gift: Almost as common as the Mind Gift, it requires more skill to cloud and control the minds of humans.
Fire Gift: A rare gift, you can ignite anything with your mind. Using this against vampires is especially damaging, and lethal to weaker vampires.
Cloud Gift: Only the most advanced vampires master the ability to fly.
Humans: You can choose to discriminately feed from only evildoers, indiscriminately feed from all humans, or feed only from animals. The course of your adventure may depend on your diet. If you have a human family, you may choose to nuture and protect them through the centuries, or abandon them alltogether. Occasionally, you'll come across unique human characters you may choose to establish relationships with and even give the Dark Gift to and become a maker. The relationship will eventually end, but depending on how you treat them, the relationship may last decades and they may come to your aid in the future.
Vampires: The politics and conflicts of vampires can be treacharous. But depending on how you handle them, there can be great rewards. You can make powerful allies or enemies. Some famous vampires may pop up: Lestat, Marius, Armand, Pandora, or even Those Who Must Be Kept. You can choose to start your own coven, join an existing one and conform to their practices, or exist apart. All have rewards and consequences. Another vampire's blood can advance your powers and heal your wounds. It can be taken or given at your own risk.
Talamasca: a secret human orginization dedicated to study not only vampires, but also witches, ghosts and demons. They strictly avoid direct contact with the paranormal world, but establishing a relationship with one can prove useful.

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