Why are people brofisting that article.. it is pure decline. They are going to force a werewolf tribe upon us.. imaging playing Bloodlines with only Ventrue being your choice (or one of the other less chaotic clans) .
More of a matter of perspective, since a lot of people who are fans of Werewolf I know can be *really* anal about treating tribes like full-fledged factions in level of detail in the grand scheme of secret society matryoshka White Wolf so likes. I suppose this also applies to many Masquerade fans I know of but to a lesser extent.that's... far from the same thing
I also did and tried another clan each time. With this game, I doubt they will give you a reason to play even twice.I get that, it's just that having like.... 5 well-polished tribes to choose would be nice to have, instead of one forced for you
helps with replayability
god knows I replayed Bloodlines a fucking lot
I've honestly sort of grown completely tired with "class-based" replayability. Like, truth is that there's only three Clans in Bloodlines, Nosferatu, Malvavian, and everyone else (but probably Brujah or Toreador because Celerity). Aside from a tiny bit of little extra with Tremere and the haven there's not really anything to differentiate the Clans aside from the aforementioned two (and even there Nosferatu just has more of that flavor than Tremere and Malk is nodnodwinkwink dialogue swap). Ultimately replayability only works in three functions: Addictiveness factor (ie things like strategy games, MMOs et al, usually not really a replay in the normal sense), quality of the game (that is, after a while the game is just fun to replay because it's an enjoyable experience), or designing the game entirely around replay with extreme variation (best example of this is the Way of the Samurai series). The last way to do it only really works if you make a shorter game so you can instead make it "wider," not only in regards to making it feasible as a design but also thanks to making replaying a core part of gameplay and an easy prospect (average playthrough of a Way of the Samurai is at most 2 hours or so, the point is that you have so many different ways to play through it that are genuinely different and you also have general progress in addition to individual playthrough progress), extreme variation in a 12+ hour game makes it a pretty exhausting task for the player to go through all of them even if they'd otherwise case, and this grows exponentially the further away branching points can be.I get that, it's just that having like.... 5 well-polished tribes to choose would be nice to have, instead of one forced for you
helps with replayability
god knows I replayed Bloodlines a fucking lot
Not only have Focus Home and Cyanide Studio been busy showcasing more of their upcoming Werewolf-based role-playing game at their What's Next event, but they've also revealed that the game is now sporting a new "Earth Blood" subtitle. We begin with the subtitle news in this article on Gamereactor:
In Werewolf: Earth Blood (you might have heard it called Werewolf: The Apocalypse before), the upcoming RPG from Cyanide Studio, players will take control of a eco-terrorist, and throughout the story you'll mix things up as you play as either a human, a wolf, or a werewolf, managing your anger as you look to save the planet from humanity's greed.
While Cyanide is handling development duties, White Wolf is working with the studio to deliver an experience that stays true to the pen and paper RPG, while also bringing the contemporary fantasy setting to a whole new audience. At the root of the experience - which they're calling a "systemic RPG" - is rage management, and how angry the player-character gets will determine how you play. So, for example, the angrier you get, you're more likely to go into a frenzy and may not be able to distinguish friend from foe.
Next, we move to a preview on WCCFTech:
Become angry, and your character might start lashing out, killing innocent civilians or important characters. Lose control too much, however, and the player falls to the lure of the same destructive forces they were trying to stop, ending the game. Managing this anger throughout Werewolf: The Apocalypse promises to be an interesting task, given that succumbing to the rage in small doses will have benefits during combat according to the developers. You can freely transform between wolf (Lupus) and human (Homid) form, but you can become the true embodiment of your fury as a hybrid (Crinos). This form is the most powerful but once you enter it, you can only leave when combat is finished, and you must fight against the clock or be lost completely to the rage.
That’s not to say the other forms aren’t useful. Quite the opposite is true, in fact: with the Homid form, Cahal is able to blend in the urban environments of the game, engage in dialogues and stealthily take down enemies either in melee or at range with his crossbow. With the Lupus form, Cahal can travel quickly, explore natural environments and track scents just like a wolf.
Followed by another on Games Radar:
As Desourteaux puts it, “the question we want to ask the character is ‘when will you rage’?”. When your rage meter fills up, you can unleash it in a devastating range of powerful attacks as the Krynos, with each finishing move slightly lowering your rage. If you’d rather stealth than start ripping apart everything in sight, there are apparently ways to manage your anger and make sure it doesn’t get too high. Because what Desourteaux wants most is for the “player to change forms and analyse situations”, turning into a Krynos when it best suits them rather than feeling like they have to give in to their rage in the quests being thrown their way.
Tearing apart your enemies looks deliciously fun. Be careful, though. Indulge too much in that ferocious behaviour and you’ll go into Frenzy mode, where your attacks become especially devastating. If you stay in Frenzy mode too long, you run the risk of being ‘touched by the Wyrm’, which is an immediate game over as its corrupting influence, well, corrupts you. To end Frenzy mode and ensure this doesn’t happen, you need to kill everyone around you, according to Desourteaux. Even your friends. “You have to kill your allies as well,” he says, “because you see them as a threat. When you go into Frenzy, you’re not able to recognise everybody - everyone looks like a threat”. Like an awkward family reunion, the game will remember that you massacred your friends. Your brutality will affect future quests, the ways NPCs behave towards you, and even what kind of enemies you face.
Huh, is it or is not Werewolf: Earth Blood? Only the Gamereactor preview mentions it.
Yeah shifting form for them bashing ennemies in human form.... Such a shame your clothes don't rip in the process.. and your inventory will still magically here even in wolf from... I predict it as an action game where you just simply switch from on pure quick convenience... Such sadness.
Such a shame your clothes don't rip in the process.. and your inventory will still magically here even in wolf from...
You know, I think it's the first time I see anyone mentioning that film since 1992. It didn't sell a lot where I live. It was actually pretty nice. And that actually is a fair description of the Werewolf: TA setting's premise (with a bit more terrorism).So... Fern Gully with werewolves?
This is every game with polymorphing.Yeah shifting form for them bashing ennemies in human form.... Such a shame your clothes don't rip in the process.. and your inventory will still magically here even in wolf from... I predict it as an action game where you just simply switch from on pure quick convenience... Such sadness.
True but according with world of darkness gear don't magically persist when you shift your form.This is every game with polymorphing.Yeah shifting form for them bashing ennemies in human form.... Such a shame your clothes don't rip in the process.. and your inventory will still magically here even in wolf from... I predict it as an action game where you just simply switch from on pure quick convenience... Such sadness.
True but according with world of darkness gear don't magically persist when you shift your form.