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Vampire: The Masquerade — Bloodlines: The Broken Masterpiece

Troika's last game shipped unfinished on the same day as Half-Life 2 and has outlived nearly everything around it

Contents

Activision released Vampire: The Masquerade — Bloodlines on 16 November 2004. Half-Life 2 came out the same day. Troika Games had licensed the Source engine early, Valve’s game slipped repeatedly, and Troika’s contract wouldn’t let them ship before Valve did — so a small studio’s fragile, undertested RPG walked out of the door on the single worst release day in the history of PC gaming. Troika closed in February 2005, three months later. Tim Cain, Leonard Boyarsky and Jason Anderson had founded the studio in 1998 after making Fallout; Bloodlines was their third and last game.

It shipped broken in the ways that cost you the game rather than the ways that make an anecdote: quests that fail to fire, a physics engine that eats corpses, a final third that plainly ran out of money. The fan community’s Unofficial Patch, maintained by Wesp5 since 2005, is now approaching its twentieth year of continuous development, which tells you both how much was wrong and how many people decided it was worth fixing.

Nineteen years on it’s still the most interesting RPG on my drive, and the reason is a design decision that almost no studio has been willing to repeat since.

Clan choice as a systemic variable

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At character creation you pick one of seven clans. In most RPGs this is a stat package with a portrait attached — a resistance modifier, a skill bonus, three lines of flavour text. Bloodlines treats it as a rewrite instruction.

Play a Nosferatu and you’re hideous. Humans who see you break the Masquerade, which is a fail state, so entire districts of Los Angeles become closed to you. Your route through the game is the sewers. The city has a second map underneath it, built for one clan, that most players will never enter. That’s an enormous amount of level design spent on a fraction of the audience.

Play a Malkavian and every line of dialogue you speak is different. Brian Mitsoda wrote a complete second script for the clan whose defining trait is madness, and it’s the good kind of madness — insight that arrives sideways, prophecy the character can’t parse, a running argument with a stop sign. The Malkavian playthrough occasionally knows things about the plot that the plot hasn’t told you yet, which is a joke that only pays if the writing was doing it on purpose. It was.

Play a Ventrue and you can only feed on quality blood; drink from a rat and you throw it up. Play a Brujah and your temper is a mechanic — frenzy at the wrong moment and a conversation becomes a crime scene. Play a Toreador and the seduction routes open. Each clan is a different set of doors and a different set of walls.

The cost is obvious, and it’s exactly why nobody does it. Bloodlines built five or six games and sold one. A studio doing the same maths in 2023 would cut it in the first week of preproduction, which is why even the best-funded modern RPG gives you an origin that changes a dozen dialogue checks and a cutscene. Baldur’s Gate 3 is generous by any reasonable standard and still doesn’t build a parallel city for one class.

The first half is the argument

Santa Monica and Downtown are among the best-written spaces in the medium, and the reason is that they’re small and populated by people with jobs.

The game hands you a boardwalk, a bar, a clinic, a handful of flats, and about a dozen characters who all want something. Nobody delivers exposition. You get a phone call from an anxious woman about her sire, a bail bondsman’s problem, a bloodstained thug named Jack who talks to you like you’re wasting his afternoon. The Ocean House Hotel — a whole haunted-house sequence with no combat in it at all, just a poltergeist rearranging a building around you while you look for a diary — is still cited as one of the best set pieces ever built, and it works precisely because Bloodlines’ combat is bad and the level knows it.

That’s the through-line of everything good here. The game is at its strongest when its worst systems are switched off. Grout’s mansion, the Giovanni party, the fetch quest that turns into a conversation about a woman’s dead marriage: all of them are the game refusing to be an action game.

The second half is the invoice

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Then Chinatown arrives and the money is gone.

The last stretch of Bloodlines is a corridor shooter with a bad shooter’s guns and an RPG’s hit registration. The Society of Leopold, the sewers, the Giovanni mansion’s back half — these are levels built to consume playtime, populated by enemies who exist to be shot, in a game that has spent twenty hours proving that shooting is the least interesting thing it does. Melee builds fare better than gun builds, which is faint praise. Some players never finish, and I don’t blame them.

It’s worth being precise about the failure, because “unfinished” gets used as a shrug. The content is all there; what runs out is conviction. The design’s central bet — that who you are changes what the game is — stops being funded partway through, and the game defaults to the cheapest available verb. The clans stop mattering. The Nosferatu’s sewers stop being a parallel city and start being a sewer.

What it descends from, and what came after

The obvious ancestor is Deus Ex. Bloodlines is playing the same game of letting you break it — a skill system where investing in persuasion genuinely removes fights, hub levels with multiple entrances, a plot that respects the choice. The less obvious ancestor is Troika’s own Arcanum, which had the same appetite for building content most players wouldn’t see.

What descends from Bloodlines is thinner than it should be. Disco Elysium is the closest thing to a true heir: it takes the Malkavian idea — that the protagonist’s interior condition is a text-generation system rather than a stat — and builds the entire game out of it, then has the nerve to delete combat altogether, which is the move Bloodlines’ second half needed and couldn’t afford.

The sequel announced in 2019 lost its developer in 2021 and hasn’t reappeared. Whatever it becomes, the original’s argument is still sitting on the table.

Where to play it

It’s on the usual PC storefronts and it runs on modern Windows with the Unofficial Patch, which you should treat as mandatory rather than optional. The patch has a basic mode that fixes bugs and leaves the design alone, and a plus mode that restores cut content and makes design changes; take the basic one on a first run. Play a Malkavian second and a Nosferatu third. The first playthrough should be something ordinary, so the second one can take it apart.

Spoilers below

The Ankaran Sarcophagus is empty.

The entire plot — every faction manoeuvre, LaCroix’s ambition, the Anarchs’ suspicion, the Kuei-Jin’s interest, the errands you have run across four hubs for twenty-five hours — turns on an ancient crate that is supposed to contain an Antediluvian, one of the third-generation vampires whose waking would end the world. Prince LaCroix wants it opened. Everyone else wants it not opened. You spend the game as the leg-work in a cold war over a box.

There’s nothing in it. Smiling Jack put a bomb in it, and LaCroix, having finally got what he spent the game manoeuvring for, opens it and is deleted mid-triumph. It’s a punchline about ambition delivered with total contempt for the machinery of prophecy the setting is built on, and it’s the funniest thing in any World of Darkness product.

Then the cab. The taxi driver who has been ferrying you between hubs since Santa Monica — who says things no cabbie should know, who is present in the first minute and the last — is, on every available reading, Caine. The first murderer, the origin of the whole bloodline, working nights in Los Angeles and watching a fledgling get used by a middle manager.

The endings are the last statement of the clan thesis. You can hand the city to LaCroix, to the Anarchs under Nines, to the Camarilla under Strauss, to the Kuei-Jin, or take it alone and get blown up for your trouble. But the Malkavian ending is a different scene, because the Malkavian has been hearing the ending all game. The game’s structure is its argument: you were never the protagonist of a conspiracy. You were somebody’s errand, and the only variable that ever mattered was what kind of thing was running the errand.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.