The malkavians look a little too ridiculous for me to play as, the early outfits aren't too bad (cargo pants/slutty schoolgirl outfit) but the later ones (bio-suit, candycane pimp, g-string chaps, porno cop) were just a little out there. Although the last female outfit is fairly normal, strangely enough.
I know they're crazy and everything but look at Jeanette and Therese. Therese dresses like a ventrue and even Jeanette isn't dressed too crazily for someone in the club business.
The malkavians look a little too ridiculous for me to play as, the early outfits aren't too bad (cargo pants/slutty schoolgirl outfit) but the later ones (bio-suit, candycane pimp, g-string chaps, porno cop) were just a little out there. Although the last female outfit is fairly normal, strangely enough.
I know they're crazy and everything but look at Jeanette and Therese. Therese dresses like a ventrue and even Jeanette isn't dressed too crazily for someone in the club business.
If you enable backstories you'll see that in some of them the Malkavian male used to work as a clown while the female was a stripper. So I'll guess that their clothing "choices" makes somewhat sense after the circumstances.
Female toreador's coolest armor is level 3 (peacock-feather coat is strangely awesome).
Most of the gangrel armor is pretty cool, too, with the exception of level 4, where they wear these weird and ugly hoodies for some reason.
As far as the female tremere I hated the third level armor (bright red leather just looks kinda weird to me, same reason I hate the male toreador's last armor, which is ugly and boring as hell, the artists must have just run out of ideas or something). She makes up for it with the crazy Matrix coat on level 4, though.
People keep saying/thinking MCA wrote PS:T, he didn't, Tim and Chris have both said otherwise, MCA didn't even work at Interplay when the pitch for Last Rites was written, I went into a digression about Todd Howard because in MW's original design was quite like Bloodlines.
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People keep saying/thinking MCA wrote PS:T, he didn't, Tim and Chris have both said otherwise, MCA didn't even work at Interplay when the pitch for Last Rites was written, I went into a digression about Todd Howard because in MW's original design was quite like Bloodlines.
What does "In MW's original design was quite like Bloodlines" mean? Who is todd howard?
People keep saying/thinking MCA wrote PS:T, he didn't, Tim and Chris have both said otherwise, MCA didn't even work at Interplay when the pitch for Last Rites was written, I went into a digression about Todd Howard because in MW's original design was quite like Bloodlines.
What does "In MW's original design was quite like Bloodlines" mean? Who is todd howard?
Todd Howard is an idiot man-child employed by Bethesda, his main claims to fame are some truly retarded quotes about RPGs and leering at a female reporters tits on camera.
None of this has anything to do with bloodlines and I have no idea why that guy decided to post an absurd off-topic screed about Chris Avellone that reads like it was written in blood on the wall of Grout's mansion, so let's just move on with our days and pretend he didn't.
To this day i still feel mildly depressed that i will never be able to wear a white pimp coat and dr seuss top-hat in real life without looking like a total retard/smug wanker.
It's a shame that Malkavian insanity was so ridiculous. As trite as it sounds, it would have been nice to be given an option of several unique forms of insanity to choose from during character creation. Paranoia would be an obvious choice, schizophrenia could also be very unsettling, and perhaps even severe obsessive compulsion. As it was the insanity was overall far too silly.
It's a shame that Malkavian insanity was so ridiculous. As trite as it sounds, it would have been nice to be given an option of several unique forms of insanity to choose from during character creation. Paranoia would be an obvious choice, schizophrenia could also be very unsettling, and perhaps even severe obsessive compulsion. As it was the insanity was overall far too silly.
I've got to disagree with you on that one, i love the way that they handled the Malkavian dialogue, but it definately works best on a second play through. On the first time through you just dismiss it as well written lulzy randomness, but second time through you get to pick up on the way that they've handled the malkavian insight through the occasional pieces of critic comment in amongst the lulz.
Yeah, instead of rewriting the entire dialogue for the game just once they should have rewritten it four times.
What I meant was more along the lines of adding unique situations for each of the small handful of insanities used. Just like all the Clans have unique dialogue options, so should a Malkavian beyond people responding to their hysterical weirdness. Paranoia would give you some unique options with the likes of Nines and Ming Xiao, schizophrenia would give you some unique options with people like Jeanette, and so on. If insanity is handled properly, it just requires a few unique spins here and there to give the flavour of madness without it being absurd.
Besides, realistically it would be a choice of two types of insanity to give a unique experience without having to, as you put it, rewrite the whole dialogue four times.
I've got to disagree with you on that one, i love the way that they handled the Malkavian dialogue, but it definately works best on a second play through. On the first time through you just dismiss it as well written lulzy randomness, but second time through you get to pick up on the way that they've handled the malkavian insight through the occasional pieces of critic comment in amongst the lulz.
The trouble was that for every bit of dialogue that became superbly clever on the second play through, you had dialogue that was just completely over the top. Just my spin on it though.
You're asking for a lot at that point. Even "two different variations of insanity" adds an enormous amount of work for a clan that already has more individual work put into it than all the other clans put together. It's just not reasonable.
You're asking for a lot at that point. Even "two different variations of insanity" adds an enormous amount of work for a clan that already has more individual work put into it than all the other clans put together. It's just not reasonable.
True enough, but the way I see it all Malkavian dialogue in the normal game was unique. What I'm proposing, and god knows it may well have been unworkable as far as Troika was concerned, was to have an option or two that in terms of dialogue are roughly half normal, half dedicated to the specific insanity. That way, the effort would potentially be similar if only because the insanity doesn't manifest itself constantly.
Paranoia, for example, wouldn't mean questioning every inane little thing that people do, but would become painfully evident when interacting with anyone of power. Even then, not outright "HEEHEE LOOK AT ME I'M MAD" interactions, but when dialogue steers towards requiring trust or faith in someone then the paranoid Malkavian will have an incredibly rough time of it.
So, about the sewers that I keep seeing people talk about in hushed tones of hatred and rage;
They are the sewers leading to the Nosferatu's warrens, right? I'm not going to have to endure another sewer system like that at some point?
The worst thing was that because I'm a Toreador, all that was waiting for me at the end was a torrent of abuse about how good looking I am.
Well.
There are three sets of sewers that I remember crawling through. One to Grout's Mansion, a second to find the plaguebearer Nosferatu that the Anarchs send you to kill, and the last set under Hollywood to find the Nosferatu Warrens.
Also, a question about Heather.
I was reading the Malkavian Let's Play on here, and I was wondering - did they change a bunch of Heather's dialogue to reflect Malkavian insanity? I honestly don't recall her coming across as insane as she does there, of note referring to the guy she caught for you as a fish. I mean, she was desperate and needy and eager to please, but she didn't go on about fish in the bathroom, and the flopping around you could hear proved that it was fresh.
I'm actually glad now I played the malk game first, because my experience of all the crazy dialog didn't get colored by already knowing what the real options were. More than once I would sit there thinking, hmm. I wonder which of these is a positive option.
Eat it You Nasty Pig. on
it was the smallest on the list but
Pluto was a planet and I'll never forget
There are no sewers leading up to Grout's mansion, as I just did it two days ago. Unless you have to crawl there as a Nosferatu, I suppose. So that's two sewer levels (technically only one, as the brother Kanker trip is short, and doesn't have any enemies), and I don't remember the Hollywood one being that bad - though I'm currently approaching it with my Tremere, so we'll see. I hated the respawning thugs in Chinatown much more during my last playthrough, as a Toreador.
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All creature will die and all the things will be broken. That's the law of samurai.
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Pluto was a planet and I'll never forget
are the armor concepts all lumped together somewhere, or are they just scattered around the concept art pages?
Pluto was a planet and I'll never forget
http://www.youtube.com/watch?v=QP8_KiB5-E0
Pluto was a planet and I'll never forget
My hand was so very sore.
I'm going to fix that this time.
Mr. Ox is creepy.
although that last armor is kinda cool
Pluto was a planet and I'll never forget
I know they're crazy and everything but look at Jeanette and Therese. Therese dresses like a ventrue and even Jeanette isn't dressed too crazily for someone in the club business.
Most of the gangrel armor is pretty cool, too, with the exception of level 4, where they wear these weird and ugly hoodies for some reason.
As far as the female tremere I hated the third level armor (bright red leather just looks kinda weird to me, same reason I hate the male toreador's last armor, which is ugly and boring as hell, the artists must have just run out of ideas or something). She makes up for it with the crazy Matrix coat on level 4, though.
Pluto was a planet and I'll never forget
Evidence!
Okay, that has pants too, but the coat makes up for it.
I guess the only other female PC who could come close in classiness would likely be Ventrue's.
What does "In MW's original design was quite like Bloodlines" mean? Who is todd howard?
Morrowind's original design: GRIMDARK+trust issues+fucking politics+chosen one as a red herring.
Todd Howard is an idiot man-child employed by Bethesda, his main claims to fame are some truly retarded quotes about RPGs and leering at a female reporters tits on camera.
I've got to disagree with you on that one, i love the way that they handled the Malkavian dialogue, but it definately works best on a second play through. On the first time through you just dismiss it as well written lulzy randomness, but second time through you get to pick up on the way that they've handled the malkavian insight through the occasional pieces of critic comment in amongst the lulz.
What I meant was more along the lines of adding unique situations for each of the small handful of insanities used. Just like all the Clans have unique dialogue options, so should a Malkavian beyond people responding to their hysterical weirdness. Paranoia would give you some unique options with the likes of Nines and Ming Xiao, schizophrenia would give you some unique options with people like Jeanette, and so on. If insanity is handled properly, it just requires a few unique spins here and there to give the flavour of madness without it being absurd.
Besides, realistically it would be a choice of two types of insanity to give a unique experience without having to, as you put it, rewrite the whole dialogue four times.
The trouble was that for every bit of dialogue that became superbly clever on the second play through, you had dialogue that was just completely over the top. Just my spin on it though.
True enough, but the way I see it all Malkavian dialogue in the normal game was unique. What I'm proposing, and god knows it may well have been unworkable as far as Troika was concerned, was to have an option or two that in terms of dialogue are roughly half normal, half dedicated to the specific insanity. That way, the effort would potentially be similar if only because the insanity doesn't manifest itself constantly.
Paranoia, for example, wouldn't mean questioning every inane little thing that people do, but would become painfully evident when interacting with anyone of power. Even then, not outright "HEEHEE LOOK AT ME I'M MAD" interactions, but when dialogue steers towards requiring trust or faith in someone then the paranoid Malkavian will have an incredibly rough time of it.
Pluto was a planet and I'll never forget
The worst thing was that because I'm a Toreador, all that was waiting for me at the end was a torrent of abuse about how good looking I am.
Well.
Also, a question about Heather.
I apparently missed out not playing as a Malk female. The other clans are kinda boring except for the last Tremere female outfit.
I'm actually glad now I played the malk game first, because my experience of all the crazy dialog didn't get colored by already knowing what the real options were. More than once I would sit there thinking, hmm. I wonder which of these is a positive option.
Pluto was a planet and I'll never forget
well until you get to the
which is only technically not a sewer.
Pluto was a planet and I'll never forget