Overview
A tragedy in three acts: brilliant design, disastrous launch, fan resurrection. Troika’s final game captured the World of Darkness perfectly—Los Angeles as vampire playground, clan politics, the eternal Masquerade hiding monsters among mortals. The Malkavian playthrough alone (where your insanity grants prophetic dialogue) demonstrated unmatched writing ambition. Community patches eventually fixed what Activision’s rushed release broke.
Fast facts
- Developer: Troika Games.
- Year: 2004.
- Setting: World of Darkness (Los Angeles).
- Engine: Source Engine.
Vampire clans
| Clan | Playstyle |
|---|
| Brujah | Combat-focused rebels |
| Gangrel | Feral shapeshifters |
| Malkavian | Insane seers |
| Nosferatu | Monstrous stealth |
| Toreador | Seductive socialites |
| Tremere | Blood magic |
| Ventrue | Aristocratic leaders |
Malkavian experience
| Feature | Implementation |
|---|
| Unique dialogue | Prophetic madness |
| Object conversations | Talk to stop signs |
| Foreshadowing | Know twist early |
| Replayability | Essential second run |
Atmosphere
| Element | Quality |
|---|
| Gothic punk | Perfect tone |
| Voice acting | Exceptional |
| Hub design | Memorable locations |
| Ocean House Hotel | Horror showcase |
Launch and legacy
| Issue | Resolution |
|---|
| Rushed release | Activision pressure |
| Broken state | Unfinished content |
| Fan patches | Wesp5’s restoration |
| Cult classic | Enduring reputation |
Troika’s end
| Event | Outcome |
|---|
| Sales | Disappointing |
| Studio closure | 2005 |
| Staff dispersal | Obsidian, others |
| Legacy | Beloved despite flaws |
See also