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Bill Tiller's making a game! 30 Oct, 2008 / Comments: 13


Adventure Gamers recently got a chance to sit down with Crimson Cow The Adventure Company and play through a build of A Vampyre Story and subsequently put together their thoughts into something Mojo doesn't do anymore: a preview.

Their impressions are of course positive, and will probably heighten your anticipation even more for this highly promising and long-awaited game.
Gameplay in A Vampyre Story is very conventional, but with a few tricks up its cloak. The game is entirely point-and-click, but makes use of the “verb coin” type of interface, where holding down the mouse button over a hotspot reveals use, talk, or examine options. There’s also an additional fly option, as Mona can turn into an adorable little bat herself at will, though this is used only for places Mona can’t reach by walking. Which is too bad, since she won’t run at all and walks very slowly. Fortunately, the space bar can be used to skip directly to her destination, plus skip dialogue. Conversation is carried out in straightforward dialogue trees that you’ll exhaust in their entirety, and while some responses provide player choice, the differences are mainly cosmetic. Many of the topics are non-essential, but you’ll want to click through everything just for laughs and background details.
There's a lot of new information scattered throughout the preview, which you should really read while waiting for November to roll around.
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13 Comments

  • Hümmelgümpf on 30 Oct, 2008, 15:33…
    "while some responses provide player choice, the differences are mainly cosmetic."
    Too bad. I really hope that non-linear adventure gamesa la Quest for Glory with multiple ways to solve puzzles are going to make a comeback one day. Why not take full advantage of interactivity and throw railroading out of the window?
  • Ascovel on 30 Oct, 2008, 15:57…
    Quest of Glory wasn't particularly non-linear. You had three slightly different paths, from which you chose one at the beginning of the game and that's it.
  • Haggis on 30 Oct, 2008, 12:10…
    I got the impression that they sat down with The Adventure Company, not Crimson Cow. ;)
  • Udvarnoky on 30 Oct, 2008, 18:39…
    I got the impression that your FACE is a DISGRACE to the whole human RACE, and therefore I want to pound it into a PASTE with great HASTE.

    Also, fixed.
  • Haggis on 30 Oct, 2008, 19:56…
    Then you might be needing this MACE that for special customers I PLACE at such a price that it's a RACE for who gets it first, but I might show the GRACE to offer it to you if, before pounding my FACE, you'd let me try to settle it civilly in a court CASE.
  • Kroms on 30 Oct, 2008, 03:16…
    The new screenshots are SEXY, but I do hope they decide to add some variations to the moods and colours in the sequel. Seems like Bill Tiller was obsessed with purple here.
  • Ascovel on 30 Oct, 2008, 13:12…
    Bill Tiller on the color scheme for AVS:

    "Generally you won’t see radical changes in my art, but occasionally I’ll try something different, and as long as it retains the same appeal as other stuff I have done, it seems to be successful. The game is about a vampire so it has to place at night which is obviously dark. But a game that used a lot of black and was dark I felt would be too gloomy, which would be great if the game were serious and not an animated comedy. So I had four or so color schemes that might have worked for the fell of the game: brown, blue, green, or purple. Red, yellow and orange would be great for day or sunset but not really for nighttime. Most night scenes are blue and I felt that had been done a lot before and was pretty safe. I had used a teal green in Curse of Monkey Island and I didn’t want to repeat myself. Brown, or earth tones, has worked for evening skies before but I thought it wouldn’t be vibrant enough for the feel of the game. Purple is a color associated with goth kids and vampires, and is the darkest color temperature on the color wheel, so in the end I decided purple was the best way to go.

    So I stared with that basic hue and then added color they I felt were related like magenta, red and pink. Then to complement those colors I used yellow and orange. And occasionally I used a muted blue, which kind of looks purple, for some highlights. That being said I wanted each location to have its own color scheme so that the player wouldn’t get sick of seeing the same thing over and over again. I hope I succeeded. But that is basically how my color schemes for this game came about."
  • PirateKingChris on 30 Oct, 2008, 04:31…
    Well since we're only in the castle and small village, and it is a Transylvania parody, alot of purple makes sense to me...Plus the game DOES have to take place at night, what with Mona being a vampire and all....But anyway, perhaps more variations in color in the next game which will be in Paris I believe...
  • Kroms on 30 Oct, 2008, 18:25…
    This is something I've been thinking about ever since the first screenshots emerged. It DOES seem like the second game will take place in sunlight, with you having to cover yourself to walk around.

    I think he made a mistake with having the ENTIRE game at night, because too much of a good thing is bad. Maybe I'm wrong, though; hopefully I'm wrong. Maybe the art will be so beautiful it'll shame most other developers and we'll never get bored of it.
  • Ascovel on 31 Oct, 2008, 10:13…
    This game may be not longer than the Blood Island chapter in COMI which also happened entirely at night.
  • PirateKingChris on 01 Nov, 2008, 20:12…
    I was thinking that myself....Though they'll be more characters than on Blood Island...
  • PirateKingChris on 31 Oct, 2008, 05:24…
    Well I dunno how you make a game where you're a vampire that takes place during the day...You'd have to make the ability to cover themselves something funny that's also not TOO goofy.
  • PirateKingChris on 30 Oct, 2008, 02:09…
    After reading that preview earlier I'm nearly as hyped up as I was for Curse of Monkey Island and Grim Fandango!