Vampire mmos: I. THE ORIGIN OF VAMPIRES — Shadow’s Kiss

II. SLAYERS — Shadow’s Kiss

You must forgive me when I tell you that you’re disposable. But you are disposable. Those who hunt the darkness must accept that everyone is disposable, beginning with ourselves—the Slayers, as we’re called.

But you’re even a little more disposable. Sorry, it’s part of being a newcomer to the group.

You see, new Slayers have to work pretty hard to get noticed. We’re not terribly sentimental about them, or much of anything, to be honest. Unless they’ve got some sort of special gifts, or have an outstanding track record as a solo Slayer, we don’t go out of our way to keep them alive. After all, what’s the point? Most of them don’t survive the first three months.

About half the ones that do survive will experience their first successful hunt by killing their failed fellow newcomers that have been turned into monsters from hell. Say what you will, but it’s practical, hands-on skill-building… and necessary.

But that’s the risk we run. We know that there is something beyond death, though it takes many forms. This is one of the reasons we do not fear death itself. But the twisting of natural order that happens when the dead return through the blasphemy of undeath… that is something to fear.

Stay close for a few moments. And since you’re new, let’s talk a little more about just how we Slayers work. There won’t be a test later, of course. There might not be a later. But let’s begin.

We never meet in very large groups anymore, and we don’t have any permanent headquarters anywhere. We organize in small cells, each linked to each other in ways that can easily be severed when necessary. If a cell is cut off from the larger network, it is assumed to have been compromised until proven otherwise.

It wasn’t always like this. Groups of Slayers have appeared in every part of the world, throughout history and before recorded history, banding together and even aiding loners in the vital task of destroying the undead and other toxic beings. We’ve ebbed and flowed from weakness to strength and back again since before the days of the House of Life in Egypt.

There was a time when we convened large chapters of our various sub-groups, shared information freely, even studied deeply into secrets of the universe that could help us in our quest. This was a mistake, because it led our enemies to our doorstep, and they nearly wiped us out.

In the battles and ambushes that took down our old network, the monsters forced us to destroy almost all of the incredible machines we’d built—great weapons and other equipment that could have turned the tide against the undead and other menaces. Almost all of them; but we’ve found many of the old caches and secret vaults and put the treasures of the past to good use.

Here’s an example: This pocket watch I have in my hand. What does it do? All in good time.

Of course, the mystic devices of the past aren’t all we use. As you know, we’ve harnessed modern technology, too: The deep internet and all the modern methods of surveillance and data mining. Coupled with our very particular skill sets and the miraculous devices of our forebears, we’ve got an increasing edge against the monsters that stalk the darkness.

There are other advantages we’ve gathered, but a lot of them are only rumors. Secret government connections, things hidden in the archives of highly respected living religions, wealthy sponsors, and even the aid of stranger beings… whose nature defies speculation. And it’s all being put to good use. Very clearcut, direct, specific use—

Death is meant to be final.

If there’s nothing else you take away from knowing about us, and what we do, be sure to remember that. It’s central to our entire mission. You may find it helpful to think of us as volunteers enforcing certain laws: Universal laws, to be specific.

Vampires, restless spirits and the walking dead are criminals of a very special kind. They break the natural law and erode universal order by their very existence. It’s a paradoxical thing: Everything that can exist is part of nature, and therefore natural. But some actions violate the cycle of life and death; one of them is the choice of becoming and remaining undead.

The living aides and manipulators of undeath, such as the Cultists, Necromancers and Loa Masters, and even the vampires’ Blood Doll sycophants, also present varying degrees of menace to the world. We don’t spare them simply because they still have aheartbeat. The danger they represent is hardly less than the undead themselves.

It’s hard to keep everyone focused on this central set of infectious evils, the undead and their allies. Some Slayers become sidetracked by the Lunar Covenant and its shapeshifters—which is disastrous. The Covenant is sometimes useful as an ally, and they’re better equipped than most of us to deal with the curse of lycanthropy when it manifests. There’s enough trouble for us from the undead as it is.

And again, trouble with their allies. Which brings me back to this pocket watch. It reads certain aura signatures that have a telltale vibration in the higher planes of consciousness. I can’t really tell you exactly how it works, or in what way the luminiferous aether changes consistency when someone in my presence is addicted to the taste of vampire blood and lives as their Blood Doll slave.

All I can tell you is that it’s the reason for this bullet in your head.

Slayers are a faction of humans (and some more unusual allies) united in the goal of eradicating the scourge of undead. They are categorically opposed to every form of undeath, be it vampirism, restless ghosts, walking corpses and more exotic types of unnatural reanimation. Vampirism, however, is their best-known and most persistent target.

The Slayers have walked among humans since prehistoric times and have passed down secret knowledge from the earliest days. They have always sought to systematize their lore, which takes many forms: From hidden martial arts to “pseudo-science” that truly works, functional religious ecstasies to outright magic and psychic disciplines, bleeding- edge technology to the simple power of the human spirit.

Most, but not all Slayers are part of a vast and informal network that spans every continent. No one Slayer knows every aspect of their community, nor every person in it, nor every bit of its background. Many Slayers would be shocked or even horrified to find themselves as “sisters/brothers in arms” with Slayers from backgrounds they would find objectionable or even abhorrent. But when the situation demands it, a Slayer working for the police may find himself fighting side-by- side with a mob hitman who doubles as a Slayer, or any other teaming of unlikely partners. In the end, they all serve the same cause, no matter their politics, religion, background or even their side of the law.

The great techno-occult artifacts of the past are constantly sought by today’s Slayers, who need them in their hidden war against the vampires and other enemies—when a Slayer treasure surfaces, it is immediately pressed into service. Because most of the surviving devices were made by “mad” inventors in the Victorian era, they often have a curious “steampunk” appearance, but there is little real whimsy in these machines. Their purpose is bloody and their effect is devastating.

There are those who suspect that the new faction of Necromancers, who build on certain dark creations of genius Nikola Tesla, are actually an offshoot of the Slayers. No one is entirely certain whether this is the case, but the Necromancers are particularly hated by Slayers as an “industrialized” group of troublemakers who are essentially “fracking the world of the dead.”

(There are some Slayers who argue that if the Necromancers’ necro-tech permits them to call the dead and force them to reanimate, it could be captured and reverse-engineered to drive the dead away and deny them reanimation. Sadly, Slayers have long experience with corrupted Faustian experiments gone wrong, and most will simply destroy Necromancer devices as quickly as possible…)

Vampires

There are many sorts of vampires in the world, but whether they are “romantic” figures trying to blend in with the mortal world or bloodthirsty monsters that want to devour

humans as cattle, they’re enemies who must be destroyed.

Blood Dolls

Traitors to humanity and flamboyant vampire-groupies, the Blood Dolls are the willing slaves of the undead. Most of them “try too hard,” and all of them seek the sort of favors that any corrupt mortal might want if they knew vampires walked the Earth. Under the right circumstances, they can be excellent vampire-bait or even be turned into carefully honed weapons against their masters.

Unquiet Dead

A very broad general category of beings, the unquiet dead are really any disembodied or embodied spirit that embraces undeath. The majority have been summoned up by magical factions and tasked with various purposes, but there are also those who have independently chosen to return to plague the world of the living. They must be eradicated in any event.

Loa Masters

An active and pernicious faction within the legitimate Voudoun religion of the Caribbean, the Loa Masters are—as their name implies—a cult that fuels its magic with the power and influence of ghosts both saintly and fiendish, and demons from other planes, acting as their overseers and owners. They regard their way as the “natural order” of magic, despite being shunned by honest believers in Voudoun (voodoo), and despise more technically inclined magical factions such as the Necromancers and the Slayers. The Loa Masters are a genuine threat to the world, and are a major source of undead activity. They must be eradicated.

Cultists

There are more things in the spirit world than only the surviving consciousnesses of human beings. Most spiritual beings are entirely non-human, some perfectly alien to humanity, and many of them are hostile or dangerous. Whether categorized as demons, dark gods, imps of the perverse, rogue elementals, infectious tulpas or other malignant forces, these spirits are often worshipped by humans—and the members of the cults are granted bizarre and terrifying gifts and powers by their sinister patrons. These cults are independent of one another, loose-knit and bold in their activity, and there are more of them all the time. This worries every other supernatural faction, given the secrecy they prize, but Slayers are even more troubled by the shadowy forces they release into the mundane world. Slayers will not tolerate cultists—where they are found, they will be killed and their altars destroyed.

Necromancers

A sect of clinical scientists that work in laboratories around the world to exploit a technology developed by the famous Nikola Tesla—a device for communication with the world of the dead. Over decades, they have found new applications for this “necro-tech,” modifying it to permit actual command over spirits and to drive them to reanimate suitable corpses. Where these researchers find their funding or derive their leadership is not yet clear to the Slayers—they may be working with a secretive financial legacy left by an insane robber baron of the 19 th century, or they may be sponsored by a very large and very evasive multinational corporation. Whatever the case may be, the Necromancers carry out spectacular and extremely dangerous experiments with the barrier between life and death, all in the cause of gaining personal power. Though some Slayers argue that a useful alliance with the Necromancers is possible, most would rather kill them on sight and destroy their machines.

The Lunar Covenant

Perhaps the only major faction that Slayers generally coexist with in a peaceful and respectful fashion, the Lunar Covenant is a loose league of hereditary shapeshifters—werewolves and similar creatures—that are oriented toward earth religions such as Native American shamanism, Shinto, the Wiccan revival, and so forth. An erudite and peaceful group, the Covenant does its best to aid its “cousins,” the mortal men and women that suffer from the curse of lycanthropy. Because accursed lycanthropes are uncontrolled beasts, Slayers must occasionally seek them out to kill them, even if the Covenant would rather find the unfortunate were-monsters and teach them to control their transformations. This, more than anything else, puts the Slayers and the Lunar Covenant occasionally at odds.

III. NECROMANCERS — Shadow’s Kiss

 

The snow was thin on the ground, that cold January pre-dawn in 1943, but it was joined by a second layer of soft whiteness. The New York City Fire Department had arrived too late to save the mysterious warehouse in Red Hook, Brooklyn. A jerrycan of gasoline and a Zippo lighter had done the deed for the Civil War-era building that had faced out over the Channel for generations—and it was nothing more than soft white wood ash and collapsed walls of blackened brick.

 

Policemen and firefighters (and one or two inconspicuous federal agents) raked and shoved at the smoking remnants of the warehouse, but the blaze yielded few clues. All they knew was that someone had looted the chained-up, forgotten building, and then let arson cover their trail. They did not know what had stood inside the charred walls, but from the truck and car tracks that vanished away in the slushy streets, they knew it was long gone.

 

The crime scene was puzzling. Arsonists normally sought ample ventilation for the fires they set; this location showed the remnants of locked service doors and windows. Even the skylights’ locks were secured, from what little could be seen of them. The heat of the fire had melted away much of the telltale snow on the sidewalks and driveways, but traffic was nearly nonexistent before the fire trucks had arrived—and so it was clear that someone had worked at the warehouse during the night.

 

Police detectives and veteran firefighters deduced that the arsonists had entered the warehouse, taken its contents, and then sealed it up once more with fuel inside it. Some method, perhaps as simple as a cigarette flicked through one of the few small open windows, had ignited the whole place. Rental records were checked. It was found that although the renter of the warehouse was listed as “Alva Thomas Enterprises,” the landlord’s cancelled checks had a scrawled signature that read, “Nikola Tesla.”

 

But the elderly Tesla had died impoverished and alone, only days beforehand. Federal agents had already seized his estate and he’d been eulogized on the radio by Mayor LaGuardia—his funeral was planned for the very next day at the Cathedral of Saint John the Divine. Could this possibly have been a secret laboratory maintained by Tesla in the midst of his lonely exile from the world of science and engineering?

 

There was nothing. No proof. The police had other work to do, and there was a war on. Only the federal agents would find any trail from that point, and it was one they would never reveal to anyone without just the right credentials. For the checks had proven legitimate; the warehouse had been Tesla’s rental, though strangely it had never had its municipal electrical supply switched on. And if certain files found by the government were valid, then Tesla had been developing technologies too fantastic to be remotely possible.

 

In the files, it was claimed that Tesla had developed a machine that would permit its operator to speak with and hear the voices of the dead. Tesla had theorized that eventually even televisual contact would be possible—and even more bizarre possibilities awaited beyond that. The authorities were unnerved by these incomplete notes and plans… and far more alarmed that some of the plans had been executed with a simple notation of “successful.

 

And if they had been constructed and tested, these machines had vanished completely, into the hands of persons unknown.

 

“The story doesn’t end there,” Doctor Lang said, “but like so many unorthodox fields of study and development, the throughline of the tale becomes convoluted. Even tortuous.”

 

“They’re new to all this,” Lang’s supervisor said. “Tell it to them in broad strokes.”

 

Lang adjusted his glasses in the starkly lit room, his shadow towering on the walls. “The authorities didn’t realize at the time that they were investigating two separate sets of actions. There were the individuals who took Tesla’s work from his warehouse, and then locked it up once more. And then there were the frantic caretakers who arrived too late, left the doors and windows locked, and ran gasoline through a few vents with pumps and hoses. They never looked inside. They didn’t know they had already failed.”

 

The listeners were younger, hipper people than Lang or his supervisor, but they still had that unmistakable air of the academic and the engineer. They were studious, attentive, and watched Lang with clever, appraising eyes. One gestured—almost a classroom hand-raise, but not quite. Lang nodded. “Tesla’s friends thought they were saving his research from us. From those who came before us.”

 

“Yes,” Lang said, “exactly. It was amazingly fortuitous. The authorities kept the warehouse fire and robbery out of the papers, so they never learned what had actually happened. Most of our rivals didn’t know for decades, unless they were part of what we used to call The Web. That was before the internet, of course.” Lang forced a weak smile; his audience pretended to be amused.

 

“Things are easier now,” Lang said. “No real war, not like World War Two. No Cold War. But in those days, the pioneers in our field shared information any way they could, regardless of who worked for whom. This is how Tesla’s research ended up in a robust intellectual environment, along with that of our counterparts in wartime Germany and Japan and in Soviet Russia.

 

“We’ve coordinated all the work as best we can: From New England to the Russian Institute for Brain Research, from OSS to our friends in Herr Bruch’s group at Peenemunde. We’ve updated from that point, and advanced these ideas further than anyone else. None of it was done in a vacuum, of course. Information may be shared in research circles as carefully as possible, but in the end, things leak out and independent science has its day, too.”

 

Their sponsor spoke quietly from his dark corner. “That’s how we came to know about half of you,” he said. “Your work, which clearly reflected our work. We saw your dedication and your inspiration. And now we’ve brought you on board.”

 

One of the listeners gestured. “On board for what? Funding? Data sharing?”

 

Lang looked to his sponsor and said, “Those things, and more. We have powerful friends with a great interest in our work. It must all be kept very secret, but it must be taken to new heights. You’re the kind of people we’re looking for. Exactly the… right stuff.”

 

The sponsor said, “We’ll find places for you in the right laboratories and testing facilities. Get you what you need. Put you together with others. And we will keep it as quiet as we can, with your cooperation.”

 

“The best any of us has done so far is to demonstrate the presence of an interface between a ‘soul’ and a material world… ‘radar for ghosts,’” a listener said. “And that’s not much. So why us?”

 

Lang leaned forward on his podium, a joyful, mad light in his eyes. “Because you made it that far on your own, and we can show you more. And then together… we attain the Sepulchral Ascendance.”

 

The small audience muttered among themselves for a moment, then one asked: “You seem to want us to ask, so—what is this ‘Sepulchral Ascendance?’”

 

Lang grinned widely, switching on a video projector. Dead grey static fizzed on the blank wall behind him. “I could lecture you on the topic for hours,” he said, “but perhaps we should let our keynote speaker clarify it for you.

 

The static began to warp and rot into the semblance of a man’s gaunt face, hollow darkness where his eyes should be.

 

“Doctor Tesla, if you please…?”

 

 

 

 

Necromancers are a human faction that seeks hidden knowledge in the name of power. Despite their magical-sounding name, they have developed a bizarre and very dangerous form of technology that straddles the so-called boundaries between physics, magick, telepathy and spirituality. They are eclectic and apolitical, recruiting their membership from academia, fringe lunatics, corporate research, medical facilities, government programs and anywhere else they can find likeminded persons.

 

Not content to merely hunt for the great techno-occult artifacts of the past, the Necromancers build on certain dark creations of eccentric genius Nikola Tesla and many other influences since then. Names and titles like Velikovsky, DARPA, K. Kent, The Sleep Experiment and others dot their files. Their “necro-tech” now does much more than merely communicate with lost souls. With great risk, it permits the Necromancers to call the dead, command them, and even force them to reanimate dead tissues. Their experiments push endlessly at the boundaries of the Land of the Dead… bringing terrible dangers to the world of the living.

 

The exact origin of the Necromancers is not entirely clear. There are those who believe they are an offshoot of the Slayers, while others believe them to have begun as hirelings of a formidably rich Victorian-era tycoon who was insanely afraid of death itself. Perhaps they are both. It hardly matters, as they are now more dedicated to their tasks than to any particular organizational culture.

 

It is known that the Necromancers have a wide variety of sponsoring factions, all of whom have some nodding acquaintance and tolerance for one another. In one place it may be a multinational corporation, in another a secret faction of the government, in still another it could be a little-known academic bequest. However a given Necromancer or group of Necromancers may carry out their research, there is always a loose network of “helpers” that watch over them and give them assistance.

 

The Necromancers have a collective goal known as The Sepulchral Ascendance. It is based on a simple idea, expressed generations ago in a song from a classic film: “…life is short, but death is long.” Knowing that death is not the end, but merely a gateway to a different world, the Necromancers wish to perfect their control and then open the gateway to a dead Earth—one over which they will be the absolute masters.

 

Unfortunately, there are other factions with their own agendas in the way…

 

 

 

 

 

Vampires

Vampires are among the most fascinating creatures to Necromancers. Undead spirits embodied in flesh that does not decay, Vampires are walking conduits between the separate worlds of life and death. Studying them, and ways to guide their behavior, is a very worthy—if risky—goal for a Necromancer.

 

 

Blood Dolls

Corrupt but useful pawns of the Vampires, Blood Dolls are merely humans that have become addicted to the influence of the undead. They’re often targeted for false-flag recruiting so that they can be used to gently guide Vampires into the right place at the right time.

 

 

Unquiet Dead

There are many sorts of dead spirits, with or without bodies, which return to plague the living through the agency of undeath. Most are secretive and avoid contact, but the proper application of Necro-Tech can force them to show themselves and then to do other useful things.

 

 

Loa Masters

Dangerous fanatics of the Voudoun religion of the Caribbean, the Loa Masters are sworn enemies of the Necromancers. These occultists see their own way of life as “natural” and “divinely ordained,” and the Necromancers as profane (some say “Babylon”) and horrifying. Their adeptness with magic and their powerful spirit allies make them incredibly deadly foes. Necromancers are advised to take two steps when dealing with these rogue spiritualists: First, kill them, and second, take the necessary steps to drive their dead souls as far from the earthly realm as possible. This last is vital, for if a Loa Master’s spirit lingers, it may carry on a campaign of revenge from beyond the grave.

 

 

Cultists

Various dangerous religious and mystical cults exist in the world, allying themselves with non-human spiritual entities sometimes called elementals, daemons, gods, entelechies or other presences. The secret network of Necromancers is alarmed by the presence of non-human forces in the world (the Sepulchral Ascendance is meant for human spirits, not for ageless faeries and dream-shades!) and promotes a fluid strategy in dealing with their human Cultists. If a common ground can be set out for both sides, then uneasy alliances (or at least peace agreements) may be reached. If no common ground is possible, then the best choice is to lead other factions—such as Slayers—to the Cultists and let them destroy one another.

 

 

 

Slayers

A rabble of killers and stalkers that has always been with humanity, from the days when they sat alone at the edge of the cave-fire and watched for eyes in the night, to these times when they worry over the signals from radio telescopes. Violent, bloody, psychologically unbalanced by the horrors they’ve seen, endured and authored—Slayers are almost too dangerous to work with, but if Necromancers keep their true nature hidden and work through go-betweens, Slayers can be unwittingly helpful. On the other hand, if Slayers discover a Necromancer research site, they must be eliminated as quickly as possible, before they carry out their “heroics.”

 

 

The Lunar Covenant

A collection of seemingly human bloodlines that actually carry a pre-Adamite corruption of mortal nature—hereditary shapeshifters that routinely transform into wolves, tigers, all manner of dangerous beasts and vermin. Wasting their existences on concern with “natural cycles” and “universal harmony” (as if such things were anything other than navel-gazing and vegetating), the Lunar Covenant is merely a free-floating overlay of potential violence and meddling in the world. Not worth eradicating but too hazardous to completely overlook, the Covenant must be discouraged from adopting hippie-ish New Age crusades against Necro-Tech and the Necromantic agenda. Like the undead and the things the Cultists worship, these creatures have weaknesses that cleverer people can exploit against them.

Vampire games online, list of free vampire games, best and new vampire games

Enter any fantasy game now and notice which race is the most common there? Stop, do not rush now to seriously count them. The site mmo13.ru will answer this question for you. It is elves, humans, dwarves and orcs that can most often be found in parallel worlds.

Other beings have to stand modestly on the sidelines, quietly waiting for their finest hour, which they nevertheless deserve. This is especially true for werewolves and vampires.

No one knows exactly why, but, for some reason, games about bloodthirsty killers are practically not released, although it would seem that everyone has long been fed up with the dominance of Good and all sorts of kawaii.

Not only would such games be in good demand, but we could finally check who is cooler: immortal elves and immortal vampires? But instead of releasing games about vampires and werewolves, they still try to sell us elven glamor and slobbery kawaii.

Anne Rice’s true admirers must be squirming impatiently in their chairs now and ready to take out their campaign posters: “Down with cuteness! Yes, to bloody seducers.” We will hasten to reassure them, because we have long been aware of the existence of pretty good vampire games online. Therefore, now on our sitemmo13.ru you can find out useful information about the best and new games about vampires.

List of free vampire games:

Let’s start with perhaps the most beautiful vampire game — Dark Age. For your information, Beijing Perfect World, the creators of the legendary Perfect World, Ether Saga, Jade Dynasty, worked on this project. The developers did the right thing by deciding not to stop there and created a game that will appeal to both hardcore players and casual players.

Events take place in a world called Eira, whose divine leadership has been removed from the control of the universe by self-destruction and disappearance, as a result of which the main villain, the Lord of Storms, has appeared. Wasting no time, he decided to destroy and destroy everything in his path, and only the best players can defeat him.

If you decide to accept the challenge, then do not waste your time, rather install the game, choose one of the five races (gnomes, elves, humans, francors or vesperians), just do not forget to decide which role you like: mage, priest, warrior, assassin, bard, archer, defender, or vampire. And go ahead and upgrade your character so that in the future he can fight against the great Lord of Storms.

If you just want to admire the scenery of the game, then this is also a good choice, because the locations here are really good. And also, if you suddenly get bored, then leave the peaceful zone and take part in crazy chaos called PvP.

The next game we are going to talk about is considered relatively new among its comrades. Moonlight Online, it is based on already well-known (and maybe a little boring) legends about the struggle of vampires against werewolves. There are people here too, where would it be without them, these guys always like to poke their nose into other people’s business.

Therefore, as you understand, there are only three races in the game, each of which is endowed with its own characteristics. For example, people are well controlled by both balls and magic, while vampires prefer to use elemental energy, and werewolves have great strength and ability to heal.

Many people are very skeptical about this project, but who knows, maybe the developers will still have time to surprise us with something.

For Diablo fans, we have good news, because the game DarkEden, which we are going to talk about, is so similar to it. The same isometric projection, gloomy dungeons, three-pixel characters.

There are three races in the game: Slayer, Vampire and Ouster. And vampires did not appear here by chance, because the whole point of the game is to show the confrontation of these bloody people with people.

Each class has not only its own style of play, but also an individual leveling system. For example, vampires use a classic leveling system, while Slayers use a skill based on how often they use it, and Ousters use a combined skill leveling system.

True, the developers did not take into account something when they made vampires the most powerful classes — all locations in the game are now full of bloodthirsty creatures, other races of people are simply not interested. The graphics in the game will surely cause a tear of nostalgia for those who liked to play Mario on Dendy, apparently due to this the project has existed for so long since 1997.

And finally, you should find out about the existence of such a project as Bitefight — this is a free browser-based MMORPG about the battle of two supernatural creatures: werewolves and vampires. There will be no dynamic battles or long journeys through locations, most of the game will be done by your imagination.

To help your imagination, beautiful art and captions are provided that very picturesquely convey the gloomy atmosphere of an abandoned world. Let vampires and werewolves play the most important role, there is also a place for people, demons and other evil spirits.

The essence of the game is to upgrade your character, attack the villagers or fight werewolves. You will also have to get a job with an undertaker in order to earn money for which you can buy armor, magic items and potions. You should not throw your character because other, stronger players can attack him at any moment.

The vampire theme never goes out of style, maybe it gets forgotten sometimes, but then it pops up again, so let’s hope the most mind-blowing vampire game online will be born at one of those moments.

V Rising

RND (Early Access) 05/17/2022

Survival | Sandbox | Action

PC

Co-op, MMO, Multiplayer

💰 One-time purchase

Redfall

Adventure | Shooter | Action

Xbox Series X|S, PC

Co-op, Single

💰 One-time purchase

EvilvEvil

Shooter | Action

PC

Co-op

Free

Dark Eden 2

CBT (Closed Beta Test) 01/26/2016- 01/31/2016

Action

PC

Free

Forsaken World

Canceled11/6/2016

MMORPG

PC

MMO

Free

Shadow’s Kiss Online Vampire RPG

MMORPG

PC

MMO

💰 One-time purchase

Nosgoth

Canceled 05/31/2016

Shooter

PC

Free

DarkEden

Released 01/03/2008

MMORPG

PC

Free

Rusty Hearts

Canceled 07/30/2014

MMORPG

PC

MMO

Free

Grimm: Dark Legacy

Release02. 11.2016

MMORPG | Survival | Adventure | Action

PC

MMO, Multiplayer

💰 One-time purchase

Moonlight Online

Release01.09.2010

MMORPG

PC

Free

Dark Eden M

Release04.04.2022

MMORPG

Mobile

MMO

Free

Vampire: The Masquerade — Bloodhunt

Released 04/27/2022

Shooter | Action

PC

Multiplayer

Free

Incredible Dracula: The Ice Kingdom

Release 10/30/2019

Adventure | Strategy

PC

Single

💰 One-time purchase

Vampire: The Masquerade — Bloodlines 2

Release ~ 03. 2020

RPG | Adventure

PC, Playstation 4, PlayStation 5, Xbox One

Single Player

💰 One-time purchase

Nocturion

Released 01/01/2014

Strategy

Browser

MMO

Free

Immortal Day

Released 04/15/2014

MMORPG

Browser

MMO

Free

Hellguard

Released 01.01.2010

MMORPG

Browser

Free

Dusk Rift

Canceled01/01/2015

MMORPG

PC, Browser

Free

Dogma: Eternal Night

Canceled01/01/2018

MMORPG

PC

MMO

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TOP 10 best vampire games

Usually they hide somewhere in ancient castles, live almost forever, terrifying ordinary people. Fighting vampires is difficult — for this they use wooden stakes, garlic and silver bullets. Of course, we are talking about vampires, but they are very different.

In some games, vampires act as enemies, vicious bloodsuckers, which the hero usually exterminates in batches, not counting them. In others, we ourselves play as a vampire, exterminating other evil spirits or our own kind. And sometimes, a vampire is a sexy beauty wielding hefty blades.

You might also be interested in the top 10 zombie games.

This TOP is dedicated to the ten best vampire games of all time!

11. Buffy the Vampire Slayer

Let’s start with a game that was released in 2002 on the XBox. It was based on the television series Buffy the Vampire Slayer and chronologically took place around the middle of the third season.

At first, the trio of heroes tried to prevent the great vampire from returning to life. From the means at hand, they had classic aspen stakes, plus a crossbow, a shovel, double-edged blades, a halberd, and even a plasma gun. Depending on the level, the appearance of the weapon changed. The opponents also changed.

After killing an enemy, a pile of ash or a bunch of energy remains. By picking up these balls, we filled up the energy bars in the left corner of the screen to make a spectacular ultimate.

Fast moving through the levels and battles with vampires alternated with scenes that gradually clarify the story of the game. In general, the game turned out to be a good action movie that complements the series and matches its style.

10. Gabriel Knight 3

Adventure game with horror elements. This is a continuation of the well-known series about a handsome blond who ate a dog in the field of fighting evil spirits. The hero finds himself in a small village in the south of France, where the mysterious kidnappers of a boy from Scotland, who is part of the royal dynasty, went. Gabriel and his companion Grace follow them to find the child.

Gabriel and Grace are investigating, interviewing local residents, looking for the culprits and at the same time uncovering mysterious details about a certain order. With each new interlocutor, new information about the abduction appears. The plot gradually leads to a denouement, new interlocutors appear, new conflicts of interest, we learn about an alternative interpretation of the birth of Jesus Christ, about the location of the holy grail, the Templar Masons and, of course, vampires!

The process of the game consists of solving various puzzles.

9. Night of the Raving Dead

This time, an old castle in Germany became the place of residence of unclean forces. And the resilient two of detectives Sam and Max are going there. This, of course, is about one of the games of the famous adventure series.

One of the local zombies has stolen the hand of a notorious criminal prmo from their office, and the friends set out to return the relic to its place. The trail leads them to the zombie castle, which turns out to be a nightclub for zombies and at the same time a factory for turning ordinary people into the walking dead.

Jurgen, the caretaker of the castle, turns out to be a vampire and puts our heroes in a transformer car, from which our heroes come out already dead. Sam and Max spend the second part of the game in the form of zombies, but even after turning into zombies, the partners do not part with perseverance and still sparkling jokes.

Cartoony graphics, a fun soundtrack, a captivating storyline and funny lines from the main characters — for all this, it would be worth playing Night of the Raving Dead

8.

Dark Watch

Wild west and steampunk action movie. The protagonist of the game is a newly converted vampire.

Dark Watch is a team to fight the undead. History doesn’t really matter here. The main thing is the crowds of the living dead. Our heroes have a bunch of different weapons in their hands, including a colt, a shotgun and a crossbow. Bullets and arrows are made of silver, so at night you can’t touch the cartridges with your bare hands, because Jericho — the main character — is also one of these. But, during the day, Jericho loses his strength, turning into an ordinary person.

In addition to weapons, the hero also has magical gadgets in stock. Types of magic are divided into light and dark. Magical powers will come in handy in battles with other vampires. Shield yourself from vampires, charge silver bullets that increase damage to enemies, add lightning here that has a chain reaction on enemies, killing everyone nearby — these are the skills that await you on the side of good.

Evil is fraught with bloody rage, which multiplies damage and makes the character invulnerable to bullets, gives the ability to steal souls to all vampires nearby, as well as the ability to turn vampires to your side.

The game is played from the first person, and when the hero controls vehicles or rides a horse, shooting flying creatures, the mode changes to a third person view.

7. InFamous: Festival of Blood

A man with superpowers familiar to us from the previous parts, Call McGrad, is at the Bonfire Night festival. The vampires trick Call into a dungeon and stun him in order to use his blood to revive Bloody Mary, the vampire lord. In addition, a resurrected Mary bites Call and turns him into a nightspawn.

From now on, the main character can be called twice a superman. And everything would be fine, but the prospect of becoming a Bloody Mary puppet is not enviable. Moreover, his irreplaceable electric weapon was lost. We have to wet the vampires with a hefty silver stake that looks like a cross.

While the protagonist is looking for ways to kill Mary, he becomes aware of more and more details about the vampire essence. Starting by increasing his jumps to full flight, he gains the ability to see vampires through walls.

Who passed InFamous: Festival of Blood already knows how the story with the vampire invasion ended. It is very interesting.

6. BloodRayne

Well, when will we stop exterminating vampires and play for the real prince of the night!

The main character of this game is a half-human half-vampire. Meet the red-haired girl Rain. Driving this flexible and deadly beauty, you will visit three continents. You will visit them to carry out secret military missions. The main goal is to stop the SS departments and another special Nazi unit. Their commander — Jurgen Wolf — is looking for body parts of a prehistoric Aryan warrior who lived in Atlantis.

Rein will visit a small village full of infected people. Using a pair of blades to attack and various tricks to dodge, the heroine will have to exterminate them all.

Inhuman dexterity and concentration will help Rein not only in battles, but also for sneaking into dangerous areas. The next place to visit is the secret base of the Reich. Rhine does not stand on ceremony with the Nazis, killing everyone in his path. Next comes Germany and the Gothic castle.

In addition to branded blades on her wrists, the heroine has various arsenals of small arms, grenades and military ammunition, plus purely vampire abilities.

5.

Legacy of Kain: Soul Reaver

The elder god wanted to resurrect the vampire Raziel so that he would restore balance and overthrow the deviant Kai.

There are no problems with movement in the form of large platforms, columns and walls. After all, Raziel has two gorgeous wings. The strength of our hero is growing — as you progress.

Of all the vampire games, Legacy of Kain: Soul Reaver offers the widest range of ways to kill vampires. Here are wall spikes, and sunlight, and holy water, and burning, and piercing, and, of course, finishing with a sword.

Raziel replenishes his own health by draining the souls of his enemies.

A feature of the gameplay are all kinds of puzzles. The hero will have to constantly move huge boxes, break windows, bring down columns and do other actions to get to the right place.

4. Vampire: The Masquerade — Bloodlines

This game can be played as many times as you want, and each time you can do it differently.

Creating a hero and choosing one of the seven sides, we immediately know that our hero is in trouble. He was turned into a vampire without the permission of a higher one, and this is certain death! But one of the authoritative vampires stands up for the hero and sends him to Santa Monica, where the war of vampire clans is taking place. Here it is important to learn the main rule of the masquerade — not to reveal your vampire essence. There you have to complete tasks that can be obtained from almost any character around.

The game is based on dialogue, thanks to which you can seduce, lie or intimidate other characters.

Vampire: The Masquerade — Bloodlines is a game built around the interweaving of interests and diversity of vampire bloodlines. If you’re a fan of RPGs and don’t mind ten-year-old graphics, welcome!

3. Castlevania

For 30 years, almost 20 games about the confrontation between the Velmont clan and Count Dracula have been released under the Castlevania brand.

Of the entire series, the good old two-dimensional platform game Castlevania Symphony of the Night is most memorable, the main character of which is Alucard, the son of Dracula and a mortal woman. He gets to his father’s castle after Dracula’s death, where he meets Marie, the vampire hunter Marie.

The whole plot is revealed in the pauses between the action that takes place on the screen. Different aggressive living creatures in the castle for every taste. From time to time, enemies drop gold, weapons, or some kind of artifact, and killings give experience and skill development.

Alucard is capable of throwing fireballs, summoning spirits, and using the blood of enemies to sustain life. And he can also turn into a wolf, a bat and even into a fog. For its time, this game is just perfect.

2. Nosgoth

The game, which was released relatively recently on the Russian Internet, has already blown up the gaming community with its extremely exciting gameplay based on the war between vampires and humans.

Each player is given the opportunity to play online against other players. In this case, you can first play for the vampire team, then for the human team, and so on.

Needless to say, vampires are much more fun to play! After all, not only a sword, a crossbow and other pieces of iron will help you here, but also a whole bunch of special things — such as the ability to become invisible, climbing walls, all sorts of poisonous grenades and even the ability to fly with the ability to grab your victims and drop them from a height!

In general, this shooter has more than enough possibilities. The game is unrealistically addictive, making it highly recommended to all fans of trash, regardless of whether you like the vampire theme or not.

Read more about the game in the Nosgoth review.

1. Dark Age

Here we come to what we think is the best vampire game to date.