Vamp from Metal Gear is... different. He acquired his unusual dietary habits when, as a child, he was buried alive under the rubble of a bombed church, with only the blood of his family to keep himself from dying of thirst. He has a Healing Factor but it's due to nanomachines. He's immune to sunlight, and can move around freakishly — he, at one point, runs fast enough to walk on water. He's also able to swim in a section of the Big Shell that's explicitly stated to have nanites that will more or less drown anyone in it by lack of friction (sinking them to the bottom). In MGS4, as a Easter Egg, hitting him with the unlockable Solar Gun instantly knocks him out.
Vamp had some supernatural weirdness going on before being injected with nanomachines. The nanomachines came after MGS2, and amped up what was already there.
He's also called "Vamp" because he's bisexual and not because, well, the obvious... at least according to Snake in a Codec conversation.
Slayer from the Guilty Gear games seems completely unaffected by sunlight and other vampiric banes (although, truthfully, he has never been shown exposed to any other weaknesses). He seems to be completely immortal. Even when he's defeated in combat, his sprite for lying on the ground shows him not dead or knocked out, but holding his head up, legs crossed, looking amused.
Venom came the closest to defeating Slayer, in one of his endings where he locks him in a metal coffin. Although that's probably because Slayer simply let him do it.
Demitri Maximov from Darkstalkers has many vampire powers but none of the weaknesses, as he is so powerful that they don't affect him anymore. He also has odd abilities that normal vampires don't have at all, such as the ability to shoot flames and the ability to turn men into women (as he only drinks the blood of attractive women).
As well as the ability to turn already attractive women into humorous forms that he also drinks blood from. And every few frames of animation his appearance becomes that of a demonic gargoyle thing, though only for a single frame.
Demitri is really from another world, which explains why he's so stupidly more powerful than the classic vampire (eating a planet-eating alien just returned him to his original strength after he had been banished to Earth). He's weak to sunlight, but that's because his dimension has no sun, no other traditional weaknesses apply except blood drinking and he develops a personal force field for sunlight.
In Project X Zone 2Phoenix Wright objects that Demitri is walking around in sunlight, and Demitri's amused response is that is what his Aura is for. (In canonbackstory one time Demitri was so hurt he couldn't generate his aura, so he did have to avoid sunlight.)
Donovan, on the other hand, is an Earth native vampire hybrid. He's able to grow wings and electrocute people, but his most impressive powers come from his big sword and his use of Persona-type elemental magical avatars.
The vampires in the video game Boktai are made of real tough stuff. Not only can they endure just about any of the vampire weaknesses you can throw at them, they are notorious for tanking the shots of a gun that is not only powered by sunlight, but actually fires off rounds made of solar energy. Even if they do die, they tend to come back at inopportune times, so the best way to render them Deader Than Dead is to drag its coffin to the Pile Driver and fire it up!
In one of its sequels, Lunar Knights, vamps are not only as tough as the ones in Boktai, but smarter, too: Thanks to intervention by the Big Bad, they got armor that neutralizes sunlight and a device that mollifies what naturally exists. Thus, every time Anti-Hero Lucian puts one down, he has to call his Humongous Mecha and fly their remains into outer space!
Onmyōji has Kyūketsu-hime who has wings growing from her back (but never seen flying), doesn't seem to be affected by sunlight, can't transform people (that honor goes to other characters) and can poison enemies. All of that isn't so bad, except that she is obviously a Western vampire in a kimono, and how she ended up in Heian period Japan is anyone's guess.
In the original Shadow Hearts, Keith (Keith Valentine... Hmmm) explains that the stories about vampires are false, and that they're just like humans but tougher and they live longer. They aren't affected by any weaknesses.
In Shadow Hearts: Covenant, when Joachim is in his bat form, one of his win quotes is "I feel like some tomato juice" and another is "I want to suck your blood... just kidding". (Note: When in bat form, he loses his frickin' mind. It seems to be just him, though. Another choice quote is "Oooo. Goooold.", referring to the color of his fur.)
Shadow Hearts: From the New World features a vampire who sucks the calories out of people to change form. Apparently, she can go hungry, as demonstrated, though she can eat human food too. Perhaps Shadow Hearts vampires can be sustained in more than one way?
Do note that the above three are all siblings and Dracula's grandchildren.
While Tamriellic Vampires have many traits in common with those of classic Vampire lore (the presence of fangs, pale skin, agelessness, immunity to other diseases, sensitivity to sunlight, and the need to consume humanoid blood) there are many differences as well. Tamriellic Vampirism is a disease and Tamriellic Vampires typically do not need to feed to survive (and some bloodlines even grow stronger if they go without feeding), though they do go irrevocably insane if they go too long without feeding. The initial disease (which becomes full blown Vampirism) varies depending on the region, and is easily treated as a common disease in the first few days after being contracted. However, once the disease progresses to full Vampirism, getting cured becomes much more difficult. There are also numerous other differences within the Vampire bloodlines that make each one distinct from the others. A full write up with more details is available on the The Elder Scrolls: Other Race Tropes page. In all main series games save for Arena, the Player Character can become a Vampire.
Arena has Vampires as a type of enemy. They are powerful spell casters and are known to spread disease (however, they cannot actually spread Vampirism itself).
Daggerfall is the first that allows the PC to become a Vampire. You can catch the disease after contract with a Vampire or Vampire Ancient. There are nine Vampire clans and the one you join depends on the region you were infected in. All offer the series standard Vampire advantages and weaknesses, which each adds a unique ability or advantage of its own.
In Morrowind, there are three clans which function similarly to those in Daggerfall, but have greater differences between them. The essentially follow a Fighter, Mage, Thief formula, with the bonus skills you get depending on which clan you are infected by. These clans capture mortals to serve as feeding "cattle" and typically offer a range of bartering/repair services to their members. Ash Vampires, a high ranking minion of Dagoth Ur, technically are not vampires. Other in-game sources refer to them as "Heart Wights", which is quite a bit more accurate.
Oblivion only has one type of Vampire, with it explained that this one bloodline formed an Order and exterminated all rivals within Cyrodiil. They don't require blood to stay alive, but they get stronger, more monstrous in appearance and more vulnerable to sunlight the longer they go without drinking blood. Drinking blood allows them to maintain forms that allow them to pass as mortals and blend in easily.
In vanilla Skyrim, vampires are very similar to those in Oblivion. However, the Dawnguard DLC introduces Vampire Lords and "Pure-bloods." Vampire Lords are, for the most part, the same as regular vampires in Skyrim with one major exception: they can transform. Transforming follows many of the same rules as the Werewolf transformation, but with a greater amount of magical powers and spells. Vampire Lords also have one other advantage: Normally, when a vampire goes too long without blood, their "condition" becomes so obvious that NPCs in towns will turn hostile on sight. Vampire Lords don't have to deal with this (though you'd think the Glowing Eyes would tip people off).
In Online, vampirism again functions similarly to Oblivion, progressing through stages based on how long it has been since you last fed.
The origin of Vampirism traces back to Molag Bal, Daedric Prince of Domination and Corruption. Legend holds that Molag Bal decided to upset the balance of the cycle of life and death maintained by one of his fiercest enemies, the AedricDivine Arkay. Molag Bal sought out and raped a priestess of Arkay, a Nedic woman named Lamae Beolfag. From her, the disease spread and twisted into the various forms seen today. Other sources, such as the DunmeriTribunalTemple make different claims, but all include Molag Bal in some way.
The Tsaesci of Akavir are stated to be an entire race of "Snake Vampires" who "devoured" Akavir's native human population and Akavir's red dragons. (Other sources regarding the Tsaesci indicate that they are a race of Men little different than those in Tamriel and use "devour" interchangeably with "enslave," casting some doubt on their status as snakes and/or vampires.)
Fallout 3 has the Family, who aren't supernatural at all - they all came together as 'vampires' for their own reasons. One suffers from some form of mutation or psychological disorder that gives him an insatiable hunger for human flesh, but can drink blood as a substitute. The Leader at one point states that they follow vampiric traditions mainly because it allows them to think of themselves as something other than ravenous cannibals.
Castlevania vampires vary in weaknesses, powers, and whether or not they can ever go back to being humans. Crosses and holy water only seem to be nasty because the Belmonts and their associates use them as weapons (Crosses become boomerangs, and holy water creates fire somehow), and they're put in the same category of weapons as thrown knives, axes, and stopwatches. Any of these weapons can hurt anything in the games, vampire or not. Dracula himself only shows an aversion to sunlight in one game, and most of the time appears less a traditional vampire and more as some kind of uber-demon with a human form he just prefers. He also comes back from the dead with almost monotonous regularity, no matter what killed him last time. None of the vampires are shown as NEEDING to drink blood, though they can apparently make more vampires by doing so. None of these lesser vampires come anywhere near matching Dracula's array of powers or strength, though.
On the other hand, he and his half-vampire son Alucard have the usual unaging benefits, and the ability to transform into bats, wolves, and mist. Dracula also has a lot more demonic transformations. They both also have some apparently magical abilities, like their classic "Hellfire" teleport-fireball.
This gets explored in the Sorrow games. Dracula is the "Dark Lord", the setting's closest equivalent to Satan.
Alucard does exhibit one classical vampire weakness: the running water one, of all things. Just to make things even weirder, he can get around that one by... using a holy symbol on himself. The symbol is snorkel-shaped, by the way.
Vampire turning appears to go like this: If a person has just been bitten recently, it is possible to fix them if they haven't crossed a point of no return, time-based. It takes a powerful holy magic, and if one isn't available, they're doomed.
DuckTales has Dracula Duck, a vampire duck, as the final boss. He sends a bat that is used as a springboard to hit him.
Darkest Dungeon has the Crimson Curse, a transmittable vampiric curse that infects humans. It comes in two notable forms:
The first type is transmitted through drinking the blood of a true vampire, like the Countess. Drinking this blood causes a gradual transformation in the victim that causes their bodies to metamorph into grotesque insect-like forms based around ticks and mosquitos, with their bodies browing wings, thoraxes, bulbous multi-faceted eyes, multiple legs, and elongated, mosquito-like noses, as well as pronounced fangs. The longer this process continues, the mor einsect-like the body become,s until the most avanced versions look like gigantic insects with vaguely human-like features like arms and heads. It also decays the mind in a peculiar way, as the infected starts clinging to humanity in the strangest ways, so that even in the middle of a sinking, crumbling ruin within a rotten, mosquito-infested swamp the vampires act like a Deadly Decadent Court, complete with duelists, feasts, and some of the hosts trying to entertain their guests by torturing your hapless party. The vampires are insane and monstrous, but they still have the sharpened minds of the vilest and most decadent nobility of old.
The second variant comes from being bitten by the aforementioned insect vampires. While less severe, with the victim remaining human, the Curse that comes from this results in the victim requiring a steady supply of blood. These vampires develop an intense addiction to blood and will go mad without it, steadily progressing from a passive state to a "craving" state where they act a little erratically, the a maddened, "wasting" state where they are starving and will go to any length to get more blood, until they finally die. Feeding them blood results in them entering a euphoric "bloodlusted" state where they become much more powerful and dangerous for a short time.
The Legacy of Kain games centre on vampires and creates its own variations on the folklore. The original Blood Omen has them as fairly standard super-powered blood-drinking undead humans, but Soul Reaver sees Kain creating his six lieutenants who all in turn created their own clan bloodlines, each distinct from the others. Their standard weaknesses are fire, sunlight (though that fades as they age), water (which burns them like acid), decapitation, and impalement (though if the impaling object is removed, their bodies may revive). Other wounds heal quickly. The clans evolved and ranged from being unusually magically powerful to becoming aquatic. Unfortunately, while they grew Stronger with Age they also began to degenerate into feral beasts. Furthermore, some vampires - most notably Raziel - can become wraiths, which are spectral creatures who feed upon souls. It is eventually revealed that the original vampires were pretty harmless blue-skinned, feather-winged humanoids cursed to blood-drinking, immortality, and sterility by their enemies; they passed the curse on to humans for their own complicated reasons, and when the knowledge of how to do that was lost Kain made new vampires himself by giving up pieces of his soul.
Dreadlords, as introduced in Warcraft III and reappearing in World of Warcraft. Technically, they're demons. They have bat wings, claws, and horns. The standard ones show limited control over bats and other carrion, the ability to put enemies to sleep, a "vampiric aura" that restores health to them and their allies in melee combat, as well as a Limit Break that calls a flaming demon from the sky. Other Dreadlords have shown capacity for things like raining hellfire on targets. However, no bloodsucking is explicitly demonstrated (They suck souls instead). They are perfectly capable of walking around in daylight.
Wrath of the Lich King has now introduced more traditional vampires in the Darkfallen, undead elven royalty raised by the Lich King. They have extensive blood-based and necromantic magic powers, grey skin, and boss-level strength, though otherwise their powers vary. One, Prince Taldaram, can become invisible, and another, Blood Queen Lana'thel, has bat wings.
Flandre actually is able to turn into a bat as well, despite her unbatlike wings. Remilia does it better, though - she turns into a whole bat swarm and can regenerate from a single one of them. Of course, Flandre's powers are perhaps poorly defined - we see her but two times in the series, one of these times having been very short.
Flandre has considerable mental issues, probably due to having been extremely isolated to prevent her from inflicting widespread damage; she might not know what vampire tricks she can do. Remilia, being more stable, intellectual, and in-control, would have had time and opportunity to learn.
There is actually a third vampire in the Touhou series, but like the rest of the PC-98 Touhou games, Kurumi has a case of Chuck Cunningham Syndrome. It doesn't help that she was a minor character to begin with; as the Stage 2 boss of Lotus Land Story, she was more of a speed bump than a major foe. Kurumi is presumably weaker than the Scarlet sisters, she has a large wingspan compared to them, and she lives in a lake filled with blood. This is all we know of her.
Some speculation indicates that Elis from Highly Responsive To Prayer might also be a vampire, though it can't be verified since she too was lost to PC-98 obscurity.
Must be noted that the 'cross imagery' part is due to Clap Your Hands If You Believe and the dominant faith (if any) in Gensokyo is a bizarre mutation of Shinto, not Christianity. HeroineReimu Hakurei uses amulets and other religion-themed projectiles in battle and they are as deadly to Remilia and Flandre as they are to all the other Obake in the series.
Their powerset is pretty much standard vampire (more so for Remilia, who loves her Blood Magic, as Flandre tends to cast pure arcane energy spells), but their weaknesses are bizarre. The only normal ones are sunlight and running water (which also applies to rain), but they can't approach sardine heads or shattered holly branches, and roast soybeans burn them. It just so happens that these are the weaknesses of Oni; in fact, one of Remilia's lines in Immaterial and Missing Power suggests that Touhou vampires are related to Oni (referring to the fact that the Japanese word for vampire literally means "blood sucking oni"). Oh, and the vampires are also bound in an unbreakable contract to never attack humans in Gensokyo in return for getting blood supplied for them, taken from suicidal humans that live in the outer world.
Really, where Remilia and Flandre are concerned, it seems to vary depending on what ZUN feels like at the time. Remilia is actually more active during the day rather than at nightnote Because that's when most of her friends/guests are awake and up to mischief, and being a long-lived being of any race makes one seek amusement wherever they can, and while she is vulnerable to sunlight and rain, she can actually counter these by carrying a parasol, which, while efficient, cannot possibly protect her completely. This is further evidenced in Touhou Hisoutensoku, where Remilia cannot play in any non-indoor stage unless she's got a Security Parasol card in her deck. It's possible her weaknesses to sunlight and water may be psychological rather than physical.
Note that, in Silent Sinner in Blue, she is clearly shown burning when she gets exposed to a bit of sunlight, explaining that part.
But she can also regenerate from it, meaning that exposure to sunlight is less life-threatening and more excruciatingly painful.
In Perfect Memento it is mentioned vampires are capable of summoning vast amounts of demons by merely whispering.
Last and not least, it should be mentioned that vampires in Touhou are considered to be not undead, but (in the original Japanese) akuma, which is translated as devil (Hence the name "Scarlet Devil"). Also, it seems they can't turn others into more of their kind (humans drained of blood "move around as a zombie for a while, then evaporate under sunlight").
The Callahan's Crosstime Saloon computer game takes the player to Pyotr's hometown of FloresÃ§u. Once there, we meet another vampire like Pyotr, named Sasha, and it's revealed that Callahan's vampires have a traditional greeting in which a normal human offers them a wrist, and the vampires take only a little bit of blood, to show trust from both parties.
In Gabriel Knight 3: Blood of the Sacred, Blood of the Damned, Gabriel goes up against an army of self-styled vampires called "Night Visitors", who kidnap what they believe is the last in the Holy Bloodline, in order to drink the blood and achieve immortality.
Since they seem to be able to levitate, and their leader has red eyes and fangs by the end of the game, drinking holy blood does seem to be working for them. Their most notable exception to the usual tropes is that they're extremely picky about their victims, and aren't superficially different from ordinary people in normal circumstances.
Most people don't immediately recognize the vampire in Eternal Darkness Sanity's Requiem as it visibly doesn't look much like a vampire at all. It can also drain blood from its victims through the open air without needing any sort of wound. However that works.
Vampires (called Vampyres) in Runescape come in two flavours, the first being the "easily disposed of with enough blunt trauma or a nice swipe of a sword' kind. The other kind, though, are basically a vampire on crack (or perhaps PCP); while restrained to a certain area, they are Nigh Invulnerablewinged humanoids who can only be killed with a special flail made from a a silver/mithril alloy that has been dipped into the blessed river salve, as even normal silver weapons don't work on them because they can read your mind to know when and where you will strike. There are also Blisterwood weapons that can damage them which you can acquire later on, though to be able to make them you have to sneak into the most heavily guarded part of their city. The Blisterwood seems to be best way to deal with Vampyres, as it seems to weaken them as soon as they get near it, and despite the Vampyres trying their hardest to destroy the tree it is made from, the best they can do is lock up the tree and put as many guards as they can around it.
The story for Runescape vampyres differs from tradition somewhat. They are stated to be former humans, but how they were turned is unknown, since your character often gets bitten and doesn't turn. Not to mention that they frequently bite the human residents in Meyerditch on a daily basis to collect "tithes".
Since SoulCalibur III, both Raphael and Amy have become semi-vampiric beings, due to the influence of Soul Edge. The Pale skin and Glowing Eyes of Doom are present, as well as a weakness during daylight and an insatiable thirst during the night. They (or Raphael at least) are also able to infect others through a neck bite, turning them into more typical Soul Edge-infected Berserkers.
Then again, Soul Edge tends to affect everyone differently.
It's stated that the difference between the infected berserkers and the Sorels is that the infection didn't touch their minds. Which is probably why they satisfy their "night thirst" through neck biting rather than messy slaughter.
Suikoden Vampires are created by the influence of The True Moon Rune. They get sleepy and lose their powers in sunlight, and apparently only need to drink blood if they're not in the presence of the rune. Neclord at least when he was in possession of the rune was shown to be immune to everything but the Star Dragon Sword, another vampire's attack, and the special techniques of the Marley Family.
City of Heroes has Vampyrs (and werewolves} that are very different — a variant of the Super Serum used by the Fifth Column and later the Council creates monstrous creatures that join the Equinox division and have strange life-sapping powers. The head of the Equinox division and creator of the Vampyrs is called, naturally, Nosferatu.
Of course, the concepts created by players run the gamut, from predictable Mary Sue concepts (bonus points for Cat Girlvampires), to truly bizarre twists. Somewhere in between is a vampire that uses the Fire Armor powerset — he's so old and powerful that he turns his sunlight weakness into a weapon!
The Sims 2 adapts traditional vampire traits to the gameplay mechanics, making them sufficiently different. Vampire Sims lose needs in sunlight and must sleep in coffins during the day, can turn into a bat, don't appear in mirrors, don't age, and can turn other Sims into vampires by biting their necks. However, they eat normal food, can die by any means besides old age and starvation, and their main draw is their needs not dropping at night. Their skin turns a purplish color and their eyes turn red in addition to gaining fangs. They also say "Bleh!" a lot.
By the way, transformation into meta-human Sims can stack, so it's perfectly possible to end up with a plant werewolf vampire witch zombie Sim. It's not a good idea, though, to turn the solar-powered robot Sims or solar-powered plant Sims into vampires, since they burn to death when they try to recharge.
And by the same token, robot vampires get around the sunlight issue, also. A robot's power is replenished by solar energy, but can also be recharged by sleep just like any other Sim. Sunlight is just faster, taking only three in-game hours at maximum.
The Sims 4 invokes this, by giving vampires a Character Level styled system, where they can earn power points, which can be used to unlock a variety of vampire powers, but at the cost of needing to choose weaknesses as they level up. This allows the player to mix and match various types of vampires across the in-game world. The things that are consist across all vampires are that they need to drink 'plasma', which works more as a Sanity Meter, and can't kill them, that they have a Vampire Energy meter, which functions as their Mana Meter, they have a Bottomless Bladder, and they can change into a dark form, which is used when they are using their supernatural powers, or just if they feel like it. The dark form can have a completely different appearance, and even voice, than their regular form, with only their physique and gender needing to remain the same.
Nitara from Mortal Kombat: Deadly Alliance introduced a Vampire race to the series. This variation presents huge vampire wings on their backs, the common thirst for blood, an allergy to the Earth's sun, and vulnerability to wooden stakes (any other material wouldn't kill them). In MK: Armageddon, the race's name is given as Moroi, and their realm is named Vaeternus.
Sacred featured the Vampiress, a human woman bitten by a Vampire and turned, then given a soul when she bit a Seraphim. This allowed her to resume her human form and safely travel during the day, though she had no restriction on changing and no weakness to fire. However, in Vampire form, she takes continuous sun damage but gains sufficient power boosts to make up for it.
Rachel Alucard from Blazblue seems to have none of the traditional weaknesses of vampires. At least, none that we know of. She can walk around in broad daylight, and although she uses Nago as a parasol, this seems to be for decoration rather than protection, as she is no less powerful in daylight than at night. She even pulls a crucifix out of the ground during her Astral Heat. She's also one of the most powerful characters in the game (in terms of storyline).
Nevan in Devil May Cry 3: Dante's Awakening is never outright referred to as a vampire, but she tries to suck out Dante's soul by kissing him, attempts to bite his neck, has a flowing waterfall just outside the cave mouth leading to her lair (preventing her from leaving, it looks like), is deathly pale, and has an affinity towards bats and can transform into a swarm of them. Calling her one is a pretty safe bet.
On the other hand, she turns into an electric guitar that shoots lightning bats once you defeat her, which isn't exactly traditional vampire behaviour. It's Devil May Cry, so who the fuck even knows anymore.
It has been stated she is a Succubus, not a vampire. thought she has vampiric traits.
Leonid from Romancing SaGa 3 can only be healed during battle by sucking blood out of enemies, and has 0 LP, so he can't be killed off permanently but can't be revived during battle either due to the previous restriction. Gameplaywise, his inability to be healed normally is the result of his armor that can't be removed from him that also gives him significant stat boosts: like detailed under Developer's Room article, other armors that share its name are vastly weaker and the copy of the actual armor likewise makes the wearer unable to be healed normally and it can't be unequipped afterwards.
While he may or may not be a vampire, Psaro the Manslayer from Dragon Quest IV has a decent amount of vampiric traits. Pale skin, red eyes (some vampire stories give vampires red eyes), fangs, and unnatural beauty.
In Fall from Heaven II, the vampires of the Calabim civilization are technically alive, consume souls instead of blood, and most of the traditional weaknesses probably don't affect them. However, they hate the sunlight, because Lugus, the Angel of Light, cursed them to revive each of their feedings from the point of view of the victim. They also quite openly rule their own civilization of normal humans, but few realize that they're more than standard Evil Overlords.
Meet Graf Michael Sepperin of RosenkreuzStilette. As if just organizing for a coup to be launched against the Empire just wasn't enough, leave it to him to make a Deal with the Devil and begin using the forbidden arts to transform himself into a vampire and begin commanding an army of monsters, demons, and the undead, and even bring Raimund back from the dead as The Grim Reaper. The Graf not only is one of the BigBads (other than his biological daughter, of course, who takes the spotlight of main Big Bad from him after his defeat), but is also an Expy of Dracula of Castlevania fame, even coming complete with a demonic transformation. Not to mention, he even randomly says one out of two lines when he transforms, the famous "Grant me power!" line and even the "I am the Devil!" one that references to Dr. Weil of Mega Man Zero fame.
Marcos, from Last Half of Darkness: Beyond the Spirit's Eye, was infected with vampirism by a cursed artifact rather than another vampire. He resembles a shark-toothed version of the vampire from Nosferatu, moves disconcertingly fast, and can climb well; his other abilities are unspecified, but it's unlikely that he can turn into mist (because he needed other means to enter the locked lab), and he at least thought he could kill himself by hanging.
Night Trap is loaded with vampires. Vampires can teleport, make their eyes glow, have super strength, are unharmed by bullets, and can shoot lightning from their hands. Other vampires are created by completely draining a mortal of blood. However, if not enough blood is taken, an auger is created. Augers look like limping burglars due to the fact that they cover themselves completely in black clothing because their skin falls off of their bones due to their hunger.
The Mystics of Sa Ga Frontier are something of a hybrid between Vampires and The Fair Folk. According to Essence of SaGa, the strongest variety are even called "True Vampires". Generally, these are the only sort who have blood related powers.
BloodRayne: Vampires range from mostly human looking to huge and monstrous
Vampire Rain features three kinds of vampires, or Nightwalkers, as the game calls them. The most basic type of Nightwalker looks human for the most part, but when feeding, angry, or injured, drops the disguise and looks like a hideous corpse. They're also extremely strong, requiring entire clips of ammo to take down, at which point they melt into puddles of acidic slime. Water dampens their senses, which allows humans to get close enough to fight them. Sunlight also seems to do the trick, as a UV Knife is a one-hit-kill weapon against them. Interestingly, all Nightwalkers seem dependent on the Nightwalker who turned them, and killing one destroys all its progeny. They have offshoots called Prime Walkers that are even more powerful, being the very first of their bloodlines, which becomes a key plot point, when killing a Prime Walker purges its bloodline completely. Finally, they seem to have an offshoot of 'natural' vampires who were born undead, and are immune to the effects of sunlight, and are freakishly strong. They do, however, seem to age, albeit slowly.
Hakuouki features "furies" created by experimentation with a Western drug (revealed in Heisuke's route to have been made from vampire blood), identifiable by their white hair and glowing red eyes. They are inhumanly fast and strong and heal most injuries almost immediately, to the point that the only sure way to kill them is to pierce the heart or cut off the head, but being out in daylight is physically taxing and painful for them, they have difficulty healing wounds made with silver, and their craving for blood is so intense that it drives most of them quickly insane. The furies strong-willed enough to hang onto their sanity suffer episodes of crippling pain when the bloodlust hits them. It's eventually revealed that the furies' power comes at the cost of their lifespan, as they burn up in minutes the energy they would normally have used to live for years; when it's finally used up, they crumble into ash.
The Diner Dash series has Glampires that are seemingly a Twilight parody/Shout-Out (they look like Edward and are called...well, Glampires. Also, their Werewolves are called Tween Wolves, so...) They eat what looks like normal food that all of your other customers consume and in the Hotel Dash spin off seemingly sleep in regular beds. If you don't serve them quick enough, rather than kill your other customers, they simply block them from getting by.
No one calls them vampires, but the Ardat-Yakshi of Mass Effect are obvious in their inspiration. They are sterile 'pureblood' asari with a genetic condition which makes sexual contact lethal for their partners while the AY gains biotic strength and feels a narcotic "high" that compels them to continue killing. Liara refers to this as "feeding", saying that the urge to do so can be strong. In a dead asari dialect, Ardat-Yakshi means "Demon of the Night Wind" and pre-spaceflight asari culture built superstitions around them. 1% of the species is somewhere on the "Ardat-Yakshi spectrum" and it's believed that having the condition inclines the asari in question to sociopathy. Most are placed in secluded and heavily controlled monasteries under the threat of death, but a few low-risk ones are allowed to live normally enough provided they never mate. The one time in the series you encounter a genuinely dangerous known Ardat-Yakshi is in Morinth. She comes across as highly vampiric; as an asari she is long-lived and of a highly cultured species, she is strikingly beautiful and otherworldly in a predatory way, and she has on multiple occasions charmed people to love and worship her to the point of dying for her - via sex, or by Taking the Bullet for her. She's even caused entire villages to be enthralled, and is most interested in people who are artistic or otherwise have a 'spark'. The most telling thing, though, is the fact that the ship which took her off Illium is the Demeter - the same vessel used to transport the eponymous vampire in Dracula.
Early Heroes of Might and Magic games featured vampires that were, to put it bluntly, boilerplate. The ones in the second game might as well have stepped out of the original 'Dracula' movie, albeit with quite a bit of color added. Then came the new setting of V and VI... hooo boy, are they EVER different. They're actually former Liches who have had their blood replaced with magical spider-venom. Visual cues include slate-gray skin, ghostly-white hair (the basic form of them looks like he just stepped out of Legacy of Kain) and Glowing Eyes of Doom in a tasteful green. They can teleport, are enormously tough, and can drain the life of (non-undead) enemies to heal themselves. No specific weakness to sunlight, but being undead, they are vulnerable to the Revive Kills Zombie rule, and there are certain specific anti-undead spells that push the same buttons. Also, once they fully master their powers, they start aging backwards at a rate of 1 year off for every 100 years of unlife, which has no gameplay-effect except to justify the possible existence of child-vampires, which the necessity of being a powerful necromancer before you have any chance of becoming a vampire would otherwise preclude. Oh, and the reason they need to regularly consume human blood is to thin down the venom that now runs in their veins so it won't tear them apart from the inside out.
Heroes 3 featured Orlock-like vampires and only the upgrade (vampire lords - still monstrous but with a swishy red robe rather than black rags) drained blood. They too seemed to have no particular weaknesses (at least outside Gameplay and Story Segregation) not shared with other creatures of the undead type and were even more of a Game-Breaker than their Heroes V and VI successors as they fully drained the damage they did to living creatures. They, and the ludicrous accumulation of Skeletons, caused the Necropolis to be declared overpowered and banned in high-level play, along with the Conflux.
Within the setting, vampires do have the standard sunlight weakness (though an — recently developed and rare as of after Armageddon's Blade — amulet that protects against sunlight does exist), so Gameplay and Story Segregation is still in effect for the Heroes games), as well as the 'home soil' and 'blood-thirst' weaknesses (although they don't necessarily need to drink it, there are magical tricks that can drain it directly). Running water and homes they haven't been invited into, on the other hand, are no problem at all.
Vampires were added to Dwarf Fortress in 2012. They do not age, sleep, or starve, but their thirst requires them to regularly drink blood or become monstrous. They don't burn in sunlight, but can be killed by mundane means. They are typically far more bad ass than the average dwarf citizen, having lived for hundreds of years under many professions with thousands of kills under their belt. Mortal dwarves and adventurers can become vampires by drinking vampire blood.
Vampires in Quest for Glory are generally played straight by all the stereotypes. It's left unclear whether they must feed on the blood of the living and how frequently, (and if they do, just who have they been eating since there's little indication they have been killing townsfolk) though if the player takes a particular foolish action he will become vampire food. At the same time, however, Katrina and Tanya are rare early examples of vampires (Shadows of Darkness being released in 1994, well before the concept of the Friendly Neighborhood Vampire really entered mainstream popular culture) that are not Always Chaotic Evil. Katrina, the Dark Master, is much more of a very lonely Well-Intentioned Extremist and Broken Bird than a true villain, and despite her frequent selfishness never loses the sympathy of the player. Tanya is ultimately just a little girl who, no matter how much she loves her "Aunt 'Trina" still misses her mother and father and accepts the Hero's help in restoring her life.
The Halloween Hack: The Vladula. Falls asleep during battle, but if it wakes up, it can devastate the party with deadly PSI. Also, it uses the Mr. Batty overworld sprite.
In the mobile game Blood Brothers, you play as one of eight warlords who have been turned into a vampire by the Dynast-King. As a vampire, you are sometimes able to recruit enemies you have slain in battle with your blood. Other than that, you have none of their usual weaknesses (as seen so far). One of the 'vampires' you get is even able to use a healing spell.
The Lord of the Rings Online has the Merrevail, which are a kind of ancient evil. They are decidedly less sexy than most, appearing more as hunched, grey skinned human-ish things with wings on their arms, though some of the stronger ones can call out swarms of bats. There is also a quest in Mirkwood where an Elf swears he ran into an actual Vampire (very rare in Tolkein's settings, only referred to on maybe two occasions in the Silmarillion.) It turns out to be a REALLY big bat but then again, it does talk to you right before you kill it...
It's left ambiguous on whether or not he is still a pseudo-vampire when his clothes gain a Santa jumper and hat, changes his gloves, and loses the fangs, in Christmas Town. However, since Sora retains the white skin and claws, and there's evidence that his attire is merely covered, not replaced, it's likely that he's still a pseudo-vampire. But what of the fangs?
In the Vampires Dawn series, a vampire's strengths and weaknesses depend on their generation. Valnar is a vampire of the third generation and automatically weaker than his Vampire Dad Asgar, who's a vampire of the second generation. The creation of the first generation of vampires is a major plot point in Reign of Blood.
They don't need to sleep in coffins, but it helps them regain health faster. They aren't affected by crosses, daylight, running water, rules of hospitality, and can choose whether or not to turn a human into a vampire when they bite them. A stake through the heart will "only" instantly paralyze them.
Serious downsides do exist though. If they lose all their blood (which translates to mana points in-game), they go berserk. If they lose all HP, they don't die but go into torpor instead until they're fed blood and start regaining HP again. The only way to kill a vampire permanently is to chop off their head. They then suffer A Fate Worse Than Death in the realm of Blood Wraiths where they're in constant agonizing pain.
The Vampire job in Bravely Default Flying Fairy works more like a classic Blue Mage with a number of convinient stat-absorbing and charming abilities thrown in, the former of which generally being considered a more useful ability than the large number of monster abilities at their disposal due to the fact that almost all of them are powered by the class' P.Attack, which isn't the highest.
The original user of this job, Lord DeRosso, is likewise distinctly different from average vampires: his immortality was given to him by some kind of demonic entity (implied to be an alternate universe future version of him in a scene leading to True Ending) as a means of getting revenge to the people who killed his family, put his manor under siege and disallowed his surrender to them, forcing him to set his manor on fire and almost killing himself as a result. Since he managed to survive the fire and escape by accepting the Deal with the Devil, he and the rest of his clan were branded vampires, which he capitalized on by spending his immortality to perfect magic that would complete the image, such as the ability to grow fangs and turn into a bat in order to appear more menacing to his enemies, most of which he ended up ultimately assassinating.
In fact, he explicitly states he isn't a vampire, and actually finds blood to be quite disgusting.
Vampires from Bloodmasque are nocturnal, feed on human blood, and can be killed with a stake through the heart. And that's about where the similarities to conventional modern portrayals end. A stake to the heart is the only thing that can kill them, they reproduce sexually, are divided into four "bloodclans" tied to four of the Seven Deadly Sins, and in their human form they have red and black eyes, pale skin, distorted, predatory features, and all their teeth are sharp, pointed, curved fangs. In their true form, they're even worse — they're grotesquely distorted animate corpses, with things like blades or spikes sticking out of arms and hands, underdeveloped bat-like wings, patches where they have exoskeleton instead of skin, external hearts, and skulls with inhuman shapes.
In The Adventures of Lomax, vampires first fly as a bat over your head. When they land, they turn into a fanged lemming dressed like someone from The Matrix and shoot a bolt of energy at you. If you won't defeat them quickly after they do that, they'll just turn back into a bat and fly away.
One Piece Unlimited World Red: Even apart from being created using the One Piece Devil Fruit gimmick, the featured Vampire doesn't drink blood so much as he drains his victims of their youth and vitality. And he uses his hands to do so.
Dracula appears in King's Quest II long enough to confirm the pale skin, sleeping in coffins, being repelled by crosses, and able to be killed by a stake to the heart. In the Fan Remake (where Dracula is replaced by Caldaur), the pale complexion and sleeping in coffins remains and immortality is confirmed as well. One unique aspect of vampires is that they seems to age or rejuvenate to their twenties or thirties if they're not there already as shown when Caldaur turns Lavidia and Possom. For some reason, female vampires in the game have strongly distorted voices.
Vampires in Enter the Matrix and The Matrix: Path of Neo are human shaped with pale skin, black-hair, can kill you in sunlight, bend gravity to walk, somersault, cartwheel on the ceiling and can be killed by stakes or, in Path of Neo, other weapons because it disrupts their codes, somehow.
Nosferatu: The Wrath Of Malachi: All Vampires are humanoid Undead who drink blood, are hurt by sunlight, and are repelled by holy relics and Garlic. But there's also a number of subtypes.
Demodus are the only non-humanoid Vampires, being effectively giant mutant demon Vampire Bats. According to the Encyclopedia Of The Undead, they behave basically like normal Vampire Bats, except that they try to kill you.
Desmodiij are related to Demodus, and look like Bat-Human hybrids. They're weak and not very intelligent, and are the most common enemy in the game. They can be summoned from the Spirit World en masse by Portals.
Shadow Vampires are extremely old Vampires who have withered away to the point where they are nothing more than incorporeal presences wreathed in black cloth. They cannot be hurt by material weapons, only by Holy ones.
Lesser Vampires are created by the Greater ones as servants, and retain some level of individual thought. They can take quite a bit of damage.
Greater Vampires are much more powerful than the rest. Crosses don't affect them and it takes a lot to kill them. They must sleep in coffins, and will be killed instantly if a Wooden Stake is thrust through their heart while in their coffin.
It seems that it is possible for Vampires to gain additional abilities than this. All the bosses can take far more punishment and can turn into swarms of Bats and regenerate in their coffins, where they can only be killed with a Wooden Stake, while the Count is so powerful that he can only be killed by the rays of the Sun at dawn. Then there's Malachi...
With the kind of setting Bloodborne has, you'd expect vampires to show up anytime soon. But considering that the prime medical treatment for anything in Yharnam is drinking blood, the number one way to get a pleasant buzz in Yharnam is also drinking blood, and judging by the prostitute's comments, the Yharnam populace's favorite pleasurable activity is also drinking blood. Even you, as a Hunter, heal by injecting a Blood Vial onto your neck or splattering beast blood onto your wounds. One starts to realize actually naming anyone a vampire would be redundant.
The Cainhurst Vilebloods, or what is left of them, embody the typical Eastern European vampire appearance-wise: nobles dressed in medieval finery who live in a musty old castle. Their preferred method of gaining blood, however, is to salvage blood dregs from the corpses of the slain for their Queen.
Vampires in Nocturne (RPG Maker) have many of the traditional traits like aversion to sunlight, inability to cross running water (though a bridge will still work), needing to be invited before entering a residence, the ability to spread vampirism, and a thirst for blood. The twist near the end is that Abusive Precursors genetically engineered vampires to fight their wars.
Vampires in Nocturne (the other one) are humanoid with very bat-like features such as spear noses and elongated, winged arms. Humans converted by them, such as Vampire Brides, look more like your typical undead bloodsucker and have the ability to levitate. Hitting either one center-mass with a wooden stake causes them to spectacularly explode in a gory mess.
In Battleborn, despite individuals like Rath insisting that they're not vampires, the Jennerit tick a number of vampire boxes IN SPACE! Some who have very noticeable fangs, and all use the "dark energies" of the universe to alter it and themselves to suit their needs - specifically, draining life energy to make themselves immortal. They have an evil red and black color scheme and an aesthetic combining gothic influences and the art style of TRON. The Goth-Tron aesthetic translates to their structures looking like futuristic Überwald, complete with floating castles, graveyards, courtyards, and coffin-shaped containers. Bats even pop out when said coffin containers are opened. As a faction, they use tech that can manipulate the life energies of other beings - meaning that while they may not actually drink blood, they can drain life. In addition, when Rendain took over the Jennerit Empire and decided to ally with the Varelsi, the mission he set the Jennerit on was "destroying Suns".
Vampires are a popular subject for hidden object games. While most barely touch upon the creatures aside from featuring them, some offer some unique aspects to the lore:
Vampireville has it that vampires killed leave ghosts behind. Turning has the additional requirement that the subject and his sire must have the same blood type.
Myths Of The World: Black Rose supports the Stronger with Age trope, and newly-turned vampires must learn their abilities. Abilities for more seasoned vampires include being able to create wards and turn humans into mindless thralls.
Blood Oath has it that vampires are required to learn their abilities, which includes turning into a bat, turning into mist, dispelling wards, and even surviving in daylight. They learn these abilities by acquiring talismans.
Vampires are one of the many forms of the Revenant from Nexus Clash. Vampiric revenants can turn into bats, drain life with their fangs, and gain supernatural perception that not even invisible characters can hide from.
Vampires in A Rose In The Twilight are different from most other vampires in that their powers floral based. They absorb blood like a plant absorbs water, which freezes the source of the blood, and can attack with thorny vines. The game's Big Bad, Viola, also wears a bright pink dress instead of the more common black outfits of most vampires.
Vampires in Golden Krone Hotel are illiterate and have deformed hands that prevents them from holding weapons. They are harmed by sunlight and water, and can temporarily become human again by drinking Soul Elixirs.
The vampires of The Secret World are immune to garlic, aren't affected by holy symbols, can cross running water, can be seen in mirrors, and only need to be staked if they're elders; in fact, the only weakness they share with classic vampires is sunlight, which they can avoid by wearing heavily-padded armor. For good measure, it's clear that vampires actually invented many of the weaknesses attributed to them in folklore in order to disadvantage hunters. However, all vampires grow steadily more powerful as they age: young, freshly-sired bloodsuckers are little more than mooks, while older vamps qualify as boss material; those drawn from shorter bloodlines leading back to the earliest strains of vampirism are stronger still, able to use Blood Magic, resist sunlight, transform into bats, and even resurrect themselves if staked. Lore entries reveals that vampires aren't actually immortal: they just live for a really long time, and because they live such violent lives, nobody's seen one die of old age yet. It's also revealed that vampires are actually a creation of Lilith, who first hybridized humans with demons, then distilled the resulting mutations into a blood-borne virus. Though immortal already, she infected herself with the virus so that she could create new vampires at a moment's notice.
Also appearing in the game are the "Sanguine Hulk" vampires, a rare variant created when vampires become desperate or stupid enough to drink the blood of fellow vampires; comparable to steroid usage and blood-doping in humans, this cannibalistic process causes the vampire to balloon into Bane-like monstrosities capable of serving as humanoid siege engines. Unfortunately, the process amplifies their hunger and shortens their lifespans, and because they're so volatile, other vampires usually end up offing them as liabilities anyway.
And then there's the results of the Red Hand's experiments at Facility 10: a unique bargain with the vampire queen Mara provided the Soviets with a huge supply of vampire genetic material, which they used to create their own Super Soldiers. If anything, they were even bigger than the Hulks, could walk in daylight, and usually sported a nightmarish array of weaponry. Unfortunately, they were also borderline uncontrollable except through direct psychic manipulation - which is why Facility 10 was eventually sealed shut with the scientists and prototypes still inside. Unfortunately, the base was completely self-sustaining, giving the vampire researchers all the time in the world to go on making monsters until Mara came to release them.