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Heartwarming / Vampire: The Masquerade Bloodlines

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You wouldn't imagine that this game would have a lot of heartwarming moments, being about playing undead bloodsucking monster but you would be wrong. There's quite a few heartwarming moments.

  • The opportunity to save the life of Heather in the first act. A young girl crying out for her grandmother is dying of a hit and run. Encountered on your player character's first night as a vampire, it's entirely likely that they save a life as a vampire first rather than takes it.
    • It is especially touching when helping her as a Malkavian. So far in the game, odds are your character has acted like the typical Cloud Cuckoo Lander. However, when Heather wakes up and speaks to you after you've fed her your blood, you character can give a reply that actually sounds quite sane, telling her that you only wanted to ease her suffering. It actually quite a touching moment, showing that even the Malkavian PC can retain their humanity, even through the insanity.
  • The entire story of E and Lilly, the two Thin Blooded lovers. They're both Friendly Neighborhood Vampires who would never harm a fly. You really want these two characters to get together in the end. The fact that you get to rescue Lilly from a Fate Worse than Death in the process only makes it better. They get as close to a Happily Ever After as any character in Vampire: The Masquerade is likely to get.
    • As with most happy sidequests, you get an option to take the low-humanity approach and drive a wedge between the couple. Unlike the others, it doesn't work. The most you can achieve this way is E telling you to stick it.
  • Hannah the escort has fallen for a guy, not a client, she just met named Paul. Cursed with an incurable disease by the Plaguebearers, she doesn't know Paul is already dead. Your player character has the opportunity to Let Them Die Happy by telling them Paul sent them. If you're a Malkavian, you can even impersonate Paul with Dementation.
  • Your Malkavian can use their Dementation powers to make Heather believe her entire experience with you has been nothing more than a wonderful dream. This allows her to move on with her life and spares her a grisly fate, even as she'll spend the rest of her life dreaming about you, her "Master of Dreams."
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  • Strauss offers to let the Tremere PC "inside the pyramid", so long as they prove themselves first. Considering how structured that pyramid is, how important it is to the Tremere, and how closely they guard it, him offering a position in it to some days-old fledgling is very touching.
  • When the feuding Voerman sisters, having screamed, argued, pointed fingers, revealed themselves as split personalities , and tried to kill each other, finally reconcile:
    The PC: You both must have gotten along at one time.
    Jeanette: Yes... there was a time.
    Therese: When I was a child... I didn't have many friends. I suppose Jeanette was the only one. We never did get to go out of the house much; Father wouldn't allow us-
    Jeanette: He said we'd get hurt. So we stayed inside and imagined our own worlds. And we spent so much time there, together, ruling over those places... those were-
    Therese: Happier times. Before we grew apart.
    • They do immediately threaten to kill you if you tell anybody about them, though. Ironically, this becomes faintly heartwarming in that for the first time in the story, the sisters speak in perfect unison.
      • Even more heartwarming is when you visit them later. They still argue, but it is far more friendly now. And they seem genuinely happy to see the PC again. If anyone feels the end game is depressing visit to the asylum will serve as proof that your PC did do good.
  • Remember that security guard the female PC can seduce to get inside the exhibition during the slash the painting quest for Jeanette? Well, LaCroix probably hears that the poor guard lost his job after that and offers the guard a job at his tower. LaCroix doesn't seem that bad, right?
    • Considering that his real security is his Dragon as well as a group of other Ventrue vampires, he probably just wanted his human guard to be a convenient idiot who wouldn't ask questions or figure out what was going on.
  • When you meet your friend, Samantha, in Hollywood, she starts exclaiming about how everyone thought you were dead, asking if you we all right, saying that everything will be fine, wondering if you have amnesia, organizing all your old friends from your mortal existence to get back together and try to jog your memory. You can persuade her not to make the call, which gives you a Masquerade redemption, but it feels surprisingly good to know that there are still people in the daylight world who care about you, and letting her make the call (while it puts a ding in your Masquerade violations) is heartwarming in that you still have one connection to the world of humanity.
    • Another occasion where the Malkavian can create heartwarming; you can keep the Masquerade without leaving Sam heartbroken. Instead she's overjoyed that she got to see her childhood pet turtle again.
    • In fact, there's a heartwarming moment in the Samantha encounter even if you act like a jerk to her at first—if you do that, instead of assuming you never came back because you have amnesia, she assumes you never came back because you're on drugs...and then says nobody's judging you, everyone will just be happy to hear you're alive.
  • Thrust into an undead life as a Vampire, saddled with an Inner Beast and a thirst for blood, surrounded by plotting elders, hordes of enemies human and super natural, and despite all the horrors the game throws at you, you can still end it with a Humanity Rating of 10 = SAINTLY.
    • It's even more impressive for the Malkavian, who despite being batshit crazy is still motivated to retain their humanity, and download amazing for a Nosferatu, whose had all strips of humanity stolen from them, and can't even be seen in public, and still maintains their humanity.
  • The whole ordeal with Jack in the beginning is kind of sweet. He takes the time to show you the ropes of being a vampire, and depending on how you've played out, he'll return to help you out. He's like an undead big brother.
    • His lines in a couple of the endings also fit the page. If you choose LaCroix ending or opened the sarcophagus in the Independant/Anarch ending, he'll express some regrets that you ended as a collateral victim of his plan against the Prince.
  • One of the most popular fanmade add-ons, Clan Quest Mod, adds an additional questline involving a sassy Kuei-Jin named Kalliyah, who wants you to take her out on a date. You and she proceed to tear up LA with her adrenaline-junkie antics as she explains what Kuei-Jin are and what they do as compared to Kindred - and as the night progresses, it gradually becomes more and more obvious that genuine feelings are developing between you. This, despite all evidence to the contrary that the undead are only supposed to truly care for one thing - feeding. It comes to a point where you defend her honor by killing two Camarilla underlings who attack her, and then the two of you consumate your relationship back at your haven. The addition of this quest makes it a lot easier to consider picking the Ming Xiao ending, even though she's a snake, though Kalliyah is constantly and openly contemptuous of the woman.
  • Your mileage may seriously vary on this one, but if you pursue the LaCroix ending, LaCroix offers you a place at his side, as a reward for being so loyal to him! He doesn't backstab you, he doesn't think You Have Outlived Your Usefulness, instead he gives a huge speech about everything you've made possible and how awesome you are in general, so when LaCroix rules the world how would you like to have a place at his side, for making his greatness happen? Then you and he open the sarcophagus...and of course the heartwarming moment is shot straight to hell given what you find inside the sarcophagus.
    • Considering LaCroix probably realizes you've grown more powerful than him, he's probably holding back his betrayal for after he diablerizes the Antideluvian (that doesn't exist).
      • Doubtful. In the LaCroix ending, the Sheriff is noticeably absent from his place in LaCroix's office, for no outright stated reason. Diablerie boost or no, LaCroix does not do his own dirty work and would likely prefer to just dominate you into staying still while his Sheriff finishes you off. Thus, it's more likely that he has decided to replace the Sheriff with you. Which still undercuts the heartwarming if you start to wonder what must have happened to the Sheriff.
  • However, becoming Max Strauss's Sheriff is pure Heartwarming. He's a true leader and he trusts you.
  • Throughout her three quests, Velvet slowly grows more fond of the player (provided you complete her quests the way she asks) and eventually, she'll insist you call her by her nickname; VV. Later, she'll start to email you endearingly terrible poetry, and seems to have grown quite the crush on you.
    • Additionally, her fondness for David Hatter is pretty sweet in its own right. She does get genuinely very angry with you if you kill him. Once you bring back his masquerade-violating script, she admits she's having a hard time bringing herself to destroy it and will ask you do it for her.
  • The first bit of the Anarch ending can also be this. You're basically at an all-time low after what happened in Griffith Park; Nines is gone and everyone thinks you killed him, losing you your Anarch-aligned allies. LaCroix was the one who threw you under the bus, so going back to the Camarilla doesn't feel like an option either. Provided you side with the Anarchs in the cab ride, you can lament to the Cabbie that you should have joined them properly the moment Nines saved you. He'll in turn offer to take you somewhere where the rebellion is still alive, though he'll warn that you'll likely spend the rest of your life fighting off other factions as a part of their ranks. If you answer that you wouldn't have it any other way, he'll drop you off at the back of a Hollywood hotel. There, you're greeted surprisingly fondly by Skelter, who assures you you're safe and that Nines is both alive and waiting inside. Inside, you'll also be stopped by Damsel, who will playfully banter with you a bit before letting you into Nines' room. He'll be waiting inside with the werewolf's head as a trophy sitting on his bed, and though injured, is perfectly alive and well. Before sending you on the two final missions, he'll even comment that he'd have joined you in ripping Ming Xiao and LaCroix a new one if he wasn't so banged up already, and is notably the only sideable faction leader to do so. Needless to say, it's pretty heartwarming and really makes the player feel like they've found a group of decent friends and allies they can actually trust.

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