they gain money, which can be used to buy cars with different speed, acceleration, and handling statistics; the player can also tune their car throughout the game. In Out for Blood, the player can choose to ally with one vampiric side, try to play the sides against each other, or fight against both. Depending on player choices, the protagonist can become a vampire. In Parliament of Knives, the player has to watch out for other vampires who are trying to gain power; in doing so they can choose to support or betray their character's sire, ally with another vampire faction, work independently, or sabotage local politics. Synopsis Night Road follows an elite Camarilla courier driving across the Southwestern United States to deliver vampire elders' secrets, meeting several vampires of different clan and social status in the process. The courier is based in Tucson, Arizona, and visits cities including Fort Worth, Dallas, and Phoenix, as well as desert ruins and an abandoned research facility used by the vampire clan Tremere in the 1970s. The story has four main endings. Out for Blood follows a suburban vampire hunter, who tries to protect their town from the hundred-year-old vampire Chastain, and gets drawn into a feud between her and younger vampires. Parliament of Knives follows a vampire in Ottawa, Canada following a coup that has destabilized local vampire politics: the Ottawa Camarilla's prince is missing, and his second-in-command, the protagonist's sire, is suspected. Sins of the Sires follows a vampire in Athens, Greece, where the ancient vampire Aristovoros plans to subjugate humans and rule over them as a god. Development The games are developed by Choice of Games in collaboration with Paradox Interactive, the owner of the World of Darkness series, and are based on the fifth edition of the tabletop role-playing game Vampire: The Masquerade. They are edited by Jason Stevan Hill, and are written by Kyle Marquis (Night Road), Jim Dattilo (Out for Blood), Jeffrey Dean (Parliament of Knives), and Natalia Theodoridou (Sins of the Sires). The project, one of many World of Darkness video game adaptations at the time, began after Paradox Interactive brought management of the series in-house and expressed a desire to license it out, after which Hill reached out to them; he considered the tabletop games and the Storyteller System they are built upon to match up with Choice of Games' design philosophy of stories enhanced by