For centuries the classic Vampire has been a staple of the occult and monster folklore all over the world. With each culture essentially gaining or crafting their own take on the blood-sucking fiend, it's difficult to really imagine how any given piece of media will portray the ever-evolving beast.
For Dontnod, they ran into this issue head-first. Understanding that the idea of a vampire has changed drastically in just the last few decades alone, they had to identify and pluck each value of the monster they'd like to represent in their upcoming RPG - Vampyr.
Speaking to TJ Denzer over the course of E3 last month, Lead Level Designer Florent Guillaume touched on which key elements of Vampire folklore made for the balance needed in an RPG all about the good and bad morale choices plaguing a curious Doctor who's been infected with the Vampiric curse. Taking place in 1918 shortly after World War 1, or playable Doctor-turned-Vampire wrestles whether to nurture his new instincts or continue helping a city being ravished by the Spanish Flu - all the while working on a cure for his own affliction.
Being an open-world game, there are still restrictions imposed by your problematic state of being. "There is a very old rule in vampire lore that states a vampire cannot enter a home without first being invited in by that home’s residents." explained Guillaume; "So Reed can’t just barge into a house. The rules of his curse forbid it" But there are ways around this age-old rule. "... charm allows you to manipulate any citizen whose will is too weak to resist and that’s one of the ways you can gain entrance to their homes. If you can learn the secrets of people, you’ll have more power over them.".
So while you may not be the bizaare hopping, pure-white vampires of Chinese folklore, you are bound by some of the rules and skills imposed on the mythical race over the years. Strength is still a focal point and getting around the city with agile pouncing is key. No mention of sunlight, though!