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Become the Ultimate Vampire!

Vampire: The Masquerade - Bloodlines 2 is now available for pre-order, DRM-free.

Written by the creative mind behind the original Bloodlines, Vampire: The Masquerade - Bloodlines 2 brings the ambitions of the first to life and sees the return of a few fan favorite characters.

Immerse yourself in the World of Darkness and live out your vampire fantasy in a city filled with intriguing characters that react to your choices. You and your unique disciplines are a weapon in our forward-driving, fast-moving, melee-focussed combat system. Your power will grow as you advance, but remember to uphold the Masquerade and guard your humanity... or face the consequences.
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Cadaver747: How is Fall 2024 (planned release window) a bad timing? How many cool games are scheduled for the next year anyway?
I guess Geromino assumed it was this fall.
But as for 2024 releases, depends on your interests I guess... Ara: History Untold, Ark 2, Avowed, Frostpunk 2, Greedfall 2, Homeworld 3, Songs of Conquest, Star Wars Outlaws?
Could go anywhere. It's not like it was gameplay that made the original famous. As long as the atmosphere, story, and characters are spot on, this dev choice might turn out great. This is one of those rare cases where gameplay is not really in the top spot of the ladder of importance. And let's be real here, you would have to try really hard to make a combat system worse than in the first Bloodlines.
Post edited September 03, 2023 by idbeholdME
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idbeholdME: Could go anywhere. It's not like it was gameplay that made the original famous. As long as the atmosphere, story, and characters are spot on, this dev choice might turn out great. This is one of those rare cases where gameplay is not really in the top spot of the ladder of importance. And let's be real here, you would have to try really hard to make a combat system worse than in the first Bloodlines.
Eh, there have been worse. But yes, was quite bad, and also yes, it didn't matter.
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Cavalary: But as for 2024 releases, depends on your interests I guess... Ara: History Untold, Ark 2, Avowed, Frostpunk 2, Greedfall 2, Homeworld 3, Songs of Conquest, Star Wars Outlaws?
Ah, yes, Black Myth: Wukong and Crimson Desert picked my interest. Everything else, except for Homeworld 3 and Songs of Conquest (which I bought already and it's partially complete), is a hard "no" in my case.
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idbeholdME: ...you would have to try really hard to make a combat system worse than in the first Bloodlines.
Starfield nailed it.
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Geromino: Bad, bad timing.

The earliest and that requires some miracles would be mid November that I might have the time to play this. That would be my usual three months that games capture me. And BG3 has excellent chances to capture me for longer.
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Cadaver747: How is Fall 2024 (planned release window) a bad timing? How many cool games are scheduled for the next year anyway?
I simply didnt realize this was a necro thread.
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Swedrami: https://www.paradoxinteractive.com/games/vampire-the-masquerade-bloodlines-2/about
[...]
You are the Monster
[...]
A World of Darkness
[...]
Clans

Between today and the end of 2023, we will reveal all playable clans [...]
Gameplay

We will be back with a full-length gameplay video in January, 2024.

Launch

Vampire: The Masquerade - Bloodlines 2 will release Fall 2024. [...]
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Swedrami: https://www.pcgamer.com/vampire-the-masquerade-bloodlines-2-has-been-quietly-rebuilt-by-dear-esther-developer-the-chinese-room-with-different-gameplay-mechanics-and-rpg-systems/
[...]
Bloodlines 2 will now star an "Elder" vampire awoken from an indeterminate torpor [...] and going off old Vampire: The Masquerade rules, you get Elder status after 300 years of undeath. [...]

Skidmore seems keen on striking a balance between having this ancient be an established character, and letting the player sketch out their vamp of choice: "You have enough that you can fill in the character a bit as you go and roleplay, but they're also an established thing that you understand as aspirational.""
Why, that sounds to me like an improvement over the original concept for VtMB2.

But again this weird focus on politics.

I basically want to make a character and go on quests.
So a dev specialized on ultra-linear walking simulator, and not even good ones at that, chosen as a developer for what was supposed to be a complex multi-paths branching Action-RPG... yeah not gonna lie it's not exactly a news that inspire confidence.

But then again I lost all hope in this project ending up being good a very long time ago and we expecting it to end up being cancelled.
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idbeholdME: ...you would have to try really hard to make a combat system worse than in the first Bloodlines.
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Cadaver747: Starfield nailed it.
Good point :P

The ridiculously anemic gunplay is a solid contender.
https://www.paradoxinteractive.com/games/vampire-the-masquerade-bloodlines-2/news/welcome-to-the-chinese-room

"Making Bloodlines 2

A look at TCR's portfolio shows believability is the basis for any of our game worlds, allowing greater immersion. Vampire: The Masquerade’s origins as a TTRPG and broad transmedia portfolio gave us this foundation of believability from the get-go. We love how it lets you express your monster in a world full of supernatural secrets. That just fits our style of storytelling. Bloodlines 2 asks us to believe that blood-sucking monsters could inhabit our world, that you are one of them and how would you deal with that world while navigating the darkness within. Bloodlines 2 is designed with a balance of roleplaying game and adventure story. A compelling and rich plot you’d expect from an adventure game, but with RPG agency allowing you to act out your vampire fantasy.

https://images.ctfassets.net/u73tyf0fa8v1/6xIbJmpbnuGFOsBNg9KDPR/970e1ee95b355411cd2d484471c68874/Winter_Streets.jpg
The city of Seattle will open up lots of opportunities.

Throughout development, we’ve been regulars in Stockholm at World of Darkness HQ to discuss and align the opportunities for stories, characters, gameplay and crossovers that this IP gives us as creators and fans. We’re thrilled to bring World of Darkness off the page and character sheets and into an Action-RPG video game.

Bloodlines 2 Announcement Trailer

Feel Like a Vampire

While making decisions about Bloodlines 2, one constant reference is our first game pillar: “Feel like a Vampire”. Everything you do in this game should make you feel like a predator of the night.

In video games, we often get to be a mighty hero fighting against the darkness. Vampires, especially as playable characters, are underrepresented. We’re building the game around the experience of doing things only a Kindred can. With non-combat gameplay, we found early on we were doing the RPG tropes: find a keycard to open a door, turn on a generator to restore power to a lift. We put in a rule that the non-combat gameplay should be about something only a vampire could do; keep it aspirational.

When we were exploring combat, it started off playing like Dishonored (which we love), but that didn’t feel right for a vampire: players were very cautious and afraid of the enemies they encountered. To us, a Kindred should stalk its prey and strike fearlessly like a predator. We want to build an action experience where players feel confident, almost trolling the enemies with their disciplines. Testers use the phrase “playing with your food,” which we love and illustrates how we think a Vampire: The Masquerade ARPG should feel has come up in playthroughs.

https://images.ctfassets.net/u73tyf0fa8v1/3IfjVIu1EqaF50lBOQ6Aer/5882c94b2e45073848d0e0e9db8f35e9/DD1_Ryong_Still.png
The look of a powerful vampire.

Most action games offer a power fantasy; I like to call ours a confidence fantasy. When you have a supernatural edge and immortality to back you up, there should be a sense of “I know what is going on and, I can control this situation.” We want to give you the tools to do that in combat, conversations, or travelling across the city. When they come together, you should be immersed in the feeling of being a Vampire.

We have two more game pillars. “Visceral, Immersive Combat” and “Exploring the World of Darkness”. We’ll explore these in-depth later down the line.

We look forward to telling you more. Until then, good night!

Alex Skidmore, Studio Design Director

What’s next?

We’re all working hard to make this game amazing because we love Vampire: The Masquerade and the chance to tell impactful stories. We know you’ve been waiting a while, so we’re dedicated to honesty and keeping you informed. Together with Paradox, we will give you as much info about the game as we can without spoilers and always tell you when the next update will happen and what it will be about.

Our next Dev Diary will be about the “Narrative Themes and Atmosphere.” You will learn more about our Neo-Noir thriller story and how the World of Darkness threatens to spill over into the mortal world… In just two weeks (or 5 days rather)!"
Games with a cluster**** development like this usually don't turn out well.
https://www.paradoxinteractive.com/games/vampire-the-masquerade-bloodlines-2/news/narrative-atmosphere-and-themes

"I'm Sarah Longthorne, Senior Narrative Designer and Writer. Today, we're discussing the narrative in Bloodlines 2 from a sky-high perspective. What are the conflicts and challenges in Seattle's Court and, how will they affect you?

Samson In Chains

The story of Vampire the Masquerade: Bloodlines 2 is, at its cold, unbeating heart, about control: the amount and kind of control you have over others, the control they exert over you in turn, and the control you lose—and slowly regain—over yourself… and your fate.

You wake trapped in Seattle, the full extent of your power artificially suppressed—diminished to a mere pawn, to be used and exploited. After all, what are others if not our most disposable assets?

And what better asset than a leashed and muzzled Elder?

Our main NPC characters like Lou, Ryong, and Tolly all have their own agenda that your involvement could greatly advance.

It might not be in your best interest to bite every hand that seeks to bring you to heel, but to pick and choose, to play along—to bide your time. Or not. That much, darling, is down to you.

Neo-Noir

Neo-Noir blurs the lines of morality and explores themes like revenge, paranoia, alienation. All of which perfectly encapsulate a Kindred’s existence, especially when you consider that neo-noir stories are often driven by nihilistic, morally gray antiheroes. Hello, Kindred!

https://images.ctfassets.net/u73tyf0fa8v1/1RiDPkTiJZ0AqtXe7LIwoa/dd4e529a0ef09c4408b5deafecd03dbb/Bloodlines-2-dev-diary-2-1.jpg
We love Tolly. There is nothing sinister about this man.

We focus on character, who knows what and who has the power in any given situation, and how the player can use that to their advantage. No one in Bloodlines 2 knows everything about everything, as much as they might pretend. So, how the player navigates these alliances and goes about learning new information makes the player feel like they are investigating a complex web of lies. We try to ensure that the player feels in control of the information that they know, who they share those secrets with, and why.

What happens to an Elder?

One of our early design decisions was to make the player character into an Elder Kindred. This was interesting to us because it means that we can play with how this established vampire knows things about being a Kindred already and how we can create gaps to let the player learn this type of information firsthand. Balancing the opportunity and the history it entails with the desire to allow players to still roleplay and make the character their own. It was extremely challenging but fun!

https://images.ctfassets.net/u73tyf0fa8v1/7DSBkb4E3w0Y8JgxvlKPxF/240d9b7304cf00750742370be9c0087d/Bloodlines-2-dev-diary-2-2.jpg

Kindred do not relate to each other the way that we do, especially extremely old Kindred, like our protagonist. They don’t have ‘friends’, for instance – everything is about power and possession, which are the antithesis of any genuine connection. It’s a challenge to try and disconnect from how we might view a thing and step into that mindset in order to properly represent it. You have to lean first on making that character interesting to learn about and spend time with – you cannot expect players to initially identify with them, or maybe even like them. It takes finesse to balance that, to zoom out and find the broader, more universal entry points that might encourage players to feel like they can identify with that character.

https://images.ctfassets.net/u73tyf0fa8v1/3lgmZ9XbNfzPvjAcJ0fO57/0b428204f1b75f01f33bb6b3788a4267/image-671.jpg

Humanity is something distant, so what does that make humans to you? Centuries of existence can be tough on a person who can only feed on others. Are they just something to be consumed, or is it possible to have trust and kinship? Is everyone just a chess piece or a trophy?

All these questions and more are what we’re asking about your character and the NPCs that star in Bloodlines 2.

We’ll see you back in two weeks for our next Dev Diary when we’ll explore the Neo-Noir art style."
https://www.paradoxinteractive.com/games/vampire-the-masquerade-bloodlines-2/news/neo-noir-art-style

"I’m Ben Matthews. My job is Associate Art Director on Bloodlines 2.

A couple of weeks ago Sarah talked about the narrative themes of Neo-Noir and how it fits into our game and now I’m here to give you the artist’s perspective.

What is Neo-Noir?

Neo-Noir is a revival movement of Film Noir from the mid 20th century. Artists focus on modern day cities, painting them in bright neon lights and deep shadows. It’s very moody and evokes places that harbour sinister characters. Think Blade Runner or John Wick. Subversive, Dark, and Threatening, are all Neo-Noir conventions we’re focusing on for our game. VtM is all of these tones and so naturally it worked hand in hand when it came to creating the seedy underbelly of our Seattle. From Locations to Characters our vision is about showing a side of Seattle at night that goes deeper than what you see on the surface. Whether it’s dark-cornered alleyways to roam or interiors that host Machiavellian politics behind closed doors. Neo-Noir puts atmosphere and contrast at the centre of its palette and that’s something that works perfectly with our Vampire fantasy and ultimately Bloodlines 2.

https://images.ctfassets.net/u73tyf0fa8v1/1huHXPDd66HEb6R4x2TRhZ/816b5ef2c4579db50edbba4ae2631530/Haven_1.png
https://images.ctfassets.net/u73tyf0fa8v1/4D6gC6viGZ4tv0xaKna9eE/1ea4b7f3630587517993c8290b0483eb/Haven_4.png
The haven of a vampire can be a good insight into their mind.

The World of Shadow VS the World of Light

As an Elder thrust into a modern and unfamiliar world we’re playing on all of the visual elements of Neo-Noir to paint a picture of Seattle through the eyes of our Vampire. Contrast is very important to this visual identity in lots of different ways. A classic of Neo-Noir is light and dark. We use this to split the world into two. Vampires inhabit the dark, it’s a place you need to use for safety but dark places feel more dead because of this. The darkness becomes the place where we feel the most secure, the most in tune with the world around us.

https://images.ctfassets.net/u73tyf0fa8v1/3pnJOaslViFjFUtxSIhH9z/de94111ee3991ea890ea26f89dcb7587/Haven_5.png

You need to be able to see where you’re going even in the dark so that’s why we’ve used a very cold colour pallet for these places. That lets us use warm colours to add life to the rest of the world that’s lit up. Humans live in the light and because you need to maintain the Masquerade, that makes the light more dangerous for you. Whether it’s delving into the depths of Seattle's nightlife or stalking your prey for the next feed, leaving the darkness and entering the light, warm human world should be a calculated risk but one we ultimately need to take. Vampire senses are stronger than a mortal person’s so we have very a vibrant style juxtaposed between the dead Vampire world and the dangerous, energetic human world. All of these elements are accentuated in Neo-Noir’s unique use of colour and tone; the changes between light and dark have always been sudden and stark.

https://images.ctfassets.net/u73tyf0fa8v1/43ikqfRLYn5KAoDgQlZ1lw/baf1aee330a8d07d5483855fe83f717b/Haven_6.png

No Neo-Noir world would be complete without an eclectic mix of miscreants and personalities. The characters we meet throughout the game themselves have of course also taken a lot of influence from Neo-Noir aesthetics, each having their own visually striking home in Seattle creating a world of vibrancy and contrast.

https://images.ctfassets.net/u73tyf0fa8v1/2i15P3ftducLEzlZqWZHqE/04d05aaa9aa15aba2e764f5b3c211b97/Haven_2.png

Seattle by Night

It’s not a 1:1 scale replica but we’ve created our Seattle by spending a lot of time researching with Google Earth, maps and real life visits. We haven’t taken things verbatim but we have tried to capture the soul of the city and give it a Vampire Skew. The focus is on creating a world that lives in between the living world. Dark places just outside of the streets and high rises of the living world. We also looked at other American cities like New York and San Francisco. References on alleyways, pipes and fire escapes have helped us make it feel lived-in.

Snow is a big feature of the city’s look. It organically changes the shapes and feel of streets, rooftops and buildings. It fills the air around you to create a beautiful mood. Noir is famous for its rain but we love the look of how it covers everything.

Inspirations

We’re always learning about art of every type. Movies, books, fine art and even dance have given us inspiration. Neo-Noir Photography and Cinema visuals have been big influences. Whether it’s Nicolas Miller’s eerie elemental cityscapes or the visions of cultures hidden in plain sight in movies like John Wick and the works of Nicolas Winding Refn. We’ve worked hard on painting a picture of a dark, otherworldly underbelly hidden in the recesses of modern Seattle. Nicolas Miller’s work focuses a lot on the environmental atmosphere and the effect weather can have on people to make impactful images. We’re leveraging UE5’s atmospherics in the same way, creating dense scenes thick with warm glows and cold spotlights. Snow and fog play a large part of that in our Seattle helping to create layers of texture and visual storytelling.

Next Dev Diary is in two weeks! We will be talking about creating concept art."
I completely expect this game to be a total shit show.
I wish since TCR this game would get a different name, so this could stand on its own.

I get it, though - Paradox and TCR probably want sales, so they're just going to stick the Bloodlines name on what they're doing here.

But at this point, it might be best for this sequel of sorts (Bloodlines 2) to be sub-titled something else other than Bloodlines, since the original is a beloved Cult Classic...and good luck trying to measure up to that kind of greatness.

Yes, keep the VTM part and all - but Redemption and Bloodlines have different names and whatnot...TCR could probably use that here.

I wish TCR the best here, but....man, this is gonna be tough & likely almost impossible to live up to OG Bloodlines by Troika.
Post edited October 19, 2023 by MysterD