After the closure of original developers Troika, a long-awaited sequel announcement, delays and layoffs at Hardsuit, a secret change of studio (which led to further layoffs at Hardsuit), preorder refunds and the belated reveal that a developer best known for (very good) non-combat narrative experiences would be taking the reins, the only thing I really want to hear about Vampire: The Masquerade Bloodlines 2 is that it’s definitely, absolutely going to reach the finish line. There are actual vampires that come back from the dead less often. But I'm piqued nonetheless by Chinese Room studio design director Alex Skidmore’s thoughts on how this Seattle-set World of Darkness action-RPG adaptation will differentiate itself from other games in the genre, and especially, how it will put its vampiric premise to use.
“While making decisions about Bloodlines 2, one constant reference is our first game pillar: “Feel like a Vampire”,” Skidmore comments in a new Paradox Interactive dev diary. “Everything you do in this game should make you feel like a predator of the night.”
In case you’re wondering, The Chinese Room’s other two pillars are “Visceral, Immersive Combat” and “Exploring the World of Darkness”. Quick aside to any PRs reading: the next time I visit a developer’s offices, can you please take me to the room where they keep all of the pillars? I’m picturing a Legacy of Kain-style audience chamber with the banners of different programmer and designer clans dangling from the rafters. But I digress.
“In video games, we often get to be a mighty hero fighting against the darkness,” Skidmore continues. “Vampires, especially as playable characters, are underrepresented. We’re building the game around the experience of doing
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