– Bloodlines 2 Developers On 'Claiming The Vampire Fantasy'

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– Bloodlines 2 Developers On 'Claiming The Vampire Fantasy'
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Developers discuss Vampire: The Masquerade – Bloodlines 2.

Vampire: The Masquerade – Bloodlines 2 has made more progress than ever over the past few years following a somewhat rocky development process. The Paradox Interactive sequel to the 2004 title recently changed hands on the developer side, forming a partnership with The Chinese Room in 2021. Since then the title has made great strides, and plans to innovate the vampire experience to new heights when it releases next year.

Sean Greaney: I think it's the right question, but it's a really tough question. I'm on the Paradox Interactive side, so the publisher and the IP holder. I'm the vice president for World of Darkness across all of our World of Darkness projects with a particular focus on this one. I think that the similarity is what Alex is saying. I mean, the thing that - among the many things - that people love about Bloodlines one is the immersive side of it.

We're very much focusing on the world that is this parallel vampire world that is there hiding in plain sight. That's what you get to explore. I'm gonna go out to Seattle this afternoon and look at the locations that are the same ones that we have in the game, but the things that won't be there is that vampire lair, I won't be able to go into a bar and speak to a barman and then be a vampire - well, maybe I could.

I'm not sure how much you can reveal right now in general, but I would love to hear some about the different powers that players will be able to have in this game. I know you start as a Thin Blood, so you're not quite as powerful, but I assume that doesn't last forever. Alex Skidmore: Yeah, so when we were looking at the class, we were looking at the sort of play styles that people would want to have, right? Do you want to be a sort of high-action play style who rely more on their skills with a controller or do you want to be a more strategic vampire that stalks their prey and et cetera? So we try to offer all these different play styles through the clans to allow audiences to come in and go, "This is the way I like to play in these kind of games.

As you mentioned, Alex, The Chinese Room started on this project in 2021. I would love to hear just a little bit about the prompt for a shift in developer and what made this partnership really the right fit for the project? There's also the studio art director John McCormack, he also worked on the Fable games with me, so you've got a bit of Lionhead and Fable DNA in there.

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