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Developer Diary #14: What are we up to? Part 2.

As summer approaches we wanted to fill you in on a few processes and reflections our team is grappling with. So much going on right now!

Audio
“One aspect I’ve been enjoying about working on Bloodlines 2 from an audio perspective was imagining how a vampire perceives the world around them. A favourite moment of mine was weaving past moments into the soundscape as if we could hear the past itself. While it might sound a bit corny, I enjoyed playing with the idea of being an ancient being capable of sensing beyond their own time. In an abstract way, it added a supernatural feeling to the game rather than just providing linear sound design for the visual world.
I also really enjoyed how the entire audio team were so dedicated into carving out this unique sounding character and world together. We would always present work, give critiques and just refine as much as possible. I am certain Bloodlines 2 will have a truly unique sound when it releases, thanks to the extraordinary efforts of the audio team.”

- The Chinese Room’s Sound Designer Corry Young

Concept Art
Nix

“Here are some experimentations of Nix whom you'll meet in the underground. Although more integrated to the human side of civilisation, we wanted to maintain some of the animalistic feral nature hallmark to the Gangrel clan in her design.”

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- The Chinese Room’s Junior Concept Artist Isobel Hine

Pioneer Square Concepts
“In these concepts we were exploring the look and feel of the Pioneer Square section of the city. We were tasked with making sure this area of the city feels cold, atmospheric and is bathed in neon light. One of the main focuses of our art direction is making sure we’re always leaning into this neo-noir look for our world, a high contrast visual identity that is brooding and moody. Additionally, we were tasked with putting together several shopfront ideas that could appear throughout this area of the city.”

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- The Chinese Room’s Art Director John McCormack and Lead Concept Artist Michele Nucera
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- The Chinese Room’s Senior Concept Artist Jordan Grimmer and Lead Concept Artist Michele Nucera
Financial District Concepts
“Like above, we were also briefed with exploring the look of the financial area of our city. With this we wanted to go in a very different direction, leaning heavily on a more cyan colour palette with high, glass front buildings. We wanted to make sure every area of Seattle feels distinct and instantly recognizable.”


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- The Chinese Room’s Lead Concept Artist Michele Nucera
Code / Programming
“Time for an update from code. The team have been working hard on getting the city experience working well. We have been putting the MassAI framework of Unreal 5 through its paces, it’s a new system for simulating crowds and we’ve used it for the pedestrian simulation in our rendition of the streets of Seattle. By leveraging the smart object system, we've created interactive elements for pedestrians, such as cash machines and park benches.

But, the crowds also need to chatter as we can’t have everyone walk around in complete silence. We’ve extended our banter system to allow groups of pedestrians and enemy NPCs to talk to each other, enabling general contextual chat about the world and reactions to you as you complete the missions.
We’ve also been extending the combat system to allow many NPCs to fight, and for pedestrians to fight too with a just-in-time switch from the MassAI system to regular instanced characters, and we’ve made them able to fight each other when the circumstances are right – it’s very entertaining.
Other than that we’ve been working hard on optimising the game to run on consoles and keeping the framerate solid on PCs, and the memory footprint small.”
- The Chinese Room’s Technical Director Nick Slaven

Design
“For my Quests, I like to lean into the protagonist's nature as an outsider in a foreign land. Seattle may at first seem inconsequential to an Elder Vampire but, powerful as you are, you're still at the bottom of the ladder. Phyre must quickly react to a Kindred power structure in chaos and the early missions in the city reflect this.

Rejection by those in power would mean certain befalling, and so Phyre must prove their worthiness to Seattle's elite. Many of my quests follow this thread of pressure being applied to our protagonist. For players to run the gauntlet through Seattle, deciding which relationships to nurture and which to break.

Seattle is frozen in time under a blanket of snow, waiting for a new leader to emerge. Phyre is weakened and in need of both allies and answers. The weakest soldiers on the street, the Courts, and even the Cops will present challenges for players to navigate, or maybe just straight-up punch in the mouth. Our more open areas present players with more of a choice in their approach to combat and we've taken great care in crafting slick traversal options that reinforce that. Can't wait to show you more!"

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- The Chinese Room’s Junior Level Designer Jack Goddard
“In the last Dev Diary, I mentioned how we build our levels to support the game’s awesome traversal system. This time, I’d like to dive deeper into this and some other key considerations when designing levels for Bloodlines 2.

Traversal Mechanics
Let's start with traversal. When designing our spaces, we consider numerous factors to allow you to make the most of your Kindred abilities. Many of our environments would have been built for humans in Seattle, but you are a powerful Vampire, and our spaces need to support this. We have created multiple paths, some that are accessible by humans and some of which are only accessible through using your unique movements, enhancing both gameplay variety and immersion. However, using these vampiric abilities can risk breaking the Masquerade, so these paths are designed to be used discreetly, ensuring you remain hidden from prying human eyes.

Space Purpose
The purpose of each space greatly influences its design. Are you likely to be fighting enemies here? If so, the area will look and feel vastly different from one meant for exploration or storytelling. Combat zones are crafted to support various playstyles, from stealth to brawling, and we sometimes design areas to encourage a particular approach to keep gameplay dynamic.

Narrative and Exploration
For spaces focused on story and exploration, our approach shifts. Here, the goal is to provide opportunities for discovery and to guide you towards interesting moments organically. These environments are meant to contrast with combat-heavy areas, offering a slower pace. These spaces invite you to linger and delve deeper into the lore of our world.

Balancing the Experience
Finally, while each space is carefully crafted to fulfill its specific role, we also ensure a balanced mix throughout the game. The interplay between fast-paced action areas and more serene, narrative-rich environments keeps the gameplay experience fresh and engaging.

In summary, our level design philosophy revolves around maximizing the potential of your Vampire abilities, tailoring spaces to their intended purpose, and maintaining a balanced and engaging pace throughout the game. We can’t wait for you to experience the world we’ve built in Bloodlines 2.”

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- The Chinese Room’s Level Designer Amy Lee
Production
“We are recording!
My role in Production supports the cinematics and interactive dialogue pipeline, collaborating with the Narrative team to deliver scripts to the VO studio and planning the workflow with the animation team. This involves a lot of spreadsheets, Miro boards, and multiple overlapping schedules. Despite the logistical challenges, it’s incredibly rewarding when recording starts and we see our nighttime Seattle residents come to unlife—sometimes in unexpected ways!'

A crucial step in the process is ensuring everyone involved understands the dialogue branches and character reactions to player choices, maintaining consistent performance across branches. Watching our VO Director and talented cast navigate these complex branches and deliver is truly inspiring.

I feel incredibly fortunate to see this process through. It's exactly why I joined TCR: to bring engaging narratives to life. I’m thrilled for everyone to interact with these wonderful characters.
I've experienced everything from laughter to shivers during some of the VO sessions, and I can’t wait for people to enjoy them just as much as I’ve enjoyed witnessing them.”

- The Chinese Room’s Producer Lee Clarke

We're taking a Summer break but will return with more Dev Diaries in August! Feel free to join us on Discord or follow us on socials! Bloodlines 2 Twitter, Bloodlines 2 Facebook & Instagram.
 
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Forgive me if I will be blunt, the game is expected to go on the market in a few months ("fall of 2024" as said in the faq) and It all looks like early/mid stage of development still (?)
the tone is always very vaque in these dev diaries, you keep showing locations and concept art and quotes from various devs/actors,
the only real thing we saw was a gameplay reveal which showed an action/narrative on-rails game with fallout 4 dialogues and cringe voice acting/animations
now there is going to be an hiatus until august...

just my opinion, i dont want to offend anyone working on the project, but the general hype is at the lowest and it seems to me that the team first has no confidence in this game beyond all the super ecxited quotes about things being great
 
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Forgive me if I will be blunt, the game is expected to go on the market in a few months ("fall of 2024" as said in the faq) and It all looks like early/mid stage of development still (?)
the tone is always very vaque in these dev diaries, you keep showing locations and concept art and quotes from various devs/actors,
the only real thing we saw was a gameplay reveal which showed an action/narrative on-rails game with fallout 4 dialogues and cringe voice acting/animations
now there is going to be an hiatus until august...

just my opinion, i dont want to offend anyone working on the project, but the general hype is at the lowest and it seems to me that the team first has no confidence in this game beyond all the super ecxited quotes about things being great
It's not "Fallout 4 dialogue." Fallout 4 did not invent the dialogue wheel. They copied it from very popular games like Mass Effect 2.

People complained about "walking simulators" so they showed off a combat video to prove it's not a walking simulator.

The developers are not going on vacation. The publishers are. This is the Paradox Interactive forum. You are speaking to the publishers.
 
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It's not "Fallout 4 dialogue." Fallout 4 did not invent the dialogue wheel. They copied it from very popular games like Mass Effect 2.
Weird thing to correct someone on and then say ME2 like there wasn't a dialogue wheel in ME1 as well. Also, I don't know if you're old enough to remember, but that design decision was pretty hated back then as well, as dumbing down of RPG systems often are by enthusiasts. I guess they increase sales (?) so corporations loves them. Hurrah for them I guess.

With that said, I gotta say this update was the first in a long while that actually added a crumb of hopium amidst the vaguery. The philosophy around traversal sounds genuinely pretty good. I just hope the same philosophy goes in to traversing dialogues and the games narrative in general, not just combat and exploration. It's also nice to again hear some hints of open areas and what might even be some hub locations.
 
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Can't wait to show you more!
Apparently you can wait to show us. Apparently you can wait all the way until August, just a month or two before the supposed release.

Why can't we be shown anything of substance? What kind of game is it that you're actually making? It's kind of amazing how the team only ever communicates in the absolute vaguest of terms and refuses to show anything but concept art that could have been made during pre-development.

Everything suggests that the actual game is years away.
 
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Weird thing to correct someone on and then say ME2 like there wasn't a dialogue wheel in ME1 as well. Also, I don't know if you're old enough to remember, but that design decision was pretty hated back then as well, as dumbing down of RPG systems often are by enthusiasts. I guess they increase sales (?) so corporations loves them. Hurrah for them I guess.
No, I said "gameS like Mass Effect 2," plural. As in there are many games. I don't know if you're old enough to remember but all of BioWare's best selling games use that dialogue wheel. If you think the wheel "dumbed down" anything, I think you should go back and look at it again. It's the same number of dialogue options and the only thing that is different is how the UI organizes them.
 
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Apparently you can wait to show us. Apparently you can wait all the way until August, just a month or two before the supposed release.

Why can't we be shown anything of substance? What kind of game is it that you're actually making? It's kind of amazing how the team only ever communicates in the absolute vaguest of terms and refuses to show anything but concept art that could have been made during pre-development.

Everything suggests that the actual game is years away.
Yeah, you have to wait a month because Sweden is a nice country and companies there take care of their employees instead of treating them like disposal robots. PDX employees get a month long vacation, twice a year. That's how it should be, everywhere.

If you don't like developer diaries with screenshots and walls of text, you must be really, really frustrated on this website because it's literally how Paradox markets all of its games.

The developer confirmed on Discord, just a few hours ago, that the game is still on track for a Fall, 2024 release.
 
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It's the same number of dialogue options and the only thing that is different is how the UI organizes them.
I don't really feel like having a discussion that was already so thoroughly worn out by 2007 so I will just assume that you have never played a RPG with more than 6 dialogue options and wish you a good evening.
 
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I don't really feel like having a discussion that was already so thoroughly worn out by 2007 so I will just assume that you have never played a RPG with more than 6 dialogue options and wish you a good evening.
Mass Effect 2 had as many 5 options on screen at once with the Investigation option that revealed as many as 5 more options (for a maximum total of 10).

Do have a good evening now.
 
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I don't know if you're old enough to remember but all of BioWare's best selling games use that dialogue wheel.
Well that's simply not true. Dragon Age: Origins, KOTOR, and Baldur's Gate 1 & 2 all sold more than DA 2 and the first Mass Effect, and none of them have the dialogue wheel. Of course, you could debate the term "best selling," but all four of the games I listed are in their top 10, and for a company that's developed around 24 games I think that's a good metric.
 
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Well that's simply not true. Dragon Age: Origins, KOTOR, and Baldur's Gate 1 & 2 all sold more than DA 2 and the first Mass Effect, and none of them have the dialogue wheel. Of course, you could debate the term "best selling," but all four of the games I listed are in their top 10, and for a company that's developed around 24 games I think that's a good metric.
None of those games are BioWare's best selling games.

BioWare's best selling games of all time are Dragon Age Inquisition and Mass Effect 3, both of which absolutely crushed all of those other games you listed in sales. Why would you even say this? lol
 
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None of those games are BioWare's best selling games.

BioWare's best selling game of all time is Dragon Age: Inquisition and it outsold Origins, KOTOR, and both Baldur's Gate games, COMBINED, several times over. Why would you even say this? lol
How are none of these Bioware's best selling games? They are all in the top ten of their games, and they've made a lot of games.

Most importantly, most everything you just said is wrong. Bioware's best selling game is not Inquisition, which sold 6 million copies, but Mass Effect 3, which sold 7 million copies. But both of those did have the dialogue wheel, and they are the top two Bioware games in sales. However, the combined sales of the best game (7 million) is not more than Origins (3.2 million), KOTOR (3.2 million), Baldur's Gate (3.5 million), and Baldur's Gate 2: Shadows Of Amn (3.5 million) combined, certainly not several times over, considering that combined they sold 13.4 million copies, which is actually more than both Inquisition and Mass Effect 3 COMBINED. So you're wrong about several things here.

Now, I made it clear that the term "best selling" is debatable, so perhaps you only want to consider the top 2 or 3 or whatever. In that case, yes you are correct that all of those games had dialogue wheels. Personally, I think it should be considered that gaming has only grown over the years, with an increasingly larger audience. And thus measures of success have changed as well. Baldur's Gate released in 1998, Baldur's Gate 2 in 2000, and KOTOR in 2003. They all released over a decade before Mass Effect 3, so the fact that each of them sold around half of what ME3 did is extremely significant for the time. In addition, Bioware continued to build its brand and reputation with each game release (until the recent ones of course), which also resulted in more fans. Regardless of whether you want to consider this or not, I still think that top 10 of their 24 games are fair to call the "best selling games."
 
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How are none of these Bioware's best selling games? They are all in the top ten of their games, and they've made a lot of games.

Most importantly, most everything you just said is wrong. Bioware's best selling game is not Inquisition, which sold 6 million copies, but Mass Effect 3, which sold 7 million copies. But both of those did have the dialogue wheel, and they are the top two Bioware games in sales. However, the combined sales of the best game (7 million) is not more than Origins (3.2 million), KOTOR (3.2 million), Baldur's Gate (3.5 million), and Baldur's Gate 2: Shadows Of Amn (3.5 million) combined, certainly not several times over, considering that combined they sold 13.4 million copies, which is actually more than both Inquisition and Mass Effect 3 COMBINED. So you're wrong about several things here.

Now, I made it clear that the term "best selling" is debatable, so perhaps you only want to consider the top 2 or 3 or whatever. In that case, yes you are correct that all of those games had dialogue wheels. Personally, I think it should be considered that gaming has only grown over the years, with an increasingly larger audience. And thus measures of success have changed as well. Baldur's Gate released in 1998, Baldur's Gate 2 in 2000, and KOTOR in 2003. They all released over a decade before Mass Effect 3, so the fact that each of them sold around half of what ME3 did is extremely significant for the time. In addition, Bioware continued to build its brand and reputation with each game release (until the recent ones of course), which also resulted in more fans. Regardless of whether you want to consider this or not, I still think that top 10 of their 24 games are fair to call the "best selling games."
BioWare's best selling games are the games that sold the most. Inqusition is one of BioWare's best selling games. KOTOR is not.

You're creating these arbitrary standards to pretend that Baldur's Gate 1 sold on the same levels as Mass Effect 3 when that is objectively false. I don't know who you are trying to gaslight here, exactly. I also think you should stop getting sales numbers from blog sites you found on google. For example, Baldur's Gate did not sell 3.5 million copies. https://www.newspapers.com/article/edmonton-journal/89325400/

You also forgot to mention that in the quarter following Baldur's Gate's release, Interplay posted a loss of $28,000,000 because the sales did not recoup the development costs. LOL

But all of this is just really lame excuses to avoid the fact that BioWare's best selling games are its "dialogue wheel" games. This is objectively true.

You know what other dialogue wheel game is going to make more money than the game that came before it? Bloodlines 2.
 
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None of those games are BioWare's best selling games.
But they are their best games.

("oh, but that's subjective!" I don't care.)

For example, Baldur's Gate did not sell 3.5 million copies. https://www.newspapers.com/article/edmonton-journal/89325400/
This source provided argues that Baldur's Gate (1998) sold 2.8 million, with Baldur's Gate Enchanced (2012) selling 1 on top of that. 2.8 + 1 = 3.8 million, so you're right. Even if you say, "but, well, the remaster doesn't count!" then those four games combined have sold 12.7 million copies, almost equivalent to the 13 million of DA:I and ME3 combined. You will of course notice that those four games were both released at least eight years before the two (so, you know, smaller market) and exist in genres much more niche than "action game with RPG elements." Clearly, then, people enjoy, and there is a market for, RPGs with deeper role-playing systems than surface-level choices regarding outfits and black-and-white dialogue. Why is this game, then, which does heavily rely on the word-of-mouth and online reputation the original has garnered for hype purposes, completely ignoring the things that made the original so good in the first place? Do you really think fans of janky, old-school aRPGs and/or tabletop games have a deep need to play yet another mess of an action "RP"G, a genre already so inundated and oversaturated with formulaic slop the cracks are clearly starting to show? Why are unconventional RPGs like Elden Ring winning GOTY and selling tens of millions of copies (almost double your two favorite games, btw)? Why are CRPGs making it back in a big way, after nearly two decades of sitting in the trashcan?

At the end of the day, though, overall sales don't matter, because neither you or I are a suit. But I am not seeing positive expectations for this game anywhere on the internet (except from around four people, including you), a truly sorry state of affairs. When the game comes out, you will certainly buy it; and I will remain reticent.
 
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BioWare's best selling games are the games that sold the most. Inqusition is one of BioWare's best selling games. KOTOR is not.

You're creating these arbitrary standards to pretend that Baldur's Gate 1 sold on the same levels as Mass Effect 3 when that is objectively false. I don't know who you are trying to gaslight here, exactly. I also think you should stop getting sales numbers from blog sites you found on google. For example, Baldur's Gate did not sell 3.5 million copies. https://www.newspapers.com/article/edmonton-journal/89325400/

You also forgot to mention that in the quarter following Baldur's Gate's release, Interplay posted a loss of $28,000,000 because the sales did not recoup the development costs. LOL

But all of this is just really lame excuses to avoid the fact that BioWare's best selling games are its "dialogue wheel" games. This is objectively true.

You know what other dialogue wheel game is going to make more money than the game that came before it? Bloodlines 2.
My standard wasn't arbitrary, it was quite precise actually. It was based on Bioware's top 10 selling games. I never said that Baldur's Gate 1 sold on the same levels of Mass Effect 3, in fact I stated exactly how much each of them sold, stop making things up. And your own source that you linked states that Baldur's Gate sold 2.8 million copies and it's from 9 years ago. And that's not including the Enhanced Edition, which your source states has sold 1 million copies, and again is from 9 years ago (it's still selling on Steam based on all the recent reviews). I also did not "forget to mention" the posting of a loss, as it's irrelevant to the discussion, which is about best selling games, not most profitable games.
 
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But they are their best games.

("oh, but that's subjective!" I don't care.)


This source provided argues that Baldur's Gate (1998) sold 2.8 million, with Baldur's Gate Enchanced (2012) selling 1 on top of that. 2.8 + 1 = 3.8 million, so you're right. Even if you say, "but, well, the remaster doesn't count!" then those four games combined have sold 12.7 million copies, almost equivalent to the 13 million of DA:I and ME3 combined. You will of course notice that those four games were both released at least eight years before the two (so, you know, smaller market) and exist in genres much more niche than "action game with RPG elements." Clearly, then, people enjoy, and there is a market for, RPGs with deeper role-playing systems than surface-level choices regarding outfits and black-and-white dialogue. Why is this game, then, which does heavily rely on the word-of-mouth and online reputation the original has garnered for hype purposes, completely ignoring the things that made the original so good in the first place? Do you really think fans of janky, old-school aRPGs and/or tabletop games have a deep need to play yet another mess of an action "RP"G, a genre already so inundated and oversaturated with formulaic slop the cracks are clearly starting to show? Why are unconventional RPGs like Elden Ring winning GOTY and selling tens of millions of copies (almost double your two favorite games, btw)? Why are CRPGs making it back in a big way, after nearly two decades of sitting in the trashcan?

At the end of the day, though, overall sales don't matter, because neither you or I are a suit. But I am not seeing positive expectations for this game anywhere on the internet (except from around four people, including you), a truly sorry state of affairs. When the game comes out, you will certainly buy it; and I will remain reticent.
If you're going to include Enhanced edition as sales of the original game, then I've got some interesting news for you. You also have to include sales of Mass Effect Legendary Edition as sales of Mass Effect 1, Mass Effect 2, and Mass Effect 3. You've increases the gap, not closed it. lol

Tell me what you think "made the original good" and I'll be happy to break down what Bloodlines 1 was actually like without nostalgia glasses on and I'll be happy to compare it to confirmed information we have on Bloodlines 2 showing that BL2 is doing more and doing it better. :)
 
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If you're going to include Enhanced edition as sales of the original game, then I've got some interesting news for you. You also have to include sales of Mass Effect Legendary Edition as sales of Mass Effect 1, Mass Effect 2, and Mass Effect 3. You've increases the gap, not closed it. lol
If you went ahead and read the next sentence, you would see my argument made without the enhanced edition's stats. Furthermore, as Praetorian44 notes, your article is from nine years ago.

Tell me what you think "made the original good" and I'll be happy to break down what Bloodlines 1 was actually like without nostalgia glasses on and I'll be happy to compare it to confirmed information we have on Bloodlines 2 showing that BL2 is doing more and doing it better. :)
Why? You seem to think you can change my mind; I certainly harbor no delusions of the reverse. I am judging this new game on its current merits, and will continue to do so - unfortunately I am not really seeing much good to that end. The presence of dialogue wheels, voiced main characters, frankly juvenile dialogue from NPCs, a lack of build diversity exchanged for pointless skill trees and an overemphasis on combat are not traits I want to see in a game that purports itself to be an RPG in 2024. Doing better than a rushed, buggy game from twenty years ago is not some herculean task. And even then, I still prefer the atmosphere then to the one we have now.

Of course this is an issue of expectation. I don't know what you want, but I want the vibes of a CRPG with a first-person twist. I am not getting that from this game. Then again, do feel free to tell me what VtMB2 is doing right in your eyes. We may have fundamentally different ideas on what makes an RPG click for us, so making vague points about "good" and "bad" come from positions so relativistic they are meaningless from an objective viewpoint.
 
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If you went ahead and read the next sentence, you would see my argument made without the enhanced edition's stats. Furthermore, as Praetorian44 notes, your article is from nine years ago.


Why? You seem to think you can change my mind; I certainly harbor no delusions of the reverse. I am judging this new game on its current merits, and will continue to do so - unfortunately I am not really seeing much good to that end. The presence of dialogue wheels, voiced main characters, frankly juvenile dialogue from NPCs, a lack of build diversity exchanged for pointless skill trees and an overemphasis on combat are not traits I want to see in a game that purports itself to be an RPG in 2024. Doing better than a rushed, buggy game from twenty years ago is not some herculean task. And even then, I still prefer the atmosphere then to the one we have now.

Of course this is an issue of expectation. I don't know what you want, but I want the vibes of a CRPG with a first-person twist. I am not getting that from this game. Then again, do feel free to tell me what VtMB2 is doing right in your eyes. We may have fundamentally different ideas on what makes an RPG click for us, so making vague points about "good" and "bad" come from positions so relativistic they are meaningless from an objective viewpoint.
No kidding the article is old. Baldur's Gate 1 is a very, very old game. Which newspapers are writing about Baldur's Gate 1 sales in 2024? The difference is that my article is a real source. It's not a blog article from a random guys who references nothing and exclusively writes click bait articles.

Dialogue wheels are a UI change. They do not add or remove dialogue. I proved that earlier on. Bloodlines 1 doesn't have a dialogue wheel and there are parts of that game where you literally only have 1 option to choose, several times in a row.

Juvenile NPC dialogue would be everything that comes out of the mouth of Heather Poe in BL1. She's written as a submissive sex kitten to appeal to 13 year old boys. She has zero character development and no personality outside of "you're such a good master, ^_^"

BL1's character sheet was so poorly designed that several of the skills lines are straight up useless. The vast, super majority of them are simply minor percentage increases to stats. That game had 11 disciplines and 7 of those are single power lines that also got mildly stronger as you levelled them up. Bloodlines 2 is actually making every skill do something different and consequential. Bloodlines 2 is actually using tabletop rules and allowing you to freely learn out-of-clan disciplines. Bloodlines 2 allows you to combine its skills to make unique combos.

Bloodlines 2 has a 20 minute long video where they talk about RPG features like how clans now have relationships with each other and your clan will change how characters react to you. If you act outside of your clan's stereotypes, characters react to that too. Almost like, you know, a living world. You can choose to reveal hidden information to others or keep that information hidden and the game will react to it over time as the plots of other characters play out. Here's a direct quote, even:

"In a social situation you might be trying to butter someone up. You might be trying to stomp someone into submission. You might be trying to play your cards, show your hand, or keep your hand close to your chest and it's all about strategy at the end of the game."

You know what this sounds like? Vampire: The Masquerade. You know what it doesn't sound like? Bloodlines 1 because that game only had a superficial resemblance to tabletop. Pretty much close to no choice you made in Bloodlines 1 had any consequences down the road. It was the illusion of choice and people forget that because nostalgia is a powerful drug.
 
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Did you use the wafd bank building in the buisness district (from before they added the starbucks) as your model for the bank concept art?

If so nice, I walk past that building sometimes and your bank felt recognizable to me.
 
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