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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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Okay, so they're not the majority of Paradox consumers and they don't actually represent anything. Just 5 people complaining for the sake of complaining. That's the confession I was looking for, thank you!

All I've done is ask you to post evidence for your sources. In response to this, you call me incoherent while also claiming I'm being rude (impervious to irony?). Why can't you find any evidence for your claims? I'm asking you to post links that contain evidence for any of your claims. You keep refusing to do so and just insult me over and over and over again. What's the matter?

You're not going to watch it because it's evidence that you don't want to see, period. If you watch it, it hinders your ability to complain about the game.


So, let's just end this here. You couldn't find any evidence for your claims. You're just posting to get the last word in. Go for it.
It's not a confession, I literally stated in the original post that you're referring to that it was the majority opinion of those in this thread. If you did a better job reading, or simply calmed down before slamming down your angry reply on your keyboard, you would already know this.

Again, why do you need additional evidence to prove what your own evidence already proved? Just seems really strange.

And don't think I don't notice you ignoring the question you can't answer lol.
Why should the sales numbers put out by Beamdog and CD Projekt Red be considered trustworthy, but the sales numbers stated by Todd Howard should not?

Finally, I am going to watch it. And when have you seen me complain about this game? Stop confusing me with others. I've posted one negative comment in this entire sub-forum, where in the last dev diary I stated the following:

"I have to agree with many other comments here. With each DD I'm left asking how far along this game actually is. I know it has new a developer, but generally concept art DDs and generic write-ups of themes and ideas are what you'd expect from a game very early in development. Yet you did show a gameplay video already, which while still quite rough, would indicate that the game is much further along. I don't understand why you guys don't have more substance in these dev diaries."

I'm not here to complain about this game, I'm here to find out new info about a game I've been looking forward to and really want to be good.
 
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No, I'm saying that if you don't believe everything Todd Howard says, it's not true but if you are one of the very few people who thinks Todd Howard never lies (like the contrarian people who spent the last 6 months coming here to complain about BL2 based on nothing), then it's about to be not true. Take your pick!
Achievement Unlocked. False Dichotomy.

Todd Howard can lie about all sorts of things but still be correct about the sales figures. Or can be generally truthful and be incorrect.

In any case, it seems fairly reasonable that a 12 year old game that's been ported to basically every platform and still has close to 20k average players on Steam would have sold very well. Did it truly sell more than the Witcher 3? Who can say? We really only have the publisher's numbers for both, and by those metrics Skyrim is in the lead. I have no reason to believe that CDPR's numbers are any more or less accurate than Bethesda's.
 
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Regardless, this comparison is stupid because the fixed voiced protagonist of the Witcher is an established book series character with a built in following and a character the majority of gamers like to play. Fixed character pretty much only works if it has mass appeal like Geralt or Lara Croft, anything else is very likely to fail compared to your own character. Bloodlines has Phyre....a universallly hated character choice before the game has even launched who appeals to a very small fraction of players.

Also , the misinformation regarding swedish vactations. We get 5-6 weeks a year to distribute throughout the year and there is a very long tradition due to our poor weather to clump this into a single chunk in july-aug, especially if you have kids who get much longer vacations. TCR is based in Britain so this is a moot point.
 
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In other news we have the extent of the development teams layoffs for now which from linkedin & the discord is
  • Arone Le Bray, Bloodlines 2 narrative designer
  • Freddie Pitcher, a lighting artist whose work on Bloodlines 2 was featured in dev diary 13
  • Li Brady, Bloodlines 2 QA tester
  • Isobel Hine, a concept artist whose work was featured in dev diaries 13 and 14
We can assume this is the actual reason for the development diary's being paused for the month. And perhaps based on who gets the axe what is seen by the developers as being closer to a release state and needing less manpower dan pinbeck did insist he had done most of the story before he jumped ship.
 
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And perhaps based on who gets the axe what is seen by the developers as being closer to a release state and needing less manpower d
Maybe, but the context seems to be general layoffs within Sumo Digital. So not like necessarily directly connected to BL2 (who's going to 'narratively design' all the DLC now? ;) ).
 
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Fixed character pretty much only works if it has mass appeal like Geralt or Lara Croft, anything else is very likely to fail compared to your own character.
I'm not sure that's entirely true. How many people outside of Poland had ever heard of Geralt before the Witcher games came out? Lara Croft had her debut in her first game, so did Nathan Drake, Link, Sonic, Master Chief, etc. There's nothing inherently wrong with fixed characters. If Phyrre's debut is strong enough they could theoretically join that exalted pantheon and become the face of VtM (although I have my doubts that it will be).

In the case of BL2, folks were expecting custom characters because they were told it was happening by the previous devs. Then, when that was taken away people felt a bit betrayed. For some, this is a deal breaker but for others they don't really care as long as they can still do vampire things.
 
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I'm not sure that's entirely true. How many people outside of Poland had ever heard of Geralt before the Witcher games came out? Lara Croft had her debut in her first game, so did Nathan Drake, Link, Sonic, Master Chief, etc. There's nothing inherently wrong with fixed characters. If Phyrre's debut is strong enough they could theoretically join that exalted pantheon and become the face of VtM (although I have my doubts that it will be).

In the case of BL2, folks were expecting custom characters because they were told it was happening by the previous devs. Then, when that was taken away people felt a bit betrayed. For some, this is a deal breaker but for others they don't really care as long as they can still do vampire things.
I think you need to make a distinction between action-adventure games (where all your examples save Geralt lie) as opposed to action role-playing games. The distinctions are of course blurred, but in the former you wouldn't really see a character creator (and thus have a more narrative, story-driven experience as opposed to a player-driven one). And given that this is a sequel to a role-playing game, and not an action-adventure, the expectation is, well, expected.
 
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I think you need to make a distinction between action-adventure games (where all your examples save Geralt lie) as opposed to action role-playing games. The distinctions are of course blurred, but in the former you wouldn't really see a character creator (and thus have a more narrative, story-driven experience as opposed to a player-driven one). And given that this is a sequel to a role-playing game, and not an action-adventure, the expectation is, well, expected.
Fair enough. Some of the more recent Assassin's Creeds (Origins, Odyssey, Valhalla) come to mind and they have premade characters. I personally think that they tick the RPG boxes but I certainly wouldn't begrudge anyone who feels differently. Maybe Deus Ex and the original Fable?
 
Fair enough. Some of the more recent Assassin's Creeds (Origins, Odyssey, Valhalla) come to mind and they have premade characters. I personally think that they tick the RPG boxes but I certainly wouldn't begrudge anyone who feels differently. Maybe Deus Ex and the original Fable?
The problem is that RPG as a term means nothing truly which is why so many games with diverse designs can co exist under the same label C&C is an RTS but I'm still role playing as kanes chosen general through my experience of the game.

BL1 was a troika game they had there way of doing things and we loved it the more BL2 deviates from its design the less of a successor it feels like. Kind of like the ship of thesus at what point in changing the parts this cease to be a continuation "sequel" but in name only as if blizzard decided to release warcraft rumble as WC4 they are both RTS but entirely different experiences and like dragons age once it changes people fear they won't ever get anything like what they loved again "Origins"

So even though you can argue the merits of a way of doing things over the other in the end TCR didn't even try to follow the blueprints of bloodlines 1 as an experience and that is what a lot of people were here for.
 
The problem is that RPG as a term means nothing truly which is why so many games with diverse designs can co exist under the same label C&C is an RTS but I'm still role playing as kanes chosen general through my experience of the game.

BL1 was a troika game they had there way of doing things and we loved it the more BL2 deviates from its design the less of a successor it feels like. Kind of like the ship of thesus at what point in changing the parts this cease to be a continuation "sequel" but in name only as if blizzard decided to release warcraft rumble as WC4 they are both RTS but entirely different experiences and like dragons age once it changes people fear they won't ever get anything like what they loved again "Origins"

So even though you can argue the merits of a way of doing things over the other in the end TCR didn't even try to follow the blueprints of bloodlines 1 as an experience and that is what a lot of people were here for.
Genres in general are fairly loose. Attempting to strictly define them is a fool's errand but, like the wise Potter Stewart said "I know it when I see it"

To be clear, I'm mostly playing Devil's Advocate. I never played the original but after seeing some let's plays I was interested in the sequel. Taken as it's own thing, BL2 looks to be a quintessential example of a "meh" game. It'll probably run fine, the graphics will be ok, and the plot will be serviceable. But you most likely won't be raving about it to your friends or co-workers and if anyone asks whether it was good you'll give a resounding "meh, it was fine, I guess".

Which is whatever, there's a place in the world for games that are "just ok". But as the sequel to a cult classic that people have been waiting 20 years for, "just ok" might as well be "why did you even bother?" To say nothing of any comparisons to the original (which again, I never played so I won't comment on).
 
From all the dev diaries images and videos, i get the impression the studio wanted to make a cyberpunk game but were forced to make a vampire masquerade game. We even have a worse version of Johnny Silverhand.
 
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The disrespect for Bloodlines 1 is super weird. I remember playing it through twice and being amazed at how differently fights and dialogue went with different options - in one case there was a fight with gangsters that for one vampire was all about slowing everyone down to a crawl and walking up and executing them, whereas with another it was about mind-controlling everyone to kill each other. And certainly disciplines opened up a lot of dialogue options not present for other vampires.
 
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Is it me or are the character designs among the worst ever?
Especially grating since environments are actually looking good.
… and even stranger since the character designs we have seen in the VTM 2 prior to developer change were actually mostly great!
 
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… and even stranger since the character designs we have seen in the VTM 2 prior to developer change were actually mostly great!
I agree ... that is strange.
Especialy when you concider how often they are just exactly same models ... just upscaled for newer engine.
 
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It's sad but this is looking more and more like an Assasins Creed with fangs.

Predefined paths with less freedom to choose than expected, the freedom to create the character compared to the previous one has completely disappeared. I hope I'm wrong but it doesn't look good.

The character design is... in my opinion a little disappointing, based on the teasers, for example a self-proclaimed "keeper of secrets" who is afraid and does not seem to dare to lie... while Silverhand speaks directly to you to the mind.

And worst of all, no Tzimisce in sight :(

On the other hand, art looks fine.
 
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