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Developer Diary #18: Building Our Seattle

Welcome Kindred to another Bloodlines 2 Dev Diary from the team at The Chinese Room. In this diary, we want to give you some further insight into the choices we’ve made when building our version of Seattle (see Dev Diary 8 for my previous statements on building Seattle for The World of Darkness). Seattle is at the heart of the game, which you will return to again and again between quests or sometimes during them. It is the most human location in the game where you are vulnerable to being exposed as a vampire (aka breaching The Masquerade) resulting in swift and violent justice from the vampires of the Camarilla that rule the city. It is also a kind of vampire playground where you can feed on humans in order to restore your vampiric powers or just for the thrill of the hunt. We hope this diary gives you a taste of what you will experience when stalking the streets and rooftops of the Emerald City.
- Project Creative Director Alex Skidmore

dd18 weaver towerS.png

(Visit the Weaver Tower, a seat of power for the Camarilla Court.)

Building the player’s movement through Seattle, we really wanted to create traversal that interacted with The Masquerade and reinforced the vampiric experience. Phyre has some absurd movement from the get-go, being able to immensely fast, dash and glide through the air, and can move faster while still using discipline abilities later- but of course, do any of this on the streets without obfuscation and you’ll quickly find yourself breaching the masquerade.

dd18 the atriumS.png

(The Atrium club, where you will meet the enthralling Ysabella.)

Dark alleyways don’t just give you a quieter place to feed on prey, they also provide routes up to Seattle’s rooftops- up here there’s fewer prying eyes, so you can really let your capabilities loose, moving fast and leaping between buildings. The local Anarchs won’t be thrilled about you moving through their rooftop turf though, so it’s a dangerous place for the weak or uninitiated.

This means, there’s a choice to be made at any point between danger to the masquerade and danger to yourself! Finding yourself drawn to the kinds of places vampires would lurk is the goal of this arrangement. As you regain your powers as an elder, you’ll also be more capable of moving as you please- I’m really looking forward to seeing people master it!
- Senior Game Designer Max Bottomley

Since joining the Bloodlines 2 team, a key responsibility I’ve undertaken is bringing life to a key area of the game – our Seattle. 

dd18 the glacierS.png

(The Glacier Hotel is where you will find Lou Graham.)

Working closely with the Environment team, I wanted to make sure that as players explore the world it feels both alive and reactive to what they are doing. Players will discover a wide variety of people going about their daily (or nightly!) lives. We’ve crafted a personality for the city that compliments its unique setting, mood and layout. Time has been taken to map out city districts that favour different types of NPCs – you’ll be able to sit back and watch the world move on around you. 

When you walk round a corner you never know what you’ll find; maybe it’s a businessman arguing on his phone, or a graffiti artist improving the local artwork, it could be a car thief struggling to break into a car, or even a sex worker making good on their promise with a client.  

dd18 alleyS.png

(You might meet all sorts of people in the seedy underbelly of Seattle.)

We’ve been filling the world with characters that actually do things; taking breaks on seats, telling the police about crimes they’ve seen, or seeing the police chasing down a criminal. The world turns without you, it should feel like you’re just passing through – and as the player, you can interact or just sit back and watch! 

Working on this stuff and building out a believable world where bikers drink outside bars or start fights with you has been a hell of a lot of work, but I hope people will find it a fun place to explore.  

The city isn’t all combat, it’s also home to exploration and interactions with the inhabitants of Seattle. 

dd18 wtd cafeS.png

(Join Mrs. Thorn or perhaps run into Safia at Wake the Dead café.)

As with many other areas of the game a large part of what we wanted to give players was choice; some of that choice comes down to what conversations you’ll have with some of the NPCs and characters you’ll meet in the city. Use your Vampiric charms to seduce someone, proposition a sex worker, or flip off some angry bikers with a Brujah-approved hand gesture. 

The first time you try to flirt with a Sex Worker in the game and get turned down because your choice of clothing didn’t impress them will be an eye-opener! 
- Lead Game Designer Gavin Hood

Seattle plays a big part in our game, in both setting the tone of the game and providing an exciting and alluring space for players to explore and discover. Whether it’s the vibrant, ethereal world of  Nick Miller’s photography or the majesty of a real world American Metropolis like Seattle, it’s been really important for us to capture these moments and inject it uniquely into our take on a city inside the World of Darkness.

dd18 buildingS.png

(A view from the ground in our Seattle.)

One of the ways we’ve done this is to focus on making Seattle “feel” exaggerated, seen through the heightened reality of a 300 year old elder. Exaggerating building heights to make most untraversable, our phrase “Tree trunking”, has helped to do this both visually and viscerally. Unlike a superhero gliding over a City, we’re creating a world that forces you to be part of it. Running through alleyways or gliding across rooftops, you’re never above it or beneath but really part of it. You can’t beat the feeling of stalking on a victim along a ledge or a building precipice with a whole towering City above you. 
- Associate Art Director Ben Matthews

Heya fellow Kindred, I'm super stoked to give you a sneak peek of the Seattle you'll be sinking your fangs into in Bloodlines 2!

We’re bringing that gritty, atmospheric, and immersive vibe that made the original Bloodlines such a cult classic into our version of Seattle, making sure every alleyway, rooftop, and hidden corner feels like it belongs in the World of Darkness. You’ll be stalking through Pioneer Square, lurking around Downtown, and exploring our take on Chinatown, all wrapped in a snowy, seedy, nighttime setting that bleeds neo-noir. Shaping parts of Seattle to fit our setting has been one of the coolest parts of making this, while working with the latest tech. Our favorite bits have definitely been creating those hidden details—cryptic setups, narrative clues with deeper meanings—just waiting for you to uncover.

dd18 the dutchmanS.png

(Visit the Dutchman to meet all manners of punks and bikers, and possibly meet Silky.)

Each district has its own distinct vibe, whether it’s the cold, corporate chill of the Financial sector or the vibrant pulse of Chinatown. We’re using lighting and color to set the mood and make each area feel unique and immersive.

We’ve been using a hybrid workflow to bring this city to life, combining Houdini for our building structures with modular kits for shopfronts, alley walls, and rooftop dressing. But what really gets us excited is the storytelling dioramas we’ve crafted into each block. Whether it’s a hint of a backstory, a touch of conflict, or just a nod to something darker beneath the surface, we’ve worked hard to make every corner feel like it has a story to tell. This lets us give each block its own flavor while weaving them all together into a larger narrative tapestry that not only looks great but feels alive and full of stories, all while being optimized for performance.

I can’t wait for you to sink your teeth into this fresh take on Seattle, Kindred. Get ready to embrace the night!
- Lead Environment Artist Genesis Asis


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The thing is, it's still bizarre on two main fronts. Like you have a picture of a motorcyclist in the middle of a blizzard in a city where to get to downtown, you have to drive up and down hills to get anywhere outside of a few very thin bands situated between hills.
This is the reality of driving and walking in Seattle in mild dustings of snow, much less a 100 year blizzard. My city reacts to snow like it's a hurricane, and every supermarket will literally sell out of everything on the shelves if people know if there is snow coming.

Second, you picked a city who gets only about 2-4 inches more than cities within the deep south of the US. I get that it's an artistic direction, but it adds dissonance between the normal atmosphere of the city, and what you are portraying. And it's kind of confusing dissonance as well, because Seattle is normally dark and rainy which suits noir fine. Adding a layer of snow to create something out of a New York noir scene feels like an unnecessary deviation from the norm. Like why not make your setting New York or Chicago at that point?

The game takes place at night, which is not to say IRL Seattle doesn't have car accidents at night, but there is a lot less traffic on the road since it both is a freak storm and not during the daytime.

"It adds dissonance between the normal atmosphere of the city". Yep, that's the vibe of the setting like it feels 'not right'.

I understand that it's weird seeing a city that doesn't get much snow get this much in the game. I'd like to think I can understand, I'm not from Seattle but I am from a place that it rains all the time and may see an inch or two of snow if that during any winter. If I saw it represented in a game with this much snow I'd be like 'wtf!?' but I think I'd be more understanding if it's clear that this 'is' unusual. It would be very unsettling to even exist in that weather for a place that can't handle it.
 
I agree that it all looks great!
 
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No, sadly not all.
Location designs are top notch, character designs fill the range from average to atrocious.
Which ones did you think were atrocious ? Do you think these are out of touch with the design of other presented characters or do you just dislike some design choice specifically?
 
Which ones did you think were atrocious ? Do you think these are out of touch with the design of other presented characters or do you just dislike some design choice specifically?
Phyre:
Name is the program with this one, he/she/whatever could not look more like a wannabe goth if this was the stated goal.

Now, let’s take a look at diary #17:
Katsumi:
She is supposed to be the Anarch leader. Anarchs are a damn unruly bunch.
Not for a moment can I see her actually being able to rule them, not a shred of personality visible.
Besides, yes, I know that scrubs can get dirty. There is a difference between dirty and filthy though. Where is her charisma and will necessary to lead?

Max:
Now I know whom Phyre is trying to imitate as the gothest goth wannabe who ever wannabed. And this is supposed to be a Brujah!?

Nix:
Her, I can actually see as a Gangrel. This said, she is painfully average.

Enemies:
Are we in Seattle or did we just land on Pandora?

Diary #16
Campbell is actually ok. Workable, but again, painfully average corpo/ventrue archetype number 346/9.

Lou Graham:
I think the developers are going for a “femme fatale” archetype here. Ok. Would it kill them then to make a femme fatale actually beautiful and not just average?

Ryong Choi:
Finally, an above average design! She works, I would actually say this is the first good design here!

Michael:
Painfully average again. He is described as an unusual Nosferatu who knows how little attention modern mortals pay to anything.
I take out of that that he is a Nosferatu who does not usually hide himself from mortals. Then why is it not reflected in his outfit?
Make him a hipster, a sharp dressed “player”, something but not blue shirt guy with a filthy t-shirt who actually would stand out on the street and instead looks like a Nosferatu archetype number 343/7 belonging into the sewer.

Benny:
Someone watched too much John Wick. It works, but originality looks different.

Safia:
Another average archetype, this time around a researcher/Tremere one.

Ysabella:
She works beautifully! A good design! Kudos! This is a character I can see as a Toreador Primogen!
…is it the same hand who designed Ryong I sense here?!
Please, if it is the case, than let this person rework the other characters, please!

Willem:
Another above average design. If Willem were actually Michael, it would even somewhat fit the description.

So from the whole lineup there are two good ones, three if I am closing both eyes.
 
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Phyre:
Name is the program with this one, he/she/whatever could not look more like a wannabe goth if this was the stated goal.

Now, let’s take a look at diary #17:
Katsumi:
She is supposed to be the Anarch leader. Anarchs are a damn unruly bunch.
Not for a moment can I see her actually being able to rule them, not a shred of personality visible.
Besides, yes, I know that scrubs can get dirty. There is a difference between dirty and filthy though. Where is her charisma and will necessary to lead?

Max:
Now I know whom Phyre is trying to imitate as the gothest goth wannabe who ever wannabed. And this is supposed to be a Brujah!?

Nix:
Her, I can actually see as a Gangrel. This said, she is painfully average.

Enemies:
Are we in Seattle or did we just land on Pandora?

Diary #16
Campbell is actually ok. Workable, but again, painfully average corpo/ventrue archetype number 346/9.

Lou Graham:
I think the developers are going for a “femme fatale” archetype here. Ok. Would it kill them then to make a femme fatale actually beautiful and not just average?

Ryong Choi:
Finally, an above average design! She works, I would actually say this is the first good design here!

Michael:
Painfully average again. He is described as an unusual Nosferatu who knows how little attention modern mortals pay to anything.
I take out of that that he is a Nosferatu who does not usually hide himself from mortals. Then why is it not reflected in his outfit?
Make him a hipster, a sharp dressed “player”, something but not blue shirt guy with a filthy t-shirt who actually would stand out on the street and instead looks like a Nosferatu archetype number 343/7 belonging into the sewer.

Benny:
Someone watched too much John Wick. It works, but originality looks different.

Safia:
Another average archetype, this time around a researcher/Tremere one.

Ysabella:
She works beautifully! A good design! Kudos! This is a character I can see as a Toreador Primogen!
…is it the same hand who designed Ryong I sense here?!
Please, if it is the case, than let this person rework the other characters, please!

Willem:
Another above average design. If Willem were actually Michael, it would even somewhat fit the description.

So from the whole lineup there are two good ones, three if I am closing both eyes.
For the main character I don’t get why it seems so difficult to just give the players a designer.

Thank you for explaining your view on the characters TCR shared so far.
For myself, my top 3 is:

Nix-feral hunter adopted to modern live.
Ryong-modern business aristocracy, emits arrogance and power
Lou-end of 19th century vibes

The voice acting will be a decisive factor for me if the characters truly become alive.

Edit: And I agree on the enemies, they look to me more like something out of a sci-fi or cyberpunk setting
 
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For the main character I don’t get why it seems so difficult to just give the players a designer.

Thank you for explaining your view on the characters TCR shared so far.
For myself, my top 3 is:

Nix-feral hunter adopted to modern live.
Ryong-modern business aristocracy, emits arrogance and power
Lou-end of 19th century vibes

The voice acting will be a decisive factor for me if the characters truly become alive.

Edit: And I agree on the enemies, they look to me more like something out of a sci-fi or cyberpunk setting
I just don’t see… something special, I guess… in Nix. If this was a generic Gangrel NPC I would not be as critical, but as a major NPC she is just far too generic. And, again, all her clothes are dirty, with literal bloodstains on her undershirt.
These are modern nights. From a modern vampire I would actually expect to know how a shower and a washing machine works and that there are washing salons around. Are the vampires in the game equally allergic to water and sun? Besides, they are vampires. They are around a long time. Older of them should have accumulated enough money to live in decent conditions and wear decent clothes, money managing over, say, even 50 years lets it accumulate quickly. Hell, there is always the option of thralls.
 
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There is a danger in trying to be "too cool" in a minimalistic way. Like giving someone a supposedly cool nickname that nobody bothers to say anyway. White Wolf has a history of trying to invent multiple nicknames to everything in their tabletop books(that nobody in real life uses). It would be hilarious if it wasn't so consistently bad.

This can lead to unconvincing voice acting when the words and names just sound unnatural and unconvincing. I'm sure the stuff sounded cool in the writers head, but unfortunately reality is often something different. I cannot say if that is the case here, until I get the game in front of me. But I try to be positive since Bloodlines 2 is something I so desperately want.

Anyway, the name "Nix" "Phyre" etc all can be the result of this. Someone spent too much time juggling names in their head. In my opinion the key is the personality that character portrays through interaction with the player, rather than the name. Lets hope BL2 manages to get at least halfway to the heights that BL1 reached (The quality of BL1 voice acting is crazy in retrospect. There were many actors who became industry legends afterwards)

Here is an example of White Wolf "who wrote this shit" phenomenon:
who writes this shit.jpg



Phyre:
Name is the program with this one, he/she/whatever could not look more like a wannabe goth if this was the stated goal.

We learnt some more of this via discord I guess? I think the origin is: Someone googled through Armenian names to come up with something that could be used by either gender. This sounds believable. I just don't see why it had to be Armenian in specific. If our protagonist wouldn't use their real name, they could choose ANY name to give to the kindred of Seattle.

I like the character design overall, but to say I didn't react negatively to this name when I first heard about it would be a lie. And I consider myself "bloodlines 2 greatest fan" at this point...
 
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There is a danger in trying to be "too cool" in a minimalistic way. Like giving someone a supposedly cool nickname that nobody bothers to say anyway. White Wolf has a history of trying to invent multiple nicknames to everything in their tabletop books(that nobody in real life uses). It would be hilarious if it wasn't so consistently bad.

This can lead to unconvincing voice acting when the words and names just sound unnatural and unconvincing. I'm sure the stuff sounded cool in the writers head, but unfortunately reality is often something different. I cannot say if that is the case here, until I get the game in front of me. But I try to be positive since Bloodlines 2 is something I so desperately want.

Anyway, the name "Nix" "Phyre" etc all can be the result of this. Someone spent too much time juggling names in their head.

Here is an example of White Wolf "who wrote this shit" phenomenon:
View attachment 1198322
I actually disagree with your example.
In this case you are showing alternatives to a power designation, and I actually can see people using such powers inventing acronyms or nicknames for them, even cringey ones. Especially if said people are separated by time, distance and culture. I have seen similar things happen to real life rpg players using complicated systems and even professional researchers working with difficult and lengthy definitions (look up SQUID as an example that made it to a wider audience).
On the other hand, can you give an example for an equally cringey name of an elder vampire? One he/she uses himself? Because I can’t.

I guess we should count ourselves lucky the MC is not called NyghtePayne. Someone told me it is an ancient Aramaic name.
 
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