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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

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(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.

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(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. 

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(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.  

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(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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Thank you, I really like the atmosphere which is conveyed by the pictures and descriptions. looks like each recent dev diary is increasing the chance I will like what this game becomes.
 
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An article on Seattle and no Space Needle?
Or any other Seattle landmark. Also still snow. People out in the snow. Running across buildings now despite almost every building being ridiculously different in height. I live in a 12 story building, and my neighbor is 3 stories, and that is normal height differences. No greenery. Bikers in downtown seattle (Lol your bike would get stolen so fast). A new york photographer as inspiration. Land is completely flat.

My reaction to let's make our seattle post should not be, what part of this looks like Seattle.
 
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Reminds me of Rocksteady's Gotham, I appreciate that the grittiness of at least the environment has been preserved from the original. Hopefully there is a lot of buildings you can enter.
 
An article on Seattle and no Space Needle?

Its been in the official concept art (see the background image of my profile), so maybe it was just cut out of this particular article but not the game.

Or any other Seattle landmark. Also still snow. People out in the snow. Running across buildings now despite almost every building being ridiculously different in height. I live in a 12 story building, and my neighbor is 3 stories, and that is normal height differences. No greenery. Bikers in downtown seattle (Lol your bike would get stolen so fast). A new york photographer as inspiration. Land is completely flat.

Its also worth remembering that this isn't *real world*. Its World of Darkness version of the real world. A dark, gritty reflection of it. So things naturally look different.
 
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Every dev diary about Blodlines 2 promises a better game than you might initially think. After the initial failure, i.e. a small number of initial clans and a player character with an assigned name, subsequent dev diaries only increase the hype for the game. I'm really curious to what extent as a player I will be able to influence the everyday life of the city ?

If a player starts eating only, say, prostitutes, will their number on the streets decrease? Will they show up with guards? If we start massacring policemen, will crime increase? Will we, by stubbornly and systematically massacring one district, lead to depopulation and decline?

After all, people are not stupid. If we are to be part of the world, we should have a significant impact on it. If police officers start dying in alarming numbers in the city, the police change their habits. Patrols are more heavily armed and in larger groups. The hunt for a serial killer begins. similarly, if an elusive urban avenger appears, sucking the blood of thieves, there will be fewer thieves over time, and those who appear will be armed. Moreover, in the world of darkness, not only Camerilla will be interested in a vampire who has no regard for the rules of masquerade. Can we count on the fact that if we kill large numbers of policemen chasing us, anti-terrorists will arrive? Will the vampire hunters appear after some time?
 
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I hope you guys put in a walk toggle so I can stroll through this in an immersive fashion.
 
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A lot of the locations discussed here were already mentioned in other developer diary's even some concept art is reused atrium. I have heard that it was mentioned on the discord that we are only getting a single hub. Can we get an idea of the size and detail of the primary map say in a scale of to Prague in deus ex or lower Detroit in rogue city because a single hub is a large step back from BL1 or even the HSL BL2 map in terms of explore the diversity of the city of Seattle from the dev diary a few months ago it looks more like we are getting something in the aesthetic of downtown from BL1.
 

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Or any other Seattle landmark. Also still snow. People out in the snow. Running across buildings now despite almost every building being ridiculously different in height. I live in a 12 story building, and my neighbor is 3 stories, and that is normal height differences. No greenery. Bikers in downtown seattle (Lol your bike would get stolen so fast). A new york photographer as inspiration. Land is completely flat.

My reaction to let's make our seattle post should not be, what part of this looks like Seattle.
I agree. None of the art looks like Seattle to me. It looks like Chicago / New York. The snow has been driving me crazy since roughly Dev Diary 2. I keep expecting some of the people at Wizards of the Coast, in Renton, will put them on the right track.
 
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I agree. None of the art looks like Seattle to me. It looks like Chicago / New York. The snow has been driving me crazy since roughly Dev Diary 2. I keep expecting some of the people at Wizards of the Coast, in Renton, will put them on the right track.
Unfortunately, VTM as a franchise and RPG is owned by Paradox, so I don't think Wizards will help them out.
 
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I agree. None of the art looks like Seattle to me. It looks like Chicago / New York. The snow has been driving me crazy since roughly Dev Diary 2. I keep expecting some of the people at Wizards of the Coast, in Renton, will put them on the right track.
They answered this way long ago.


Go to the snow bookmark
 
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You're right, snow normally isn't as wild Seattle. However, during Bloodlines 2, this is a freak once in a hundred years storm.
 
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You're right, snow normally isn't as wild Seattle. However, during Bloodlines 2, this is a freak once in a hundred years storm.
Ok, I get that.

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?
 
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Ok, I get that.

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 snow is a big aesthetic difference between the BL2 city hub and other modern city environments in games like downtown LA in BL1 or even HSL's Seattle as seen in the remaining permitted gameplay footage videos and excuses the absence of a bustling modern metropolis as we prowl the night. They are using Seattle as the setting still because one of the many reused assets from HSL was elements of the level design as confirmed on the discord and doing so reduces development time and costs if they changed the setting then a lot more work would have been wasted.
 
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Like you have a picture of a motorcyclist in the middle of a blizzard in a city where to get to downtown
This is to me emblematic of what we see of Bloodlines 2 design that's been shown / communicated so far, and I think at the core of what often gives me that "meh" reaction.

A city not used to it covered in snow, eerily desolate, at night, with just a few bare remnants of human life out and about ... interesting. Interesting idea.
What do they actually do with it? Well, the hub area is like in any other game, here's a bunch of NPC and people, bikes are cool so those are around, hey, have fun.

An elder vampire, a century out of time, waking up to modern society, confronted with new ideas, new values, different people and technology ... interesting. Interesting idea.
What do they actually do with it? The vamp talks and acts like any other protagonist from anywhere else with zero indication they care to actually do anything with the setup.

The protagonist is a powerful, known figure, worthy and demanding of respect, right from the beginning ... interesting. Interesting idea.
What do they actually do with it? Well, you are an unknowing pawn in somebody else's scheme like any other protagonist ever, everyone seems to treat you like the same errand boy-girl-other you are always treated as, and of course the character "mechanics" seem to indicate to be working exactly as they work in every single other game out there.


It feels like there's a big dissonance of the ideas they present and what they then actually show (which isn't a lot in the first place ^^) ... you can't just say "being an elder vampire is so different!" if you don't actually make it different in the game. And that's the same with the setting or gameplay and so on. The details matter for that; like the way characters are written or the scenery is set and so on.
 
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