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Developer Diary #19: Hunting and Feeding

Welcome, Kindred, to this Bloodlines 2 Dev Diary from the team at The Chinese Room. Tonight’s diary is about hunting and feeding, both in combat scenarios and the more social setting of Seattle. Feeding is at the heart of the game loop and fantasy of being a vampire so if you faint at the sight of blood, read no further.
- Project Creative Director, Alex Skidmore

Feeding is a really important part of the vampire fantasy, and so from a gameplay perspective, we were set on making it a fundamental part of the player’s actions and strategies. You’ll be doing a lot of it - Phyre’s a little-and-often kinda drinker; that helps keep the beast in check- plus it’s your main source of healing, and critical to using your powerful discipline abilities. A lot of incentive for us to make it feel good!

Your main concern will be your surroundings - getting spotted feeding on the streets is a blatant Masquerade violation, and more violent types won’t be content to let you feed on their friends unscathed, so you’ll want to isolate your targets. Feeding in the swing of combat is risky, but not impossible - if you’re mindful of which direction you start a feed from, for example, your victim can help soak up a lot of gunfire for you!

One aspect that was really challenging was presentation, from a first-person perspective. Feeding in first person doesn’t really show you much at best, and looks silly at worst, but a simple cut in and out of third-person can also be disorienting and feels a bit disconnected. What we settled on uses a bit of both, with some basic cinematic action cutting techniques to maintain continuity of motion, and enough first-person action at the end to get you settled into your next move. It’s subtle, but I think it goes a long way in helping the flow of the game in hectic situations!
- Senior Game Designer, Max Bottomley

As a vampire, Phyre has access to senses that are much more powerful than that of a human. Whilst exploring Seattle, Phyre will be able to tap into these Heightened Senses, enhancing her ability to smell, see and hear her enemies. By concentrating on these senses, Phyre will detect the beating hearts of nearby prey even through walls, allowing her to choose just the right strategy to pounce on them.

When it came to visualising this, we wanted our concepts to reflect the vampiric nature of homing in on your next meal, sensing and smelling blood through the air. We wanted Phyre to feel like a predator stalking her enemies using all her vampiric gifts. To do this we wanted to tap into a striking art style for this part of the gameplay, something that highlighted Phyre’s vampiric lust for blood while also being very clear for the player experience.

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Art by Jordan Grimmer. A concept of heightened senses exploring how to differentiate between humans.

As you can see from the concept art, once we tap into our Heightened Senses we enter a visually different version of our current environment, one where enemies stand out brightly, their blood pumping. Phyre can sniff out these potential dangers and then plan accordingly her plan of action. We wanted the visual language of enemies to really pop out from the drained background in this mode. Phyre is hyper-focusing on her prey, so we wanted enemies to burn brightly in the world, their blood shimmering even through walls.

VtMB2_FX_Feeding02Small.jpg

Art by Michele Nucera. Explorations of how feeding could look.

Once we get up close and personal, that’s when we can feed. We wanted the feeding to feel like an intimate experience between you and the victim - biting someone's throat will always give you a sudden rush of power. Drinking blood is a way to restore your powers and by doing so will become an addictive experience for the player.

We wanted the action of feeding to reflect the visceral nature of stealing life from a beating heart, taking life from a host, and transferring it to the player. Above we explored a few ways we could show this through the reaction to Phyre’s vision as the blood enters her system. This level of exploration, creating many different ideas and iterations, is key when we’re trying to find something that could work for a feature like this.
- Senior Concept Artist, Jordan Grimmer and Lead Concept Artist, Michele Nucera

MN_VtMB2_FX_Feeding02Small.jpg

Art by Michele Nucera. Get up close and personal with your victim.

Blood Resonance Events
Not only is Seattle brought to life with people going about their own business, including NPCs reacting to the player (perhaps even running away in terror!) it’s also a place where the player can hunt!

As you move around the city, you’ll be able to track and hunt NPCs that have the potential to become fully resonated with a specific type of blood to feed on. Track these NPCs down using Heightened Senses and knowledge of the city, then use charm, fear, or anger to convince and bend them to your will.

Very early on we wanted these events to feel like something players would want to go and investigate as they pop up around the city, I like to refer to these events as vampire candy for players to track, follow, and feed on! Social Feeding is a key part of the players' time in our Seattle, and revolves around influencing the NPCs in certain ways - maybe you’ll stumble upon someone angry that the ATM has stolen their card and you can take that anger and feed on it. Maybe someone’s scared after missing the last bus home, and chasing them down a dark alley will tip them into terror and give you the Social Feed you’re craving.

It’s been great working on a system where the NPCs display very raw emotion letting the player really lean into the vampire fantasy allowing them to interact with the denizens of Seattle in a number of different ways. You can use abilities, conversations, or just plain terrify them then reap the rewards with a careful feed.

We wanted to give players the freedom to hunt the way they want but it was also important that players need to be mindful of how and where they feed to avoid breaking the Masquerade! Social Feeding is a slower process so it's best to lure victims to secluded areas.
Explaining to animators that I want an animation of someone cowering like a shocked actor from a 1950s horror movie then watching those animations come to life… Chef’s Kiss!

It's been really great to just sit and think, wouldn’t it be great if Phyre is approached by a mugger and threatened… only to have them turn and flee in fear once they realise what Phyre is! I’m really looking forward to seeing how players choose to tackle the hunt and feed within the city area itself.
- Project Lead Game Designer, Gavin Hood

Don’t miss the next DD where we sink our teeth deeper into the intricacies of Blood Resonance!

Upcoming DD 20-22c.png
 
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As a vampire, Phyre has access to senses that are much more powerful than that of a human. Whilst exploring Seattle, Phyre will be able to tap into these Heightened Senses, enhancing her ability to smell, see and hear her enemies. By concentrating on these senses, Phyre will detect the beating hearts of nearby prey even through walls, allowing her to choose just the right strategy to pounce on them.

When it came to visualising this, we wanted our concepts to reflect the vampiric nature of homing in on your next meal, sensing and smelling blood through the air. We wanted Phyre to feel like a predator stalking her enemies using all her vampiric gifts. To do this we wanted to tap into a striking art style for this part of the gameplay, something that highlighted Phyre’s vampiric lust for blood while also being very clear for the player experience.
Does that mean that (at least) "canonically" Phye is a woman? Just want to confirm.
 
First time you mention the beast (with lowercase b because of course) is in DD#19 and only to highlight the detective vision minigame in the social hub. But hey! We got another "visceral!" The priorities of this game never cease to amaze me...
 
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When it came to visualising this, we wanted our concepts to reflect the vampiric nature of homing in on your next meal, sensing and smelling blood through the air. We wanted Phyre to feel like a predator stalking her enemies using all her vampiric gifts. To do this we wanted to tap into a striking art style for this part of the gameplay, something that highlighted Phyre’s vampiric lust for blood while also being very clear for the player experience.

As you can see from the concept art, once we tap into our Heightened Senses we enter a visually different version of our current environment, one where enemies stand out brightly, their blood pumping. Phyre can sniff out these potential dangers and then plan accordingly her plan of action. We wanted the visual language of enemies to really pop out from the drained background in this mode. Phyre is hyper-focusing on her prey, so we wanted enemies to burn brightly in the world, their blood shimmering even through walls.

Oh, come on, this is Batman's detective vision. Nothing is wrong with it, but don't hype it like some groundbreaking, innovative visual representation. What do you think the target audience for those DDs are?

batman_aa_01.jpg
 
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Thanks for sharing. It might be a tad too theatrical or sensational for my taste the way feeding is described, but need to experience it ingame to see how it plays out.
 
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This DD has more exclamation marks than actual ingame visuals! All concept art again? I thought I read something about wanting to change that ... ^^;
 
This DD has more exclamation marks than actual ingame visuals! All concept art again? I thought I read something about wanting to change that ... ^^;

It's concepts using the in-game engine. I'm not the artist so I can't elaborate further without misrepresenting it.
 
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Will there be non-hunting ways to feed? can we persuade, seduce or con to feed? find willing subjects or just, hang out in the club and dance till you drink like BL1
or is it only stalking and jumping?
 
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Will there be non-hunting ways to feed? can we persuade, seduce or con to feed? find willing subjects or just, hang out in the club and dance till you drink like BL1
or is it only stalking and jumping?
I get the impression from the DD that this is the case. That’s what they describe as social feeding, right ?
 
Thanks for sharing. It might be a tad too theatrical or sensational for my taste the way feeding is described, but need to experience it ingame to see how it plays out.
Have you seen the descriptions of feeding in the TTRPG books?

It should actually be more theatrical and sensational, the sensation of feeding is ecstatic for both involved. Though I'm fine with the way it is represented as is.
 
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Ok, today is Oct 9th, the year is 2024. Can we see the male Phyre or is still too early? every Dev diary is just concept art anyway
Our recent dev diaries are mostly all screenshots and not concept art.

And we sneaky showed masc Phyre in our Development Update video posted in August.
 
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Will there be non-hunting ways to feed? can we persuade, seduce or con to feed? find willing subjects or just, hang out in the club and dance till you drink like BL1
or is it only stalking and jumping?

You'll have to find ways to either steathly stalk your prey or encourage them to come into the shadows. What you wear can play into this role.
 
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And we sneaky showed masc Phyre in our Development Update video posted in August.

I did pay attention to it at the time. Thank you that you did.
M_phyre_qm.jpg
Does that mean that (at least) "canonically" Phye is a woman? Just want to confirm.
This has been said who knows how many times for over a year, but still people keep missing it: You can choose Phyre's gender in the game.
This has always been true since the beginning.

For some reason the official material have showcased only female Phyre, which has fueled the baseless claims. But they always said you could play a male Phyre if they wanted. (Perhaps they didn't have a good design for the male one yet, who knows.). This one is fine, although it gives me strong Lestat vibes which is not a bad thing :p

I vaguely remember reading in the old roleplaying book it is a experience comparable to a sexual sensation. Is this what you mean with TTRPG ?
In real world, some spiders emit poison from their fangs that makes the bugs they bite stop resisting. This is basically how vampire bite works in World of Darkness. Vampire bite has something in it that makes the victims fall into euphoria, stop resisting and also forget what happened because afterwards it feels like a hazy dream. (unless you have that one flaw though). Partly why masquerade has stayed in effect over the millennia. Also licking the wound will close it and any traces will vanish. Vampire saliva is amazing!

Some humans can even get addicted to vampire bite. Coteries of New York has one such example: The purple-haired girl Sophie takes you to meet in order to teach feeding. Some of the old novels had these kind of people too.

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For vampires themselves, the act of feeding is immensely pleasurable as well. Feeding replaces sex as a source of pleasure for them. Most other things that they enjoyed become... terrible. Food and wine tastes like ash and they have to vomit it, etc. Its supposed to be a curse, after all. Vampires in world of darkness can't have
sex as such, but young and humane kindred can fake it. Almost all the time they are enticing just to attract their prey and feed, not to have sex. The older you are, the less humane you probably are. I'm sure Phyre doesn't really care about that human stuff much anymore..

angler.jpg


ps. Oh, and vampire blood feels like the best drug for humans..
 
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This has been said who knows how many times for over a year, but still people keep missing it: You can choose Phyre's gender in the game.
I don't think you understand what "canonically" means. Fallout 1 lets you pick the "Vault Dweller"'s gender, yet later games refer to "him" - meaning he's canonically a guy. Same with the "Sole Survivor" in Fallout 4; you can pick whichever name you want, but canonically it's Nate or Nora.
 
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I don't think you understand what "canonically" means. Fallout 1 lets you pick the "Vault Dweller"'s gender, yet later games refer to "him" - meaning he's canonically a guy. Same with the "Sole Survivor" in Fallout 4; you can pick whichever name you want, but canonically it's Nate or Nora.

I know what it means, but the question is non-essential at this point. If we get a Bloodlines 3 in less than 20 years Ill return to the subject.
 
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