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Developer Diary #20: Blood Resonance

Welcome, Kindred, to this Bloodlines 2 Dev Diary from the team at The Chinese Room.  Tonight, we want to talk to you about our Blood Resonance feature. For those unfamiliar with Vampire: The Masquerade, this is blood that is emotionally charged. A valuable commodity for an experienced elder vampire like Phyre.

Our vision of Phyre as an elder is that they have accrued many clan abilities over their 400 years as a vampire, but the incident that brought them to Seattle has locked away their connection to them. By using resonant blood and drinking the blood of the Clan Contacts you can restore Phyre’s connection to the abilities that aren’t native to your chosen clan. For more on the specific clan abilities, please read our previous Clan Highlights: Brujah, Tremere, Banu Haqim and Ventrue.
- Project Creative Director Alex Skidmore

Determining what Resonance a vessel has makes feeding more than just a pit stop. Most vampires observe their victims from a distance or engage them in conversation to feel them out.
-Vampire: the Masquerade 5th edition


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In-game gif of Phyre feeding on an NPC

Blood Resonance Mechanics
Blood Resonance is an important part of your journey when exploring the city. It feeds (pun intended) into how you tailor Phyre’s abilities to match your vampiric playstyle and fantasy.

When exploring Seattle you can find pedestrians with one of three potential blood resonances: Melancholic (feeling anxious or afraid), Sanguine (feeling aroused/sexual attraction), and Choleric (feeling annoyed or angry). This is something only a vampire can know so you need to use your Heightened Senses to identify these pedestrians. Once found, you need to “turn” these pedestrians fully resonated. This is done through conversations, in which you will attempt to manipulate your victim’s emotions as needed.

With this feature, it was important to us that roleplaying affected the outcomes of these conversations, so the way you act throughout the game determines what conversation options are available. Also, your appearance is an important factor in these conversations, so choose your wardrobe wisely!

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In-game gif of an NPC stumbling back after being fed on.

If you manage to “turn” the pedestrians, they will become fully resonated and react accordingly. This means they might start a fight with you, run from you in terror, or even find you irresistibly attractive, all of which increases the resonant blood of that type gained from feeding on them.

Whilst these are great ways to gain resonated blood, they aren’t the only way! You can find events happening around the city - highlighted on the map - where NPCs are already fully resonated allowing players to skip the conversation and jump straight into the feeding.
Either way, you are attempting to accrue enough blood of different resonance types to ultimately increase the range of the abilities you can use, and this is where Clan Contacts come into the mix.

Once you are Sheriff of Seattle, Clan Contacts, such as Mrs Thorn (clan Tremere) at Wake The Dead Café, will offer to aid you in restoring your connection to the abilities of their clan by drinking their blood. A pre-requisite is collecting the required amounts of the resonant blood for the ability you wish to “re-learn”. Once collected you can drink the Clan Contact’s blood, adding the ability to the Ability Tree to unlock with Ability Points.

I'm really looking forward to seeing your reactions to the pedestrian conversations and can't wait to see what combinations of abilities you all put together! See you in the dark alleyways of Seattle.
- Lead Game Designer Gavin Hood

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In-game image of clan menu.

Cross-Clan Ability Combos
As your key to unlocking clan abilities beyond your clan's base set, Blood Resonance opens up a lot of options for players who like to experiment. You'll find abilities that already befit your bloodline much easier to unlock, and generally will suit your style of play best. For instance, a Banu Haqim Phyre can get hold of blood sorcery powers relatively easily, but if you're committed, all abilities can eventually be gotten hold of.

To collect resonant blood even faster, certain abilities induce a blood resonance on their own - Brujah’s Taunt will fill people with rage, causing them to gain Choleric blood resonance right away.

There's some really strong ability combinations available, as well as some silly ones! I'm not sure if Earthshock is suited to a sneaky build, but it does make breaking stealth more dramatic. Mass manipulation can be used in a few more ways, and there’s no shortage of things you’ll want to do inside of stopped time (Split Second).

Personally, I like to have multiple relocate abilities unlocked so I can adapt my movement to different situations.

Unlocking a clan's abilities also gives you access to that clan's perk, which you can stack up with others for a powerful edge as you progress through the game. You’ll definitely want to collect a few of them if you’re looking to reach the apex of what an elder vampire can be.
- Senior Game Designer Max Bottomley

Possession DD20.png
In-game picture of Ability Tree with Abilities Equipped from Across Clans.

Visualising Heightened Senses
Following our previous post, in which we explored Phyre’s heightened senses, the next step was all about how we could differentiate what we see to easily show the player what kind of prey they’re dealing with. We called this part of Phyre’s senses “Blood Resonance,” where we visualise the type of person we’re hunting based on the scent of the blood pumping through their veins.

When it came to concepting the visual style of this feature, we needed to consider a few different factors. Firstly, the level of danger a person has in relation to Phyre. Are they unaware of your presence? Are they actively searching for a threat, or are they just a bit agitated or worried after they’ve caught a glimpse of you in the shadows? Additionally, we wanted to visualise a way to show the types of emotions that enemies and the public are feeling too, are they angry? Lustful? Fearful? These types of blood resonance may just come in handy while exploring Seattle.

For the concept itself, we felt like a good direction would be colour-coding the types of blood resonance enemies and the public are experiencing. When they’re idle and unaware of us, a cool blue signifies their calm demeanour. When they’re actively hostile, a vivid red to show their blood pumping, their silhouette almost on fire.

HeightenedSenses DD20s.png

Concept art for how Blood Resonance appears in Heightened Senses.

As you are exploring the world, we hope that this feature will be a great tool to hunt down Phyre’s prey while keeping her safe in the underbelly of Seattle.
- Senior Concept Artist, Jordan Grimmer

Writing the Blood Resonance Conversations
Some Kindred are picky eaters. Some of them prefer to hunt specific prey that fit their preferred tastes. In Bloodlines 2, Phyre will sometimes need to deal with fellow night-dwellers who desire certain delicious meals.

Behind the scenes, we wanted to look at what it would feel like to go hunting for specific prey like this. Seattle is populated by people who have an inclination to certain types of Resonance in their blood. Maybe they are Choleric, prone to anger if pushed too far. Perhaps they are merely Melancholic, having a bad day and fearful of what the future holds? Or maybe they are Sanguine in their mood, ready for… love?

The key for us was that merely by being prone to these feelings, their blood wasn’t quite ripe yet. This is where our Blood Resonance conversations come in. Phyre needs to search out these people in Seattle and give them that little extra push. And not everyone will respond to the same type of push! What might push a Lustful Businesswoman to be ready for a romantic dalliance with someone who appears to have wealth won’t work if you want to terrify a Fearful sex worker into running for his life.

feeding1.gif

In-game gif of Phyre using Heightened Senses to see the Blood Resonance of an NPC.

Phyre will need to use all the tools at their disposal. It starts with a hunt through city streets to find the right person, then sizing up what approach to use. If dressed like a wealthy partygoer, will this potentially fearful Biker be properly terrified? And even if the right clothing is selected, what if Phyre says the wrong thing? Or maybe Phyre is strong enough that they can rely on their vampiric abilities in the conversation to properly prepare the meal they crave?
After all, everyone likes a bit of seasoning on their midnight snack.
- Senior Narrative Designer Arone LeBray

Our players knowledgeable in the lore of Vampire: The Masquerade may wonder if playing as Ventrue Phyre will be much more difficult, giving Ventrue Bane in the 5th Edition forces them to drink only from a preferred “type”. Your feeding in game won’t be limited at any point - the mark on your hand has affected not only your powers but also your Bane, as you find yourself slowly returning to your old self. This gives you more freedom in feeding or, for example, doesn’t make you prone to raging outbursts as a Brujah. Clan-specific dialogue options allow you to tap more into your clan characteristics and play more as the “type” that will differ from playthrough to playthrough. Ventrue Phyre will probably feed less than others, given you heal more from a single bite - which is a part of how we translated Fortitude into the game.

However, that temporary “freedom” is not the case for other NPCs you will meet in the game. You will still find Ventrue dealing with refined tastes, which will cause them problems. We won’t spoil you more now, though!

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Our players knowledgeable in the lore of Vampire: The Masquerade may wonder if playing as Ventrue Phyre will be much more difficult, giving Ventrue Bane in the 5th Edition forces them to drink only from a preferred “type”. Your feeding in game won’t be limited at any point - the mark on your hand has affected not only your powers but also your Bane, as you find yourself slowly returning to your old self. This gives you more freedom in feeding or, for example, doesn’t make you prone to raging outbursts as a Brujah. Clan-specific dialogue options allow you to tap more into your clan characteristics and play more as the “type” that will differ from playthrough to playthrough. Ventrue Phyre will probably feed less than others, given you heal more from a single bite - which is a part of how we translated Fortitude into the game.

However, that temporary “freedom” is not the case for other NPCs you will meet in the game. You will still find Ventrue dealing with refined tastes, which will cause them problems. We won’t spoil you more now, though!
On a scale from 1 (previously mentioned Sanguine executives) to 10 (Jan Pieterszoon himself had escaped Final Death and comes to town! Quick, get him a vessel to drink from!), how ruined can Phyre's night get getting victims and/or blood dolls for picky Ventrue?
 
This blood resonance system seems surprisingly deep and complicated, but I like it
 
Wee, ingame footage ;) The feeding animation looks a bit clumsy but I guess it's hard to do for every NPC type.

Melancholic (feeling anxious or afraid), Sanguine (feeling aroused/sexual attraction), and Choleric (feeling annoyed or angry)
... why Melancholic or Sanguine though? Is there something I don't understand? Melancholic is this sorta depressed, unmotivated feeling. Kinda longing for something that's not quite there. It's got, as far as I'm aware, absolutely nothing to do with being scared, nervous or anxious.
And Sanguine should be calmly accepting - not hot and bothered?! Maybe I could stretch that one to say it's etymologically blood-related so in a vamp world maybe that'd have a different meaning, but ... why though? ^^;

Is this from the V5 rulebook?

And even if the right clothing is selected, what if Phyre says the wrong thing?
There's a lot about that clothing selection being said. I really hope it doesn't play in a way where every time you do something else you check what you want to do (worst case scenario: via quick saves and reloads), then go to your hub, put on the correct clothes, then run back, do the quest/feeding/whatever, then run back home, change again ... even if it's just in the inventory, it's not exactly going to be exciting.

That sorta thing can get really tedious. There's a lot of games that have something like this (like "charisma" clothing in Bethesda games you only put on to trade, or a crafting outfit, or whatever) and it's really just a nuisance since you know with absolute assurance that you are wasting resources if you don't do it, but obviously there's no fun or real challenge or anything switching between combat gear and whatever else you got back and forth doing inventory management all the time ...

Or maybe Phyre is strong enough that they can rely on their vampiric abilities in the conversation to properly prepare the meal they crave?
It's good that abilities in convos actually get a rare mention at least ^^;

So feeding outside of combat is just to farm currency to spend on ability points gotcha.
Probably also for immediate blood supply, but yeah. And it sounds (as I've mentioned those games above) like it'll do the Bethesda mistake of just allowing the player to unlock everything with one character so there's really no meaningful difference between a fighter or an archmage or whatever; you just gotta grind the points (or blood here) and can unlock all with one character, playing through the game once (or getting bored with it and stop at some point).

Though perhaps there's some other factors involved, but that's how it sounds ^^;
 
... why Melancholic or Sanguine though? Is there something I don't understand? Melancholic is this sorta depressed, unmotivated feeling. Kinda longing for something that's not quite there. It's got, as far as I'm aware, absolutely nothing to do with being scared, nervous or anxious.
I agree with you that the explanation given by the diary is not what melancholic means, but I suspect the reason stems from game mechanics.

How do you make someone depressed ingame? Its far simpler to make them afraid of you. Otherwise turning prey melancholic might require some sorta long and arduous dialogue which would start repeating itself really quickly..

But I do love that devs are putting effort into this kind of nuanced gameplay. These sort of finer details are what made Bloodlines 1 memorable. I hope the "game-y " solutions aren't too jarring.
 
How do you make someone depressed ingame? Its far simpler to make them afraid of you.
Yeah, but why use that word then? If you want it to sound a bit fancy, why not Angst. Or Phobia.

But it indeed appears to be taken from V5:

So it's not their fault the words are nonsensical; just another V5 thing ^^;


(e: the more I think about it the more I'm convinced this is a worse bit of writing than picking Phyre as a main character name. It's so completely ... baffling ... to use a word incorrectly like that. And the devs can't even really do anything about it ^^; )
 
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... why Melancholic or Sanguine though? Is there something I don't understand? Melancholic is this sorta depressed, unmotivated feeling. Kinda longing for something that's not quite there. It's got, as far as I'm aware, absolutely nothing to do with being scared, nervous or anxious.
And Sanguine should be calmly accepting - not hot and bothered?! Maybe I could stretch that one to say it's etymologically blood-related so in a vamp world maybe that'd have a different meaning, but ... why though? ^^;
"Melancholia", a surplus of black bile, was linked to depressed moods and various delusional and paranoid psychiatric issues by various ancient medical theories, which I believe all stemmed from Hippocrates's four humours. Likewise, "sanguine", a surplus of blood, was linked to impulsive extroverted behavior - one possible way to describe lust I suppose.

It's still all nonsense, but nonsense based off of ancient medical theory that linked emotional states to various fluid imbalances in the body.
 
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I have a question if the abilities we acquire are done so by grinding emotional currency what reason is there for experience gained from killing enemies as we saw in the gameplay demo last September what content is locked behind the characters level.