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Developer Diary #21: Fashion Matters

Welcome, Kindred, to our latest Bloodlines 2 Dev Diary from the team at The Chinese Room.  Tonight’s diary is about the different outfits you can collect and wear. A vampire’s clothing is an important tool in their hunting arsenal: do you wish to blend in unnoticed, lure your victims with your beauty, or intimidate others into submission? What you wear sets a first impression so choose your dinner attire wisely.
- Project Creative Director Alex Skidmore


The visual identity of each clan has been displayed in countless vivid images, and it was crucial for us to capture this in the clan outfits. At a glance, each outfit should convey the essence of its clan - whether it's the refined opulence of the Ventrue or the sinister threat of the Banu Haqim. We worked meticulously to compartmentalise and distill these visual styles to their purest form, ensuring players truly feel they are embodying their chosen role.
- Associate Art Director Ben Matthews

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Character renders of the 4 base clans.

Concept Art’s Inspirations
While coming up with ideas for each clan’s costumes, we had so much flavour to draw from. Making sure to incorporate their history, subcultures and preferred activities gave us opportunities to explore different shapes and details that fit the clan style.

Brujah are rough and ready. They need hard-wearing materials that reflect their rebellious nature. Denim, leather and band T-shirts blend into Punk and rock bars. We added details like rips, anarchic logos and badges to show the Brujah’s anti-establishment streak.

Tremere’s history as mortal mages, and their use of arcane powers, inspired us a lot when designing this clan. The outfits reflect a more antiquated time, while also incorporating modern elements. We considered how practical they were to wear while using powerful ranged attacks, so the arms are less restricted for those large, magical gestures. Red was, of course, the first choice for accent colours in clothing and jewels, as the Tremere can control blood.

We wanted Banu Haqim to be a modern take on stealth-style clothes. Sticking to the shadows, finding ways to conceal your identity. Being able to move freely and silently through the environment unencumbered by jingling jewelry or heavy armour. They can also use Celerity, so we used accessories such as scarves, hoods, and pieces that add a sense of movement to their actions while hiding their face.

Ventrue are defined by their wealth and status so each version reflects a different kind of upper social class and culture. They wear fashion that is more about showing who they are to people rather than pieces ready for combat. To this end we used colours and styles that are opulent, almost regal. Every detail is there to show they’re ready for business or to show off their expensive jewelry.
- Senior Concept Artist, Jordan Grimmer and Lead Concept Artist, Michele Nucera

Characters_Lineup01_v01 2.jpg

Concept art by Michele Nucera. One outfit from each clan.

Sculpting the Fashion
Creating the outfits for Vampire: The Masquerade - Bloodlines 2 is more than just a matter of fashion - you have to think about the character's usability, animation and so on. We started with setting a benchmark costume; in our case, this was "Tremere 03," which served as the initial guide for clothing fit and design direction before even having the masculine Phyre model ready. This outfit became the foundation for future costumes, helping our team understand how different clothing types would fit and move.

From long coats to tight, sleek outfits, our goal is to offer players a variety of styles to suit their tastes. Concept art is just the beginning; we evolve these designs into something that not only looks good in cutscenes and fighting but also considers animation and practicality. Textures are given an "uplift" as they transition from 2D concept to 3D model, adding depth and realism.

Each clan has its own unique flair - for instance, "Ventrue 04" stands out as a favourite, while "Banu Haqim 02" features this great hood. Many of the costumes feature dramatic elements, like big collars or materials that add visual complexity - leather, fur, denim, silk, and cashmere. We think all these through with great importance. For instance, these outfits need to be functional for vampires running up buildings! And even though vampires rarely feel cold, we don’t want them breaking the Masquerade.
- Principal Character Artist Tim Turner

Ventrue_04_Together2.png


Tremere_03_Together2.png

3D-rendering of outfits.

Soundset differences for different outfits
For the different outfits for our Protagonist, we took into account the different reactions from players and the effect the player might have on the passers-by.

Each outfit is curated not only to the clothing they are wearing but the foley (clothes and shoes) are mixed for the clan that said outfit is attributed to. Creating a more stealth-like feeling or the aggressive presence that one might expect between Banu Haqim vs Brujah.
- Lead Audio Designer Tessa Verplancke


Unlocking and Equipping Outfits
As you play through the game, you’ll gain access to a wide variety of outfits. These outfits not only allow you to set the fantasy you might want to play as but also have an effect on the inhabitants of Seattle.

One of the goals we had for outfits was to really lean into and reflect each clan’s style and personality while also offering lots of dress-up options; after all fashion is king!

With that in mind, we decided to unlock the outfits based on what abilities you have gained access to. Because it's possible to play as Brujah but still gain access to Ventrue abilities, you can unlock and wear all the outfits in the game simply by playing, but you will naturally unlock the outfits for your chosen clan earlier.

Honestly, some of the outfits are so cool that I sometimes choose the order in which I unlock abilities based on the outfits I’ll gain from the unlock. I’m partial to some of the streetwear of the Banu Haqim (who doesn’t love a good hoodie). But with a wide range of options to unlock, I’m confident there’s plenty of fashion to suit everyone's tastes.
- Lead Game Designer Gavin Hood

In-game outfit menu with the four base clan outfits unlocked_ (1).png

In-game outfit menu with the four base clan outfits unlocked.

Fashion Matters in chatter, too!
Prey can be scared off by sudden movements, loud noises, or things that don’t seem quite right… So, for Phyre, if they want to feed on the right Blood Resonance, they need to keep that in mind. Just knowing that the angry sex worker nearby is full of choleric blood and ready for a fight is just step one. Step two is making sure that you’re wearing something that will push them over the edge and really make that blood boil. Dressing and acting like a wealthy John could get them talking, but if you approach looking like someone who likes it rough? That might scare them right out of their angry mood, and then all that delicious choleric potential goes away.

fashion_screenshots punk.png


fashion_screenshots suit.png

In-game examples of NPCs reaction (with a non in-game overlay to show which outfit is equipped).

Many people in Seattle judge a book by its cover, but a Kindred knows that it's what you have inside that counts. You know. The blood.
- Senior Narrative Designer Arone LeBray


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With that in mind, we decided to unlock the outfits based on what abilities you have gained access to. (...)
Honestly, some of the outfits are so cool that I sometimes choose the order in which I unlock abilities based on the outfits I’ll gain from the unlock.
Yeah, which is why this is a questionable idea and should be a separate thing. You know, at least a TINY bit of complexity and non-linearity in your RPG? Just a LITTLE bit of players expressing themselves instead of following along the dev's one chosen path? No? Okay ...

... I'll take this as another hint that there's no ingame economy or anything of that sort either, because "outfits" seemed like the most obvious candidates for that.


Anyway. Looking forward to NPCs making blatant outfit commentary in every dialogue, that seems like a totally cool and normal thing that won't at all feel completely insane by the 5th time it happens ^^
 
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I very much like that there will be lots of outfits and that they have both gameplay and narrative consequences.

I don't love the unlock system. Simply getting access to a tailor character would have done the job and give the player some freedom to play against class stereotypes.

I also hope that changing clothing takes some effort. It would be quite un-immersive if I could change outfits on the fly while in the street so I can max any resonance source I see.
 
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I also hope that changing clothing takes some effort. It would be quite un-immersive if I could change outfits on the fly while in the street so I can max any resonance source I see.
I agree that if it's too easy it'll just feel tedious and annoying and might make you wonder why the game makes you do it in the first place (spot source/quest, go to menu, switch outfits, do thing, go to menu, switch back, repeat, repeat, repeat).
But. If the game does something like making you run back to your hideout (or some pre-defined points) it'll instead just be very tedious and very annoying and you'll wish it'd be easier.

If the game avoids that problem by simply not allowing you to change outfits except at certain points (like beginning of narrative chapters or something) and outfits are impactful it'll be annoying if you feel you picked the wrong one because you miss out on something (are you going to replay the entire chapter? Probably not).
If the game doesn't allow you to change outfits (...) and outfits are non impactful then there's no potential annoyance about missing out. But it'll make the entire mechanic pointless (except for visuals, which isn't nothing, but you know).

... tricky conflicts to resolve for sure.
 
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Am i the only person bothered by how much I seem to be expected to farm npc blood

When we had the original gameplay demo back in September I quickly noticed that upon each kill phyre would received experience points towards a level while a departure from the bloodlines 1 system which tied experience to doing missions regardless of how you chose to complete it, this was still a common system like recent deus ex games and I had hoped it would simply be one of many sources of experience to make our character stronger. And yet everything announced since then has tied player progression to the resonance system.

All player powers locked behind the need to grind emotional currency.

All our outfits which are tied to our ability to engage with npc characters efficiently including getting the most emotional currency is itself tied to the unlock of discipline powers which not only seems to imply a cap of 16 outfits which is less than even bloodlines 1 provided but also locks out visual and roleplaying progression behind feeding.
 
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I like the idea of tying gameplay to fashion generally speaking. The problem I foresee however, is that this new idea ends up overengineered and feels intrusive. Where things like this work is where they're subtle and surprising. I shouldn't be aware it's happening half the time.

Still the art style is at least pretty cool.

P. S. Yeah totally agree with others here that this should be a separate system not tied to discipline investment.
 
I don’t like that outfit choice seems to be tied to abilities. The outfits themselves look great thou and thank you for sharing the thoughts that contributed to the creation
 
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Am i the only person bothered by how much I seem to be expected to farm npc blood

When we had the original gameplay demo back in September I quickly noticed that upon each kill phyre would received experience points towards a level while a departure from the bloodlines 1 system which tied experience to doing missions regardless of how you chose to complete it, this was still a common system like recent deus ex games and I had hoped it would simply be one of many sources of experience to make our character stronger. And yet everything announced since then has tied player progression to the resonance system.

All player powers locked behind the need to grind emotional currency.

All our outfits which are tied to our ability to engage with npc characters efficiently including getting the most emotional currency is itself tied to the unlock of discipline powers which not only seems to imply a cap of 16 outfits which is less than even bloodlines 1 provided but also locks out visual and roleplaying progression behind feeding.
That's how it works in tabletop! If you want to buy a discipline power in TT, you first need to acquire the blood resonance that matches the discipline you're trying to level up. So, if you want to level up Blood Sorcery, you need to acquire Sanguine resonance. If you want to level up Oblivion, you need to find empty resonance, etc., etc., etc.

The resonance requirement is on top of the normal XP cost, of course.
 
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That's how it works in tabletop! If you want to buy a discipline power in TT, you first need to acquire the blood resonance that matches the discipline you're trying to level up. So, if you want to level up Blood Sorcery, you need to acquire Sanguine resonance. If you want to level up Oblivion, you need to find empty resonance, etc., etc., etc.

The resonance requirement is on top of the normal XP cost, of course.
I'm not entirely against powers being tied to going out into the world and finding a currency its a common video game mechanic Afterall I just dislike how its appearing that they are putting all the eggs into one basket in regards to player progression into this one feeding system. Clothing seems like the only way of improving ones character so far outside of gaining more discipline powers. Since we haven't' heard anything about the levels / xp system from the September demo.

Its a big wasted opportunity not to make the acquisition of gear more meaningful or tie it to other areas of gameplay as well give us players incentive to do something besides endlessly feed and fight, we have codex entries why not reward gear for collecting lore why not reward it for exploration phyre could find many of this gear scattered around the map we don't have to beg one of the court for hand downs.
 
I'm not entirely against powers being tied to going out into the world and finding a currency its a common video game mechanic Afterall I just dislike how its appearing that they are putting all the eggs into one basket in regards to player progression into this one feeding system. Clothing seems like the only way of improving ones character so far outside of gaining more discipline powers. Since we haven't' heard anything about the levels / xp system from the September demo.

Its a big wasted opportunity not to make the acquisition of gear more meaningful or tie it to other areas of gameplay as well give us players incentive to do something besides endlessly feed and fight, we have codex entries why not reward gear for collecting lore why not reward it for exploration phyre could find many of this gear scattered around the map we don't have to beg one of the court for hand downs.
Well, if clothing affects how people talk to you, including whether or not they can be fed on at all, it's probably more important to not have clothing be missable. By tying it to discipline progression, you can't accidentally miss out on entire big mechanics of the game, you know what I mean?

As for putting all of the eggs into one basket, that's not too far from tabletop as well. Vampire: The Masquerade is about blood. It's the thing that vampires are cursed to crave and there's a lot of core mechanics tied into just blood so you can't ever forget what it really means to be a vampire. This is something V5 fixed in many ways. Blood used to just be a gas tank. You used up the gas, then filled up the tank, then used the gas again, then filled the tank again. It was very video gamey in a minimalist kind of way. V5 came in and brought in stuff like hunger dice so you can never forget about The Beast or your hunger catching up on you. Blood is the ultimate prize and you always want more. The most stuff they tie to blood the more precious blood is.
 
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Well, if clothing affects how people talk to you, including whether or not they can be fed on at all
I doubt it affects whether or not you can feed on them at all, but the circumstances of the feeding, and their resonance. I suspect you can always feed by force, but its not always preferable and might cause masquerade breaches.

You might not be able to entice someone by looking scary etc. I consider the concept very nice and immersive, but much will depend on the actual execution. I withhold judgment until I see it, but at a concept level the idea is nice.
 
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I hope this is a screenshot from the in-game clothing creator. The ability to change colors, remove or add elements to clothes and for players to create their own clothes would be an excellent system included in the production, breaking stereotypes about games where clothes are actually just another pre-programmed skin that the player can replace but not change. This would significantly extend the life of the production and attract more women to the game. I know from experience that girls who play RPGs love systems that allow them to design clothes for their characters.
 
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I hope this is a screenshot from the in-game clothing creator. The ability to change colors, remove or add elements to clothes and for players to create their own clothes would be an excellent system included in the production, breaking stereotypes about games where clothes are actually just another pre-programmed skin that the player can replace but not change. This would significantly extend the life of the production and attract more women to the game. I know from experience that girls who play RPGs love systems that allow them to design clothes for their characters.
Not only girls, players in general like to have customization choices.
 
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View attachment 1215510

I hope this is a screenshot from the in-game clothing creator. The ability to change colors, remove or add elements to clothes and for players to create their own clothes would be an excellent system included in the production, breaking stereotypes about games where clothes are actually just another pre-programmed skin that the player can replace but not change. This would significantly extend the life of the production and attract more women to the game. I know from experience that girls who play RPGs love systems that allow them to design clothes for their characters.
This is not in-game. I apologise, I should've labelled it more clearly, this is a 3d-rendering which means that the artist is rending it in the engine before putting it into the game.
 
This is not in-game. I apologise, I should've labelled it more clearly, this is a 3d-rendering which means that the artist is rending it in the engine before putting it into the game.

So maybe it would be worth taking this opportunity to include a similar (simplified) clothes creator in the game. The option of customizing clothes would be perfect and, in fact, it would attract many new players like a magnet. I see almost unlimited marketing potential here and a system that could revolutionize the RPG industry (i.e. I remember a title that would allow the player to "sew" new clothes).

Selecting decorations, changing colors, shortening/lengthening clothes (e.g. turning a coat into a stylish jacket). Moreover, new clothing items could also have some impact on the gameplay by providing small bonuses for characters (e.g. bonus to intimidation, persuasion).

Such a system could also be cleverly implemented into the gameplay itself. Just add one building (a sewing room) where the player could enter/sneak and sit at the sewing machine (which would take him to a similar clothes creator where he would choose clothing items and change them to his liking.

Or add an NPC - a seamstress with whom the player could talk and ask for customization of clothes, which, like in the case of a sewing machine, would take the player to the clothes creator.
 
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I'm not trying to be rude.

I see they're still married to this character model. It's really unfortunate. The art is bad in this game. If it turns out to be an Action Adventure game, there will be nothing to redeem it.
 
I like the character model and art in this game.
 
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