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Developer Diary #26: The Masquerade of Seattle

Hello Kindred,

Last time in Dev Diary 18 (“Building Our Seattle”), we walked through the streets of our Seattle, exploring its foundations and the world you’ll navigate. Tonight, we’re diving deeper into the city, its inhabitants, and the rules that keep everything in check. These rules—the Masquerade—aren’t just a suggestion; they’re the law. Break them, and you might find yourself on the wrong end of a court assassin’s stake.

Description: In-game video of when you break the Masquerade, the Scourge will stake you.

The First Tradition: The Masquerade
“Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.”

The first tradition is the only one universally respected, but also the one that is broken most often. A sloppy feeding with witnesses, a vulgar display of undead might, a confession to a beloved mortal. These things happen, but Kindred are expected to clean up after themselves, or there will be hell to pay. The crime-world code “snitches get stitches” doesn’t even begin to describe how seriously both the Camarilla and the Anarchs take the Masquerade. In the age of YouTube dares, clickbait, and fake news, a Masquerade breach is easily overlooked by the masses, but any transgression can end with a black ops team kicking in a haven door. Only the craziest of Cainite superiority fanatics dream of an age where they can rule openly; the rest have faced reality – the undead fare better as parasitic powers behind the throne than as great predators or infernal lords of human dominions.
-Vampire: The Masquerade - Core Rulebook (5th Edition)

Description: In-game video of as a Tremere, you get the passive perk of bodies dissolving.

Masquerade Mechanics
In the World of Darkness, the Masquerade refers to the efforts made by Kindred to conceal their existence from humanity to ensure their survival. This secrecy is vital, as widespread knowledge of their existence would likely lead to a catastrophic response from humans, ultimately resulting in the destruction of Kindred society.

The Masquerade is enforced by the Camarilla, particularly in Seattle, under the authority of the Sheriff. Violations of the Masquerade, such as using supernatural abilities in public, are met with severe punishment, including exile or final death.

In Bloodlines 2, you must maintain the Masquerade. Failure to do so will result in a swift stake through your heart. To help monitor your actions, there is a Masquerade meter at the top of the screen, consisting of two key parts:

  1. The Eye Symbol: If the eye is open it indicates that someone is currently watching you. It is best to perform vampiric activities out of sight of human witnesses.
  2. The Bars Around the Eye: These bars fill up when you are caught committing acts that breach the Masquerade. The progression of the bars occurs in three stages:
    • Upheld (Green): Minor infractions, such as being seen jumping abnormally high or running too fast. Avoid repeated minor breaches, or the meter will advance to the next stage.
    • Caution (Orange): Triggered by excessive actions, such as feeding, using violent abilities, or accumulating too many minor infractions. At this point, humans become suspicious. If someone witnesses your crime, they may report it to the police. You can deal with the witness directly or avoid the police. Using an ability to make witnesses forget what they saw can be an effective strategy.
    • Engaged/Broken (Red): At this stage, the police are actively pursuing you. You must break their line of sight immediately. If the meter fills completely, the Camarilla will take decisive action to end your activities swiftly and mercilessly.
Maintaining the Masquerade is critical for survival in Bloodlines 2. Stay vigilant and avoid unnecessary risks to ensure you remain under the radar.
-Project Design Director Jey Hicks

Description: In-game video showcasing the Masquerade meter through red, orange, and green phases.

Phyre’s job as Sheriff
As Sheriff, the Nomad has a duty to keep the peace, that includes stamping down on any outside attempt to breach the Masquerade.

With the Court's control of the city in jeopardy, other factions are starting to let the chaos bleed out from the alleyways and into the streets. The Police, under the thumb of the Camarilla, are a reactive force, not a preventative one, when it comes to kindred affairs.
From a gang causing trouble in a graveyard to an outright assault on one of the city's most public places, groups like the Anarch's can sense the rift among those in power and leap to action.

Throughout the journey of the Nomad, the risk of exposure grows and grows. We wanted quests that take place in the city to feature bursts of violence and disorder that require the Sheriff's undivided attention. Quick thinking will be required as much as discreet tactics. The Nomad must restore order, outright crush the enemies of the Court, and perhaps, find new allies.
-Junior Level Designer Jack Goddard

Description: In-game video of Phyre watching thin-blood NPCs fight police NPCs.

Districts of Seattle
Hey, Bloodlines fans! Let’s talk about our Seattle. We’ve split it into five districts: Uptown, Downtown, Chinatown, Financial, and Industrial. Each one has its own vibe, quirks, and dangers. This city doesn’t sleep - and you’ll be hunting at its heart.

All districts connect into one seamless space. No unnecessary barriers in between them to break your immersion. You’re free to roam, stalk, and keep the Masquerade intact. From alleyways to rooftops, it’s your playground - or hunting ground. Just don’t let the locals catch you doing something “unsightly” unless you want to be hunted by the authorities.

Each district is distinct. Uptown and Financial have skyscrapers to trunk around while Downtown is packed tight and alive. Chinatown glows with lanterns and secrets. Industrial is raw, with warehouses and factories. These layouts shape your experience and strategy.

map.png

Description: An in-game screenshot of the map in Bloodlines 2 (without the game interface).

Key locations fit each district’s theme, from a shadowy pawn shop in Downtown to a bustling nightclub in Uptown. The deeper you get into the story, the more locations are revealed and open for you to explore, drawing you further into the city’s secrets. And yes, there are familiar Seattle landmarks too. But this isn’t your postcard city. It’s darker, tailored for vampires. Sorry, no Space Needle views - unless you’re looking for a long way down.

Seattle’s districts are more than a backdrop - they’re alive. Hunt recklessly, and you’ll feel the heat. Play it too safe, and you’ll miss what’s lurking. Balance is key in this city of shadows. See you out there.
-Lead Environment Artist Michael Genesis Asis

Social feeding
We’ve touched on feeding in the city before, but what does that actually mean? As Phyre, you’ll have plenty of opportunities to feed, but within the city, feeding expands into a broader set of options. Let’s explore them.
One of these options is social feeding. This differs significantly from feeding in the heat of combat - where the act is often aggressive, violent, and purely a means to an end. Social feeding, on the other hand, is more intimate. It’s an embrace rather than an attack. For me, it was important that social feeding felt distinct - not only because it’s generally more rewarding for Phyre, but because it requires the player to consider who they target, where they strike, and how they go about it. These feeds take longer, are more deliberate, and demand a careful approach.

Description: In-game video of an NPC being lured into an alley for a feed that breaks the Masquerade.

Since social feeding is both an embrace and a higher-reward action, we always kept in mind the need for strategy - stalking prey, setting up the right situations, and, most importantly, avoiding discovery. If a civilian catches you in the act, they will run to report you to the nearest police which will lead to conflict and combat, often resulting in a breach of the Masquerade which can quickly escalate into all out violence. I really like this risk and reward system that social feeding offers which you just don’t get from combat feeds.

Whilst there are many ways to manipulate the civilians of Seattle, conversation or raw intimidation to name a few I personally like to lean into my vampiric abilities to put civilians into a relaxed state where I can freely feed on them in a secluded alleyway - it's one of the perks of playing as a Ventrue.

Speaking of alleyways, the Seattle of Bloodlines 2 isn’t just a hunting ground - it’s a city rich with personality, distinct districts, and a diverse population. As you explore, you’ll come across different districts, each with its own unique feel, look, and feeding opportunities. Chinatown is bathed in neon light, bustling with nightlife, while the Financial District is a prime spot to find business professionals among the high-rises. The homeless can be found in most districts, but Downtown is home to entire encampments. Understanding where to find certain civilians can be key to mastering social feeding - after all, the tactics you use on bikers outside a bar will be very different from those you employ on shoppers in Uptown.
-Lead Game Designer Gavin Hood


Description: A community show by TCR that talks to the environment artists.

UpcomingSingle DD27.png

Description: Up-coming Dev Diary Image.
 
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Looks great! Starting to get pret-ty interested. Char name still terrible, but everything else looking solid. Love the winter weather choice.

Oh, might want to correct this in the post: "As Sherriff, the Nomad has a duty". One "r".
 
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I have some questions first will there be consequences for phyre if the player regularly engages in masquerade risking activity or will it be a everything goes until insta kill screen, It would be weird for the game to track all our dialogue choices with NPCs just for them to brush over our behaviour and nice if they reacted with different dialogue depending on how good or bad we are at staying in the green even if it is within the context of a single mission.

Second will Phyre face consequences for ignoring masquerade breaking occurrences in the game like the example of thin bloods blatantly killings cops and slacking in there duties and similarly will NPC's care about this. Or are these occurrences only tied to missions.
 
Looks great! Starting to get pret-ty interested. Char name still terrible, but everything else looking solid. Love the winter weather choice.

Oh, might want to correct this in the post: "As Sherriff, the Nomad has a duty". One "r".
Oop, thanks for lettin' me know!
 
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I have some questions first will there be consequences for phyre if the player regularly engages in masquerade risking activity or will it be a everything goes until insta kill screen, It would be weird for the game to track all our dialogue choices with NPCs just for them to brush over our behaviour and nice if they reacted with different dialogue depending on how good or bad we are at staying in the green even if it is within the context of a single mission.

Second will Phyre face consequences for ignoring masquerade breaking occurrences in the game like the example of thin bloods blatantly killings cops and slacking in there duties and similarly will NPC's care about this. Or are these occurrences only tied to missions.

Phyre will be able to side-step consequences as long as she doesn't create too much of a fuss. Either take out those who're raising the alarm or quickly abscond.

Playing the story will give you a better look into this question, I can't say too much right now.
 
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Im also liking a lot what Im seeing, and the map sent me into a frenzy or trying to connect the dots and figuring out details!

its all connected 1.gif


At first I thought the map looked a bit small, but then I started comparing the buildings in it to the gameplay footage and it seems to be all right. If an open map would be too large, it would get boring zooming from one end to the other for the quests. And Im all for having more interaction with the map and its people over a larger but boring map! As long as the map still gives a *feel* of a city, that there is just enough of believability, Im good. In fact I'm excited!

However while going through my old pictures of locations I did notice one tiny tidbit, which may already be fixed and doesn't really relate to this diary, but I thought I'd mention it anyway.

In an earlier picture of The Dutchman, there are people with "Fermont Herons" jackets. Is this supposed to be Fremont, which is a neighborhood in Seattle? If so maybe fix the typo :D
typo qm.jpg
 
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Oop, thanks for lettin' me know!

Feeona, can you please mark the 1 minute clips within the dev diary "private" (visible by anyone who has the link), so they don't show up in people's youtube feeds without context. They obviously will still appear in the dev diary that way.
They seem to be causing some negative reactions in discord because of their shortness and lack of context.
 
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Feeona, can you please mark the 1 minute clips within the dev diary "private" (visible by anyone who has the link), so they don't show up in people's youtube feeds without context. They obviously will still appear in the dev diary that way.
They seem to be causing some negative reactions in discord because of their shortness and lack of context.
On the one hand, I think it's worth some effort to stave off the inevitable nega-hype wave from nearly everything and certainly BL2 stuff.

On the other, marking them private seems like a bit much. Out of context clips are de rigueur for a lot of youtube...not journalists...entertainers? Probably better to promote as best and honestly as you can, as clearly as you can, without getting into what seems a bit like manipulation of media.

I would like to see longer and more complete gameplay, of course. If it's ready to show.
 
It looks very very good.

However, questions arise. What if the player escalates the violence and continues to carelessly break the masquerade after reaching the maximum. What if we decide to murder the hunters chasing us? Will the characters we meet in the game behave differently towards us after our festival of violence ends?

For example, during a break between tasks, the player jumps to bite someone, leaves the body, covers the player's civilian and runs to notify the cops (by the way, don't these people have mobile phones?). The player chases the guy but fails to kill him so he runs into him and the cops. He decides to remove all the witnesses and deletes the entire group, but this only draws the attention of more civilians. And as you described, chaos breaks out. The Anarchs run out and the slaughter begins. After some time, hunters appear with stakes and dangerous weapons. What if the player massacres them all and continues to spread destruction? If he stops and returns to a "safe" place, will the npcs react at all to the fact that the sheriff, instead of keeping order, carried out a massacre in the middle of the city and fled the scene, leaving a pile of corpses behind? Or will Camerilla send other vampires after you? What if we kill them too and decide to respond to Camerilla's violence with violence? We know where he resides. After the escalation, can we move on and try to massacre Camerilla for coming after us?
 
It looks very very good.

However, questions arise. What if the player escalates the violence and continues to carelessly break the masquerade after reaching the maximum. What if we decide to murder the hunters chasing us? Will the characters we meet in the game behave differently towards us after our festival of violence ends?

For example, during a break between tasks, the player jumps to bite someone, leaves the body, covers the player's civilian and runs to notify the cops (by the way, don't these people have mobile phones?). The player chases the guy but fails to kill him so he runs into him and the cops. He decides to remove all the witnesses and deletes the entire group, but this only draws the attention of more civilians. And as you described, chaos breaks out. The Anarchs run out and the slaughter begins. After some time, hunters appear with stakes and dangerous weapons. What if the player massacres them all and continues to spread destruction? If he stops and returns to a "safe" place, will the npcs react at all to the fact that the sheriff, instead of keeping order, carried out a massacre in the middle of the city and fled the scene, leaving a pile of corpses behind? Or will Camerilla send other vampires after you? What if we kill them too and decide to respond to Camerilla's violence with violence? We know where he resides. After the escalation, can we move on and try to massacre Camerilla for coming after us?
We don't get hunters if we act out too much we get an unpreventable death screen no vampires or hunters patrolling the city looking for us that our powerful elder might be able to dispatched and continue a rampage.

It doesn't seem like there's a system in place that would track long term behaviour like how dishonoured reflects our protagonists murder hobo tendency's by showing the city's noticeable descent into decay. i think its out of the scope of this game for the narrative to be impacted by free play / non story content.
 
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However, questions arise. What if the player escalates the violence and continues to carelessly break the masquerade after reaching the maximum. What if we decide to murder the hunters chasing us? Will the characters we meet in the game behave differently towards us after our festival of violence ends?

I thought it was very clear: The high masquerade breach is a timer, and if you haven't de-escalated within that timer you just essentially die (you are staked - same effect). There is nobody you can fight against, its just a hard limit. The "scourges" in this case is just a name for the hand that stakes you in the animation.

This is fine with me, because an open map necessitates some method of keeping the masquerade under control. Its the gradations toward the hard upper limit of chaos you cause that is the interesting part. How long is the timer, how many police come after you, and so on. I hope its not too tight, considering we are expected to feed on the streets, and these kind of games have a danger of a domino effect in escalation. Games like GTA5 can show this easily. Once you get that first wanted level, its super easy to keep going even if you dont intend to.

In BL2 however, apparently we can escape to the roofs or sewers somewhat easily to cool off the wanted meters.

I would also like to say that masquerade in the streets was never an issue to me in Bloodlines 1. It was super easy to avoid, and since there were blood dolls you feed from in bars, I almost never had to resort to feeding in the streets past the start of the game and that one guy whose car had broken down.
 
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Camarilla has Seattle under strict control and has had for a long while. Majority of NPCs we know of are under Camarilla's wing.

Anarchs got it bad. Katsumi Ishizaki reluctantly leads anarch resistance from the "Hole in the Wall" bar, but they are a severe minority.

I think someone spotted the word "sabbat" from an asset name from one of the devs monitors in some of the devs videos but I cant confirm this myself :)

Clans I know of in Seattle: ventrue, tremere, banu haqim, brujah, gangrel, nosferatu, toreador, thinbloods..
 
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We know all playable clans have a building associated with them where we buy the clan powers for blood money.
Thanks but was not asking about playable clans, Bloodlines 1 was fun in featuring individual characters and references to the minors, you met a Nagaraja in act 1!
I want to know if there will be a settite presence, even if it's just one Ministry dealer in the backroom of a nightclub, a hecata needing help with an out of control wraith, lasombra looking for his shadow by the church, a werewolf!, a world that is bigger than playable clans, espec now with V5 meaning more individuals from every clan are Camarilla even if their sire's aint.
I mean there could be a mummy, anythings possible.
 
Thanks but was not asking about playable clans, Bloodlines 1 was fun in featuring individual characters and references to the minors, you met a Nagaraja in act 1!
I want to know if there will be a settite presence, even if it's just one Ministry dealer in the backroom of a nightclub, a hecata needing help with an out of control wraith, lasombra looking for his shadow by the church, a werewolf!, a world that is bigger than playable clans, espec now with V5 meaning more individuals from every clan are Camarilla even if their sire's aint.
I mean there could be a mummy, anythings possible.

Well much of that will be left for us to explore. I prefer it that way. The clans I mentioned so far are the ones we know of.