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Developer Diary #8: Explore the World of Darkness

Hello again,

This is my 3rd dev diary, and I have used the last two to talk about the 1st and 2nd pillars of the game: Feel Like a Vampire, which covered the player fantasy; Visceral Immersive combat, which covers the action gameplay. Today I want to tell you about our 3rd and final game pillar: "Explore The World of Darkness," which covers the setting, society, characters, story, and RPG elements of the game. We'll be talking in-depth about RPG elements at a later date, so today I am going to focus mainly on the setting, society, and characters.

MN_Wrestler_ENV_TowerCamarilla02_v01_RedSteam.jpg


The World of Darkness is the larger umbrella for the Vampire The Masquerade IP and the related games. It handles the supernatural in a mature and grounded way, basing it on the premise that vampires, werewolves, and ghosts are actually real, but are hidden from our contemporary human society. Video games offer a unique perspective on this world that other mediums don't, being able to walk around it and explore it. Our goal with this pillar was to create a version of Seattle that is authentic to The World of Darkness IP and makes you believe that this hidden side of Seattle, where vampires are in control, could be real and that in contrast the human world feels more alien to you and potentially unreal. To that end, we didn't set about making an exact replica of Seattle, as our priority wasn't to represent the human world, but the vampire one. The Seattle you experience in Bloodlines 2 is a kind of "best-of" Seattle where we've taken key landmarks and brought them in closer together. For example, Pioneer Square is a key location, and it speaks to us of the old city and its founders (some of which were vampires that you will meet), but we also have volunteer park, which in reality is on the outskirts of the city but we loved the idea of doing a creepy mission there that reveals something sinister beneath this iconic conservatory.

We want you to feel like you are seeing Seattle through the eyes of a vampire, so we have also made buildings taller, lights brighter, and alleyways darker to give an overall heightened feeling to what you are seeing as if you are looking through the eyes of an apex predator. For a better explanation of this, I suggest you read Ben Matthews dev diary on our neo-noir art style.

In Bloodlines 1 you were a new vampire in a city with a large Anarch presence where the Camarilla don’t have complete dominance. For Bloodlines 2 we have flipped this on its head. You play Phyre, an Elder vampire (~400 years old) in a city where Camarilla has been dominant for decades, and any hint of Anarch sympathy is squashed. Phyre's number 1 loyalty is to herself, but she is wise enough to respect the power of the Camarilla and, more importantly, the Masquerade. Within the story Phyre earns a seat at the top-table of the Camarilla as the court's Sheriff, giving her the court's protection but also a powerful authority within Seattle's vampire society. This is an RPG, of course, so you can roleplay Sheriff in multiple ways, maybe you are a loyal Sheriff of the Camarilla, or an Anarch sympathiser working from within to undermine the court, or maybe you're a self-centred Elder vampire playing the different factions off each other to your advantage.

JG_Wrestler_ENV_Quests_EscapeTheBloodHunt_Interior_TallSewerAreaSteam.jpg


Phyre's motivation in the story is driven (at least initially) by regaining her power - she has awoken after 100 years in torpor (vampire hibernation) 6000 miles from home with markings all over her body which are limiting her powers. This sets up the narrative context of the ability tree (which we will show in due course) which instead of being about adding new powers to Phyre, like levelling up in the pen-and-paper RPG, you are unlocking her existing powers. Over her 300 years roaming the old world, Phyre had gained many powers, not only those from the disciplines of her clan.

An important part of the Masquerade is that vampires are hidden in plain sight in our society. There are several vampire hangouts in the city which, to a passerby appear innocent, but to those in the know, are important places in vampire society. For example, the little old lady who runs the all-night coffee shop may not be as sweet and defenceless as she seems at first glance. A key location the player often returns to, is Weaver Tower, a Seattle corporate HQ that is actually the front for the Camarilla, inspired by the downtown skyscrapers in Seattle and giving the city's Prince a skyline view over their domain.

Lastly, there can be no World of Darkness without light - the world of humans. The city is populated with "civilians," unaware that you are a vampire walking among them. Whilst this may seem great to a vampire - free-ranged food on every street - it also comes with risk, as using your vampiric powers or feeding in front of witnesses can trigger a Masquerade breach, and while you are Sheriff, even you are not above the law and could have the court's Scourge sent to deal with you if you are reckless on the streets of the emerald city. So make sure to hunt like a vampire: stalking from rooftops, hunting in alleyways, isolating your prey and if you are observed, deal with witnesses swiftly.

I hope you enjoyed hearing more about the setting and world of Bloodlines 2. We look forward to sharing more information with you in future dev diaries.

Good night!
Alex Skidmore, Project Creative Director
 
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I hope to have soon the possibility to read more in-depth about how Phyre's story can unfold in terms of her alignment (with existing factions or against them) and what kind of interaction a player can have with the various political players of the vampire (or the supernatural as a whole) society in Seattle.
 
Thanks for talking about this side of the game, can't wait to hear more details. The story and hook sound pretty interesting and will be fun to explore.
Will dialogue involve checks or rely on choosing the right option?
or will it be more oblivion style where you can exhaust every dialogue option and there are no wrong answers?

Will there be any investigation mechanics? as sheriff angle
 
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Phyre's number 1 loyalty is to herself, but she is wise enough to respect the power of the Camarilla and, more importantly, the Masquerade. Within the story Phyre earns a seat at the top-table of the Camarilla as the court's Sheriff, giving her the court's protection but also a powerful authority within Seattle's vampire society. This is an RPG, of course, so you can roleplay Sheriff in multiple ways, maybe you are a loyal Sheriff of the Camarilla, or an Anarch sympathiser working from within to undermine the court, or maybe you're a self-centred Elder vampire playing the different factions off each other to your advantage.

"We've determined you're going to become a leader in the Cammy, but you get to decide how you feel about that! You can imagine whatever backstory you like for the decisions we've already made for you!"

Being able to imagine a better or more cohesive story than the one actually told by a game does not make that game an RPG. Is minesweeper an RPG because I can imagine a complex motivation for why I'm clearing mines?

We've gone from meaningful choices, to meaningless choices, to - now - literally imaginary choices. In a full-priced RPG game. Why would I pay you to imagine things? I can already imagine things for free.
 
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"We've determined you're going to become a leader in the Cammy, but you get to decide how you feel about that! You can imagine whatever backstory you like for the decisions we've already made for you!"

Being able to imagine a better or more cohesive story than the one actually told by a game does not make that game an RPG. Is minesweeper an RPG because I can imagine a complex motivation for why I'm clearing mines?

We've gone from meaningful choices, to meaningless choices, to - now - literally imaginary choices. In a full-priced RPG game. Why would I pay you to imagine things? I can already imagine things for free.
You can imagine that you get value for money, and feel good about it.
 
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We want you to feel like you are seeing Seattle through the eyes of a vampire, so we have also made buildings taller, lights brighter, and alleyways darker to give an overall heightened feeling to what you are seeing as if you are looking through the eyes of an apex predator. For a better explanation of this, I suggest you read Ben Matthews dev diary on our neo-noir art style

I love the fact that you are idealizing and synthesizing Seattle. : )

I love the city and visited it the last time I traveled to the West Coast for some well deserved down time. Working as you are preserves the character and flavor of Seattle while ensuring the game doesn’t become a travelogue of streets, interceptions and unknown, uninteresting landmarks.

Excellent design, well done. :bow:



In Bloodlines 1 you were a new vampire in a city with a large Anarch presence where the Camarilla don’t have complete dominance. For Bloodlines 2 we have flipped this on its head. You play Phyre, an Elder vampire (~400 years old) in a city where Camarilla has been dominant for decades, and any hint of Anarch sympathy is squashed. Phyre's number 1 loyalty is to herself, but she is wise enough to respect the power of the Camarilla and, more importantly, the Masquerade. Within the story Phyre earns a seat at the top-table of the Camarilla as the court's Sheriff, giving her the court's protection but also a powerful authority within Seattle's vampire society…

THIS more than anything written thus far has me fired up and excited for the release of Bloodlines 2 later this year! I love the set up. It has “in-play” all the World of Darkness elements I had hoped for and more! : )


Phyre's motivation in the story is driven (at least initially) by regaining her power - she has awoken after 100 years in torpor (vampire hibernation) 6000 miles from home with markings all over her body which are limiting her powers. This sets up the narrative context of the ability tree (which we will show in due course) which instead of being about adding new powers to Phyre, like levelling up in the pen-and-paper RPG, you are unlocking her existing powers. Over her 300 years roaming the old world, Phyre had gained many powers, not only those from the disciplines of her clan….

This crystallizes the Elder Vampire experience for me, satisfying ALL my expectation for the “feelz” of Bloodlines 2…

…what can I say? TCR, you’ve knocked this one out of the park. Thank you @Feeona, thank you very much indeed. :bow:
 
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Well ... and once again i feel cheated. :-/
I was lured here by seeing that alley picture with "D-daylight...?" description on Twitter ... and i was falsely presuming that you will actually adress this, ESPECIALY after last presentation where some people (me included, but not the only one) were quite confused and not in a good way, about first light in that Warehouse looking like a sunset shining trough windows. :-/

And what do we have here to read?
Some recycled scraps from HSL DD (im 100% sure that i allready read that thing about Seattle topography) ...
Finaly some mention of Bloodlines 1 ... not much, but at least you finaly openly admited its existence ... at least ...
And then some vague talking about Phyre's history and present ...
Not even single word about that light. :-/

I mean, maybe im missing something ... english is not my first, nor second, or even third language ... so feel free to point me towards anything exiting i have missed, but right now it seems to me like this whole DD could be sumarized as: "You will play a Sheriff ... and some unimportant stuff."

That picture was good clickbait!
I give you that ... not really sure if that is praise, or criticism tho. :-/
 
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This is a role playing game. Why are you telling us how our charactar is going to feel?

That defeats the entire point of making a role playing game.
 
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Well ... and once again i feel cheated. :-/
I was lured here by seeing that alley picture with "D-daylight...?" description on Twitter ... and i was falsely presuming that you will actually adress this, ESPECIALY after last presentation where some people (me included, but not the only one) were quite confused and not in a good way, about first light in that Warehouse looking like a sunset shining trough windows. :-/

And what do we have here to read?
Some recycled scraps from HSL DD (im 100% sure that i allready read that thing about Seattle topography) ...
Finaly some mention of Bloodlines 1 ... not much, but at least you finaly openly admited its existence ... at least ...
And then some vague talking about Phyre's history and present ...
Not even single word about that light. :-/

I mean, maybe im missing something ... english is not my first, nor second, or even third language ... so feel free to point me towards anything exiting i have missed, but right now it seems to me like this whole DD could be sumarized as: "You will play a Sheriff ... and some unimportant stuff."

That picture was good clickbait!
I give you that ... not really sure if that is praise, or criticism tho. :-/
What's there to explain about the daylight? The entire part of the mission that was shown was a Dementation illusion. It doesn't matter if you shine the sun right on her because it's all in her head. lol

TCR didn't reuse HSL's city. They had to build their own Seattle, their own way, from scratch. They want to talk about it. Nothing wrong with that, either.
 
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It's just a fixable detail anyway. The main thing regarding lighting to me is that they actually got it right and made dark areas dark - by which I mean, dark. Which seems obvious, but somehow recently has not been. There's this stupid trend in video games recently to make dark actually blue (a bad example of this you can actually see in some of the HSL-BL2; it just looks ridiculous ^^).

What the DD missed out on though is anything specific about the literal exploration part. Is the verticality focus still a thing? Do we still get access to different parts via disciplines we have? How is the game structured - do we get open hubs, or what? Nothing specific anywhere unfortunately.
 
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I'm sometimes surprised about how much criticism Bloodlines 2 is gathering; I admit I didn't watch the "spoiler" trailer because I just dislike spoilers, but even very praised and well liked games like Baldur's Gate III don't let your character do everything a player can want in the setting and sometimes a player can feel a bit pushed towards a narrative direction.
 
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" Phyre's number 1 loyalty is to herself, but she is wise enough to respect the power of the Camarilla and, more importantly, the Masquerade."
If it was my character, I sure would've loved to have a choice in this.
"Phyre's motivation in the story is driven (at least initially) by regaining her power"
Reasonable, but again I would love to have a say in this.
"you are unlocking her existing powers."
Ah, yes, it's HER powers, not yours as the player. I see now. We're just along for the ride.
"This is an RPG, of course, so you can roleplay Sheriff in multiple ways, maybe you are a loyal Sheriff of the Camarilla, or an Anarch sympathiser working from within to undermine the court, or maybe you're a self-centred Elder vampire playing the different factions off each other to your advantage."
Now there might be some deep and branching choices that could allow us as players to really have an input on who our main character is and where the story goes despite being forced in to a lot of positions, but this really just reads to me as the 3 different options of play that we have seen in so many mass market commercialized "rpgs". Please tell me it's not just going to be cammy bootlicker (Yes), "secret" "anarch" (yes, but secretly in my head: no) and selfish prick. (yes but with an attitude).

The whole part about hunting either in bars or on the streets and jumping rooftops sounds cool I guess, and the city vision sounds nice but I think I'd rather see it to believe it and even if it's fantastic I don't know if there is anything that could make me less interested in a "RPG" than being told who and what my character will be like before I'm even at the character creation screen.
For Bloodlines 2 we have flipped this on its head.
Why? Bloodlines was fantastic. Why not more and better instead of changing everything? Big Sad.
 
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What's there to explain about the daylight? The entire part of the mission that was shown was a Dementation illusion. It doesn't matter if you shine the sun right on her because it's all in her head. lol
I dont really think so.
Lets watch it together with timesnaps, shall we?

I will be using original, full, video ... bcs the other one can get people confused, due to those cuts.

1:26 - 1:43 > Sunlight ...
2:15 (+2:39 same one) > Sunlight ...
3:00 - 4:22 > Moonlight ... presumably shining trough a roof window ...
4:23 > Nosferatu screaming ... aka. Using a dementation ability on you (somehow?) ...
From here on, everything is in your head ... til this happened, there is litteraly zero indication things werent real ... and all that applpy until
14:00 > You get out of the Illusion, and are once again talking to very same Nosferatu as in 4:22 ... who didnt even move from his original spot, just (again for some reason, somehow) put on a suicidal explosive vest and took a phone to his hand. o_O

And then there is ofc this picture that draw me here once again ...
Picture that is quite clearly not from the very same Warehouse ... so there is little to no reson to asume that have anything to do with that particular illusion we experienced there ...
And that was described with by word "Daylight" by World of Darkness team themselves ...

So ...
Seems quite clear to me that the odd light that suspiciously remind me of Sun, is not part of your vision ... unless you wish to claim that our protagonist were halucinating ... before they started to halucinate? :D
TCR didn't reuse HSL's city. They had to build their own Seattle, their own way, from scratch. They want to talk about it. Nothing wrong with that, either.
 
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even very praised and well liked games like Baldur's Gate III don't let your character do everything
There is matter of choices ... and matter of choices.

Every gamer that is older than (insert responsible age here) understands that they will never be able to "do everything" ... games are limited by default, its their natural state.

But there are as you said very praised games that allow you to decide WHO you want to help, IF you even want to help, HOW you want to help, and so on ...
That all in the end reflects in your story, that can be dramaticaly different, if you play the game again, but pick other choices this time.

And then there are, lets say less praised games, where your choices are basicaly just for flavour ... wich is not necessarily a bad thing!
Take Mass Effect for example, or Dragon Age ... two series very often praised for their story, but if you think about it, what can your choices actually affect?
- If you play your Shepard as full Renegade, you are rough, demanding, badass ... and you do your job no matter the cost.
- If you play your Shepard as full Paragon, you are understanding, reasonable, persuative ... and you do the exactly same job.
- If you play as litterally anything in between, your character is harder to describe by three words ... and you do the exactly same job. :D
The only difference is, that some romances are locked for you in each cases ... and you dont see certain informations at the very end ... but each and every Shepard eventualy get to the point where he finish the job by picking one of 4 final endings ... and everything you affected during the gameplay is only mentioned in final sumarisation, bcs once you picked it, it was moved aside and never mentioned again.

So, this isnt inherently bad thing ... not at all.
The reason people are angry about the second aproach ... is (at least by my observation) that they were promised first aproach ... and such games are incredibly rare, bcs that requires VERY high level of storytelling and resources ...

So, quite logicaly i would say ... if someone promises you ring with true diamond ... but then he gives you imitation jewelry ...
You simply will be disapointed, not bcs that ring is not pretty, not bcs that person didnt express their affection towards you by that gift, not bcs you it was cheaper and you only measure things by them being the best they possibly could be ... just bcs you were exited about something you didnt get. ;)

And that is rough place to start a hype. :-/

People were promised branching story with lots and lots and lots of options ...
Brian was even repeatedly mentioning that they prepared some "dialogue traps" for players, where most obvious option you can pick may not lead to desired outcome ... wich we have even seen in their gameplay trailer few years back. And we (or at very least i) loved that!
Now instead we got game where our options as it seems so far are: Fight / Smile and fight / Frown and fight ...

Wich is quite obviously a downgrade. :-/
 
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- If you play your Shepard as full Renegade, you are rough, demanding, badass ... and you do your job no matter the cost.
- If you play your Shepard as full Paragon, you are understanding, reasonable, persuative ... and you do the exactly same job.
The Mass Effect choices aren't just about being Renegade/Paragon, they mainly are about whether to save the Krogan or not, whether to reconcile the Geth and whatever their name was, whether to sacrifice Ashley or Whatshisface, whether to let the alien queen thing live ... these aren't P/R choices. They are actual decisions to make.

P/R was more about the flavor of doing things than what you were doing (except some choices where it wasn't ^^). But that was the idea. They wanted to de-couple the idea that choices are a good/bad selection (which you very much had in KotoR and Jade Empire, although in JE it already wasn't meant to represent "good/bad" quite so "absolutely" Jedi/Sith anymore).

Obviously in the end the idea wasn't fully realized, which is why everyone complains about how bad ME3 (or at least its end) is. Same as BL1 ran out of steam and so all the dialogue options and alternative paths progressively closed down as the game tried to somehow crawl over the finish line. But as always, we're supposed to learn from the past to improve, not to replicate the same errors ^^

Anyway; the equivalent for the showcase would be you can either "paragon sheriff" be nice and understanding to Willem or be "renegade sheriff" hard-ass about it, which seems to be the case. But then where ME shines is that it'd give you an actual choice for example to still save him at the end, somehow.

Ideally of course since this is not ME after all it'd be tied to your character sheet (maybe requires a certain level of persuasion or even a specific discipline or something).

But either way it's also not like people just saw "it's one quest where there seems to be no player agency so this sucks", as debated in many threads it's all sorts of things starting with the stupid character name, going to characters constantly saying obvious things to themselves; some people don't like the voice acting or the facial animations, apparently completely cut gameplay elements such as no inventory, questionable character progression, yaddayadda. Shall we compare to BG3 again? Are we then still surprised that RPG players are disappointed? ^^
 
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The Mass Effect choices aren't just about being Renegade/Paragon
I was talking about your Shepard archetype. ;)

they mainly are about whether to save the Krogan or not, whether to reconcile the Geth and whatever their name was, whether to sacrifice Ashley or Whatshisface, whether to let the alien queen thing live ...
Exactly!
And none of them really matters ...

I mean, there are some minor consequences like wich one of those two will you meet in final game ... if you get another companion you will not use anyway ... or if NPC that is not relevant anymore will have red or blue armour, bcs they didnt even bother really to make aliens look more different than that. :D
But the story goes exactly same way no matter what, best you can hope for is single extra sentence for having "a companion" with you on mission. :-/

My main criticism for BioWare "choices" ... is their "canon" aproach. :-/
If some choice dont suit them, they simply retcon it ...
As it was in Dragon Age ... you have several chances to kill Leiliana ... and yet, no matter wich you pick, she will be alive and well in Inquisition again ...
Same goes with others, but i could be here for hours and hours listing them. :)

They wanted to de-couple the idea that choices are a good/bad selection (which you very much had in KotoR
Shame they didnt take inspiration in KotOR II.
I mean ... feel free to disagree, but in my honest opinion ... Kreia puting things in wider perspective worked really well in this regard.

Obviously in the end the idea wasn't fully realized, which is why everyone complains about how bad ME3 (or at least its end) is. Same as BL1 ran out of steam and so all the dialogue options and alternative paths progressively closed down as the game tried to somehow crawl over the finish line. But as always, we're supposed to learn from the past to improve, not to replicate the same errors ^^
+1, 100%

Anyway; the equivalent for the showcase would be you can either "paragon sheriff" be nice and understanding to Willem or be "renegade sheriff" hard-ass about it, which seems to be the case.
Thats what i was trying to say. :)

But then where ME shines is that it'd give you an actual choice for example to still save him at the end, somehow.

Ideally of course since this is not ME after all it'd be tied to your character sheet (maybe requires a certain level of persuasion or even a specific discipline or something).
Exactly!
Thats why its so painfull to watch all those promotion materials ... they are allways soooooooooo close to being good, but for some weird reason they every single time stop right there, leave us guessing.
And we are simply not so optimistic anymore. :-/

But either way it's also not like people just saw "it's one quest where there seems to be no player agency so this sucks", as debated in many threads it's all sorts of things starting with the stupid character name, going to characters constantly saying obvious things to themselves; some people don't like the voice acting or the facial animations, apparently completely cut gameplay elements such as no inventory, questionable character progression, yaddayadda. Shall we compare to BG3 again? Are we then still surprised that RPG players are disappointed? ^^
+1, 100%
 
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There is matter of choices ... and matter of choices.

Every gamer that is older than (insert responsible age here) understands that they will never be able to "do everything" ... games are limited by default, its their natural state.

But there are as you said very praised games that allow you to decide WHO you want to help, IF you even want to help, HOW you want to help, and so on ...
That all in the end reflects in your story, that can be dramaticaly different, if you play the game again, but pick other choices this time.

And then there are, lets say less praised games, where your choices are basicaly just for flavour ... wich is not necessarily a bad thing!
Take Mass Effect for example, or Dragon Age ... two series very often praised for their story, but if you think about it, what can your choices actually affect?
- If you play your Shepard as full Renegade, you are rough, demanding, badass ... and you do your job no matter the cost.
- If you play your Shepard as full Paragon, you are understanding, reasonable, persuative ... and you do the exactly same job.
- If you play as litterally anything in between, your character is harder to describe by three words ... and you do the exactly same job. :D
The only difference is, that some romances are locked for you in each cases ... and you dont see certain informations at the very end ... but each and every Shepard eventualy get to the point where he finish the job by picking one of 4 final endings ... and everything you affected during the gameplay is only mentioned in final sumarisation, bcs once you picked it, it was moved aside and never mentioned again.

So, this isnt inherently bad thing ... not at all.
The reason people are angry about the second aproach ... is (at least by my observation) that they were promised first aproach ... and such games are incredibly rare, bcs that requires VERY high level of storytelling and resources ...

So, quite logicaly i would say ... if someone promises you ring with true diamond ... but then he gives you imitation jewelry ...
You simply will be disapointed, not bcs that ring is not pretty, not bcs that person didnt express their affection towards you by that gift, not bcs you it was cheaper and you only measure things by them being the best they possibly could be ... just bcs you were exited about something you didnt get. ;)

And that is rough place to start a hype. :-/

People were promised branching story with lots and lots and lots of options ...
Brian was even repeatedly mentioning that they prepared some "dialogue traps" for players, where most obvious option you can pick may not lead to desired outcome ... wich we have even seen in their gameplay trailer few years back. And we (or at very least i) loved that!
Now instead we got game where our options as it seems so far are: Fight / Smile and fight / Frown and fight ...

Wich is quite obviously a downgrade. :-/
As I actually played the Mass Effect original trilogy and Andromeda, I kinda I have to disagree about how branching narratively it is. Mass Effect 2 basically wipes what happens in the first Mass Effect. I agree, it still let the player set a bit of political mood according to "what kind" of Shepard you chose, but that's all. Then Mass Effect 3 literally wipes for good the whole Cerberus arc, just putting back Shepard as a Systems Alliance Navy officer and re-casting Cerberus in a flat villainous organization like in the first chapter.
I can't say that the various retcon were badly done (after all, I'm convinced that the biggest segment of the customers don't really want morally grey stories, but they tend to prefer a black and white approach... and even the "black" ending lots of times feels a bit of an afterthought compared to the heroic one, but I'm just digressing a bit) and the trilogy ending was even properly expanded. Yet in the end while I really loved Mass Effect, I still feel that sometimes the story was a bit (or a lot) railroaded.

And I agree, the game promised was at least first Bloodline level, but the "new" Bloodlines 2 seems to be more like the quite old Vampire: Redemption with maybe some more choices along the road. It's not the best thing and it's a downgrade, I can't agree more, but the "old" Bloodline 2 is not happening and this is also the big "elephant in the room" with games. In the present time there is all that is needed at tech level to make them "artworks", yet, I personally just don't see that happening. Maybe it's the market, maybe videogames aren't yet a culturally mature medium as I see them.
In the end, I'm just reasonably happy that the game is being developed and looks good enough; it seems that you can influence the story a bit more than an action-rpg and I don't care that much if it looks a bit dated graphically (The first Dragon Age was universally praised, yet I still remember the characters hands model being twice as large than the average human proportion).

If I was the lead designer I would have dropped literally anything before the complex and branching storyline, but I'm not.
Having Phyre in the role of a Camarilla sheriff isn't too limiting in my opinion (I'm not such an expert on the setting of course so I might be wrong), and in the dev diary it's announced that as a player you can follow different approaches and get different outcomes. Will that be true? I cannot say of course, I have no access to a copy of the game. But I also feel that if Bloodlines 2 can be a solid even if not a historical milestone game, it's better than nothing at all.
 
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