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Developer Diary #9: Developing Brujah

For those who are new to the Vampire the Masquerade universe, the Brujah are a Vampire Clan. They are all descendants of the same bloodline that gives them similar strengths and weaknesses. They have access to supernatural Strength, Speed and Charisma. Their curse is that they are easily riled to anger and often use this reputation to their advantage with intimidation and threats. All these traits make them deadly opponents on and off the battlefield.
When we looked to adapt these rebels and philosophers into a video game, we were inspired by real world culture and vampiric fantasies to help you get immersed in their playstyle.
Here are some perspectives on building different Brujah from across the studio and an introduction from Karim from World of Darkness on how Brujah was developed for Vampire: The Masquerade fifth edition.

Designing modern Brujah for Tabletop​

“With the fifth edition of Vampire: The Masquerade, we wanted each clan to primarily embody a vampire archetype out of fiction and popular culture, rather than looking to their powers and fictional history alone for identity. Fortunately, for the Brujah this was easy.

The Brujah clan represent one of the oldest and most recognizable vampire archetypes: that of the eternal rebel. Brujah vampires identify fiercely with a personal cause, and cannot resist picking fights for the sake of this conviction. Explosive strength — of body as well as personality — thus becomes a defining asset of the clan. In previous editions of Vampire: The Masquerade the Brujah were often overshadowed by other clans in martial acumen, at least in practice, so we now made sure that their unique combination of Celerity and Potence would allow them to dominate most physical altercations.

However, in a game of personal horror, each archetype should be defined by their flaws just as much (if not more) than their powers. The tragedy of the Brujah is that beneath their surface idealism lies a deeper need — an addiction — for conflict. Mortals Embraced into the clan come from all walks of life and champion any number of causes, savory and less savory, united only in their belligerence. While many Brujah would claim to fight for the downtrodden, the perception of “downtrodden” is as varied as there are Brujah. And if a Brujah vampire would ever see their cause triumphant, they often find themselves championing the other side, the cold fire in their dead hearts goading them back into the fray — forever caught in a self-perpetuating cycle of destruction.”

– Karim Muammar, Brand Editor for World of Darkness

Simeon Ladock - “Silky”​

"Better to reign in Hell than to serve in Heaven, right? Name's Silky. This is my place, these are my people."

“Phyre won’t be the only Brujah in town. You can butt heads with several other characters that share this clan. Silky is one that we’d like to share today and you’ll learn more about him in the next post too.

He may look like he thinks with his fists, but assumption makes fools of us all. Silky is eloquent, persuasive, and a man of letters, quoting Milton, Shakespeare, and the Sex Pistols with equal reverence.

Silky is solid, the one you want on your side, clear-sighted and unimpressed by the posturing and drama of the establishment. He was the only one the Camarilla could name as Primogen for the Brujah because he's the only voice the rabble will listen to.

You'll find him holding court in The Dutchman, his beloved bar. Stay on his good side and you won’t see trouble there.” - Cherish Goldstraw, Writer

IH_Graphics_Silky_Tattoo_final_03.png

Writing the Brujah​

“It was important to us when designing our Brujah characters to show the variety of the clan - it’s not all about brutality, and clan members have very different ways to challenge the status quo and champion their causes, yet must still co-exist within Seattle’s Kindred society. Silky came in from one of our writers at the design stage feeling fully-formed and someone we wanted to spend time with. We knew who he was very quickly, and that makes writing him a joy.” - Ian Thomas, Narrative Director

Combat Discipline Design​

“Designing the Brujah's in-game powers, we first had to consider the kind of player that best fits the Brujah archetype. Bloodlines 2 pits the player against overwhelming odds, and while Phyre is exceptionally powerful, these situations are often best approached quietly and carefully to begin with. Most clans have tools at their disposal to sustain and exploit stealth, picking apart large groups of opponents and remaining unseen until the time is just right... But for some players, the time is right now and the tool is blunt force.

These players rebel against the planning and tension of stalking, instead preferring to trust their skills and instincts in the chaotic flow and dance of combat. With that in mind, the Brujah clan gives them the tools they need to get in people's faces and come out on top!
All the Brujah powers are offensive in some capacity. There's no easy way out, no help in staying alive, it's kill or be killed, so you'll need to be aggressive to survive. While that may sound simple, it won't be enough on its own. Each ability is designed to have utility beyond simple damage, so as you get to grips with combat, you'll find yourself using these more as tools to keep the flow of conflict under your control, which is where Brujah's real strength lies.

Your abilities allow you to crash through groups of opponents and drag enemies into a more isolated spot for a fairer fight or a safer feed. You’ve already seen a video of how to quickly deal overwhelming damage to a single target, but an even better tactical use is for bringing multiple opponents to the brink of death for a lethal follow up.

Brujah will also make use of Presence to taunt and enrage opponents, this makes them predictably aggressive, and is great for motivating a heavily armed mortal to try and club you to death with their firearm instead of shooting you! There's also a big explosive use of Potence, which can be used as both a crowd control and combo tool.

With all of the player's powers (and Brujah in particular), we've aimed to give them all a punchy, rhythmic feeling that makes them weave right in with your regular attacks and punctuates the chaos. My favourite's got to be the Presence-based power- Slagging opponents off to weaponise their emotions really puts you in the mindset of a belligerent Brujah troublemaker.” - Max Bottomley, Senior Gameplay Designer

What does a Brujah look like?​

“When it came to designing the look of the Brujah we really wanted to capture their chaotic and rebellious nature. This direction naturally led us to drawing inspiration from many real-world archetypes and movements that equally encapsulate that same vibe; punks, bikers, metalheads for example. All counter-cultural movements that stem from an anti-establishment and anarchic look on life, movements that we felt really captured the same feeling of being a Brujah. The punk and biker culture we wanted to incorporate has that same feeling of rebellion and conviction that is so prevalent within these movements. It was important to capture the unconventional and distressed clothing that punks tend to wear like the military surplus wardrobe, all the things that really show a disdain for conformity. These things we felt go hand-in-hand with what the Brujah represent, a rebellious and fiercely individual spirit.

We wanted the areas the Brujah inhabit to reflect their anarchic nature too. The Brujah will likely be found in dive bars, shady sections of Seattle away from the other more authoritative clans who also reside in the city. From this, we wanted their world to be messy, chaotic, with furniture tipped over from a recent brawl and graffiti covering the walls. We wanted the Brujah and their environment to reflect other rebellious pieces of imagery from real-life. Scrawled symbols of anger and defiance. Bright, non-conforming colours. A general sense that, at any point, something unpredictable could happen.” - Jordan Grimmer, Senior Concept Artist

Brujah_PhyreTogether.png

What’s Next?​

Over the next few months, you’ll learn more about the playable clans through our upcoming Clan Highlights. Following a dev diary much like this one, where the team at TCR lets you in on their approach to create the clan in question, a Clan Highlight will showcase specific abilities and how the clan choice impacts roleplaying in the game.

Every fourth week, you’ll be able to follow TCR in a new dev diary regarding a specific clan. Following each diary, a Clan Highlight with material related to the clan presented in the previous dev diary will be released, with the Brujah Highlight coming in two weeks.
 

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Excellent update! Thank you. :bow:
I can‘t wait till later in the year when we’ll be able to play the game for ourselves. I think for my first playthrough I’ll play as a Brujah. : )

Have a great day, and ever better tomorrows.
 
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Very well-selected clothing concepts. The only thing I miss is the option of characters wearing black cargo pants. The description perfectly reflects the specificity of the clan. I hope that the clan mentality will also be reflected in the dialogue options. It would be good if each clan had its own unique fourth dialogue option. In the case of the clan in question, it would be nice if this meant a threat of immediate violence. Ultimately, that is the character of Brujah. they are not known for their patience, much less their high level of tolerance for insincere intrigues and political tricks.
 
The Brujah are rebels, punks and dreamers -- not some street gang of violent bikers. This reads like a generic description of a chaotic brawler class.

Would I be right in assuming from this that the Tremere are likewise to be reduced to generic mages and the Banu H to generic rogues?
 
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Oh my ...
This is sooooo wrong. :-/
“Silky”
What kind of name is that? o_O
Silky came in from one of our writers
Im willing to take a bet that we all allready know how does he look like.
My tip?
brujah.jpg


With all of the player's powers (and Brujah in particular), we've aimed to give them all a punchy, rhythmic feeling that makes them weave right in with your regular attacks and punctuates the chaos.
I only hope that means more that what we have seen in so called "extended gameplay reveal" ...
Meaning repeating the same animation over and over each twelve seconds.

What does a Brujah look like?​

Im sory but i just have to ask this ... what kind of questions is that? o_O
If anybody really feels like there even exist a answer ... i dont think they understand the setting. :-/

This direction naturally led us to drawing inspiration from many real-world archetypes and movements that equally encapsulate that same vibe; punks, bikers, metalheads for example. All counter-cultural movements that stem from an anti-establishment and anarchic look on life
This is so sad ...
I bet whoever wrote this also thinks that all Barbarians in DnD HAVE TO be stupid ... all Wizards HAVE TO be brilliant ... and each and every Bard needs to be as Horny as Physicaly possible and maybe even a bit more. :(

I wonder if autor ever heard about Hippies ... funny enough, they were very rebelious for their time.
Or industrial revolution workers ... people who completely swap how society worked.
English businessmans ... in last years of feudal Japaneese.
Oh i could go on for so long ...

But what could you expect from someone who thinks there even exist answer for "how do they look like" huh? :-/

The Brujah will likely be found in dive bars, shady sections of Seattle away from the other more authoritative clans who also reside in the city. From this, we wanted their world to be messy, chaotic, with furniture tipped over from a recent brawl and graffiti covering the walls.
Just ... /palm

- Jordan Grimmer, Senior Concept Artist
Ok ... at least we know who to blame.
Not really sure how any "senior" can make such elementary misstakes tho. :-/

Need to check some other work of his ... i wonder if there is something good.
(Feel free to send me some links, if you have them.)

I see there are still no screenshots ...
Disapointing, but not really surprising at this point. :-/
Seriously tho ... someone should really tell them to show some actual work, not how they imagied things potentialy maybe could looklike ... can you please let them know Feeona? O : )

a Clan Highlight will showcase specific abilities and how the clan choice impacts roleplaying in the game.

... coming in two weeks.
Looking forward to it ...
 
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The Brujah are rebels, punks and dreamers -- not some street gang of violent bikers. This reads like a generic description of a chaotic brawler class.

Would I be right in assuming from this that the Tremere are likewise to be reduced to generic mages and the Banu H to generic rogues?
From V5 corebook description of the Anarchs:

The Movement is different in each city. Sometimes an Anarch city has a ruler called a baron. More commonly, it is led by gangs who each have their own territories

In V5, the Brujah are an Anarch clan and they often organize themselves into gangs.
 
In V5, the Brujah are an Anarch clan and they often organize themselves into gangs.
Yeah the idealists are usually kinda forgotten, not something to blame just TCR for.
What does a Brujah look like?
This messes me up a bit though. What are these outfits? It looks like some safe, commercialized, fashion show appropriation of alternative style. Like, inspired by punk, but safely removed from those dirty, smelly actual punks. I really miss some grit, something that looks like it's not put together by a stylist. Particularly if we are going to think of this as the outfit of an elder who I would assume to not be perfectly clued in. Or maybe the first quest or whatever is to visit your undying stylist ghoul, idk. As of now Phyre looks like someone who gets beaten up at a show.

ETA: At least we finally got to see the male version of Phyre.
 
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From V5 corebook description of the Anarchs:



In V5, the Brujah are an Anarch clan and they often organize themselves into gangs.

Roman legionaries would often organise themselves into the testudo formation, but that doesn't mean that the Roman Empire was all about turtles. :)

The Brujah have their aims, and the Anarch movement likewise has its aims. Brujah are not strangers to violence, but they're not fundamentally about violence. It is a tool to serve their ends. Describing the Brujah as street brawling gangbangers is reductionist. It does a disservice to the lore, which is being shoe-horned here into common action-adventure tropes, presumably in order to simplify development. Considering lore and story-telling are the beating heart of VtMB1, this doesn't bode well.
 
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Roman legionaries would often organise themselves into the testudo formation, but that doesn't mean that the Roman Empire was all about turtles. :)

The Brujah have their aims, and the Anarch movement likewise has its aims. Brujah are not strangers to violence, but they're not fundamentally about violence. It is a tool to serve their ends. Describing the Brujah as street brawling gangbangers is reductionist. It does a disservice to the lore, which is being shoe-horned here into common action-adventure tropes, presumably in order to simplify development. Considering lore and story-telling are the beating heart of VtMB1, this doesn't bode well.
Version 5 coebooke, page 65:

Common perception place punks, gang-members, maladjusted immigrants rejected by the society that should protect them, and placard-carrying and Molotov-wielding rioters among the Brujah
Sorry, but the tabeltop game says that this is correct.

I think the problem is that many people don't really bother to learn the metaplot of V5. Elder vampires are mostly gone from the setting. They've all been Beckoned, forced into torpor, or are simply dead for the most part. That's what makes Phyre's arrival in Seattle such a big deal. Because the elder class is mostly MIA, that means V5 is about younger vampires. Some vampire embraced in the 1980s isn't going to rebel like Simon Bolivar. They're going to be a reflection of rebellion from their own time and culture. Punks and gangsters.

If Brujah Phyre is going to try to blend in with the local clan, yeah, she's going to look like a punk. No different than how 17th century pirate Smiling Jack shows up in Bloodlines 1 wearing a Motorhead vest.
 
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It looks like some safe, commercialized, fashion show appropriation of alternative style. Like, inspired by punk, but safely removed from those dirty, smelly actual punks. I really miss some grit, something that looks like it's not put together by a stylist. Particularly if we are going to think of this as the outfit of an elder who I would assume to not be perfectly clued in. Or maybe the first quest or whatever is to visit your undying stylist ghoul, idk. As of now Phyre looks like someone who gets beaten up at a show.
Its more like "i want to pretend on free Fryday night, that im a rough badass Punk, but at the same time be ready for my Saturday morning sewing club" huh? :D

Common perception
Here is core of your misstake. :)
Those words dont mean "we are" ... they mean "others often see us as" ... big difference. ;)
 
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Its more like "i want to pretend on free Fryday night, that im a rough badass Punk, but at the same time be ready for my Saturday morning sewing club" huh? :D


Here is core of your misstake. :)
Those words dont mean "we are" ... they mean "others often see us as" ... big difference. ;)
The core of your mistake is that you've never seen the tabletop book. On page 67, they go into character archtypes of what clan Brujah is and one of them is literally called the "trolling punk" and then goes on to describe how their attachment to punk rebellion.

And if you go to page 66, it features character art for what Brujah typically look like and it shows 8 characters dressed like punks.
 
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I'm not trying to be rude, but the art isn't looking right even for VTM 5e. Every outfit looks almost the same and since this game aims to avoid the oWoD aesthetic all together, Brujah can look like a punk, a hipster, a philosophy professor, an ANTIFA type, an idealistic college student, and so on. I know this is difficult to do because the decision is to copy and paste the same character across clans, but at least the outfits can show some variety. In my honest opinion, this art seems poorly conceptualized for a VTM 5e game.
 
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The core of your mistake is that you've never seen the tabletop book.
You may want to request a refund for your crystal ball ... its clearly not working. ;)

Now to your point:
character archtypes

one of them

typically
See? My point stands unaffected. ;)
Thank you for prooving it. :)

//Edit:
You know what?
Let me rephrase it ... maybe we simply didnt understand each other.

The problem with such articles is that they pick single Archetype and wrap whole clan identity around it ... wich is wrong, for that simple reason that it ignores every other option ... and there is lots of them, especialy in this case.
What they should have say was not "this is Brujah" but more something like ... i dunno "for this game, we picked this kind of Brujah style as inspiration".
See the difference? I do.

Thats why i was using DnD simile ...
People say Barbarian is stupid ... and that is an Archetype ... but Barbarian is made by Conan ... and Conan was smart!
He had tactical mind, lots of wits in survival skills, and was able to think in battlefield, rather than simply run there and overwhelm his oponents ... but we was also incredibly strong and durable as true Barbarian should be.
Sure, it was not "book kind of smart" ... but still ... saying that Barbarians are stupid is clearly wrong ... just as saying that Brujah are rebells ... yes, some of them are, just dont generalize it. ;)
 
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Version 5 coebooke, page 65:


Sorry, but the tabeltop game says that this is correct.

I think the problem is that many people don't really bother to learn the metaplot of V5. Elder vampires are mostly gone from the setting. They've all been Beckoned, forced into torpor, or are simply dead for the most part. That's what makes Phyre's arrival in Seattle such a big deal. Because the elder class is mostly MIA, that means V5 is about younger vampires. Some vampire embraced in the 1980s isn't going to rebel like Simon Bolivar. They're going to be a reflection of rebellion from their own time and culture. Punks and gangsters.

If Brujah Phyre is going to try to blend in with the local clan, yeah, she's going to look like a punk. No different than how 17th century pirate Smiling Jack shows up in Bloodlines 1 wearing a Motorhead vest.
Punk is fine, but note that this dev diary isn't all that heavy on rebellious, idealistic punk, it's heavy on brawler class mechanics. And it's entitled "What is a Brujah?". Ergo, it seems that all a Brujah is to the devs is the brawler class.

It's natural to assume a WoD game, and the sequel to VtMB of all things, would focus on the story, the lore, the characters that make up the world. It's extremely jarring to be constantly reading the dev diaries for Super Street Fighter 7, with peppered-in WoD terms.

I'm half expecting the next dev diary to announce the Brujah have a diablery meter, which you can use to unlaunch DEVASTATING attack combos by tapping the triangle button on your controller when the flashing triangle icon appears in your combat HUD.
 
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Punk is fine, but note that this dev diary isn't all that heavy on rebellious, idealistic punk, it's heavy on brawler class mechanics. And it's entitled "What is a Brujah?". Ergo, it seems that all a Brujah is to the devs is the brawler class.

It's natural to assume a WoD game, and the sequel to VtMB of all things, would focus on the story, the lore, the characters that make up the world. It's extremely jarring to be constantly reading the dev diaries for Super Street Fighter 7, with peppered-in WoD terms.

I'm half expecting the next dev diary to announce the Brujah have a diablery meter, which you can use to unlaunch DEVASTATING attack combos by tapping the triangle button on your controller when the flashing triangle icon appears in your combat HUD.
What's the grievance here? They're showing off combat? Yeah, this isn't a visual novel. It's an Action RPG. Combat is important. It becomes that much more important when we're talking about a sequel to a game that hand infamously bad and janky combat. They've got to show the improvements. Bloodlines 1 was also filled from top to bottom with forced combat, by the way.

The explicitly said back in September that these clan diaries would be about how each clan plays. The roleplaying feature diariy is a diary coming sometime in the future. Paradox has done everything they've said they're going to do
 
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The explicitly said back in September that these clan diaries would be about how each clan plays. The roleplaying feature diariy is a diary coming sometime in the future. Paradox has done everything they've said they're going to do
'How each clan plays' could refer to any number of things. The fact the devs seem to think it refers exclusively to outfits and combat mechanics is revealing. It's like arguing the main difference between the US and Japan is blue eyes versus brown eyes. It's reductionist and on the whole incorrect.

What's the grievance here? They're showing off combat? Yeah, this isn't a visual novel. It's an Action RPG.
Where's the RPG bit? The game I've been shown to date is an on-rails action fighter. That's the problem - they say they'll deliver an RPG, and they're showing off something that is clearly not an RPG.

I feel like I'm in a pet shop, and the shopkeeper is trying very hard to sell me a rock they insist is a pony. All the other customers in the shop have pointed out it's a rock, but the shopkeeper is just blissfully continuing on with the sales spiel as though they're cradling a pony in their palm and nothing is amiss at all. It's beginning to verge into the surreal.

If they called the game VtM the BLOODENING: Revenge of the VAMP LORDS, and made it clear it's an action romp with some light story fluff, I think people would be less upset. It would be more honest, but it would clearly constrict the market, in that the overlap between the action-fighter audience and VtM audience seems somewhat limited. Which raises the question of why this game is being made as an action fighter first place? The fans clearly hunger for an RPG - and that's why the comms keep pretending this is one - so... why not actually make an RPG? It's just odd.

I've never seen more of a dev-audience disconnect than on this game, and the way the devs seem to be dealing with it is just... pretending it doesn't exist. Unless they're extremely confident of some confidential market analysis they've done which suggests that all VtM fans actually secretly yearn for a beat-'em-up, I'm baffled as to how they expect this game to sell well into a market that really isn't responding well to anything they've been shown.
 
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Unless they're extremely confident of some confidential market analysis

I'm baffled as to how they expect this game to sell well into a market that really isn't responding well to anything they've been shown.
Well, they at very least know how many people didnt refund their pre-order ...
Maybe those numbers are enough. :-/
 
'How each clan plays' could refer to any number of things. The fact the devs seem to think it refers exclusively to outfits and combat mechanics is revealing. It's like arguing the main difference between the US and Japan is blue eyes versus brown eyes. It's reductionist and on the whole incorrect.


Where's the RPG bit? The game I've been shown to date is an on-rails action fighter. That's the problem - they say they'll deliver an RPG, and they're showing off something that is clearly not an RPG.

I feel like I'm in a pet shop, and the shopkeeper is trying very hard to sell me a rock they insist is a pony. All the other customers in the shop have pointed out it's a rock, but the shopkeeper is just blissfully continuing on with the sales spiel as though they're cradling a pony in their palm and nothing is amiss at all. It's beginning to verge into the surreal.

If they called the game VtM the BLOODENING: Revenge of the VAMP LORDS, and made it clear it's an action romp with some light story fluff, I think people would be less upset. It would be more honest, but it would clearly constrict the market, in that the overlap between the action-fighter audience and VtM audience seems somewhat limited. Which raises the question of why this game is being made as an action fighter first place? The fans clearly hunger for an RPG - and that's why the comms keep pretending this is one - so... why not actually make an RPG? It's just odd.

I've never seen more of a dev-audience disconnect than on this game, and the way the devs seem to be dealing with it is just... pretending it doesn't exist. Unless they're extremely confident of some confidential market analysis they've done which suggests that all VtM fans actually secretly yearn for a beat-'em-up, I'm baffled as to how they expect this game to sell well into a market that really isn't responding well to anything they've been shown.
Listen, I'm not trying to be mean, but I'm going to point out again that they've said exactly what they're doing. There's literally an entire sub-section in this diary telling you what's happening next and it explicitly says that the roleplay experience of the clan is coming in the next diary. Again, not trying to be mean, but some people clearly complain about these diaries without actually reading them.

Mass Effect 2 plays wildly differently from Mass Effect 1. They are both still Mass Effect games. This idea that Bloodlines 2 must play exactly like Bloodlines 1 or you've been betrayed isn't really based on anything other than gatekeeping. Of course Bloodlines 2 is different than a failed 20 year old game that didn't make any money. lol

Just so we're clear. Bloodlines 1 was not a successful game. It was barely functional, it destroyed the company that made it, it buried the IP so far into the earth that it took almost 20 years to find it again, and it has a small fanbase. Paradox wanting this game to have some kind of success is natural. They are running a business.
 
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