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Development Diary #1: Welcome to the Chinese Room

This is Studio Design Director Alex Skidmore from The Chinese Room; excited to finally be able to say this out loud. I'm writing today to introduce you to our studio, its history and, in the future, the people behind making Vampire: The Masquerade - Bloodlines 2.

The Chinese Room is the award-winning studio focused on telling grounded, believable and rich stories - these are the traditions behind our ground-breaking games in our portfolio, like Dear Esther and the internationally acclaimed Everybody's Gone to the Rapture. Over 100 talented game developers were all drawn here by a passion for the kind of storytelling we do. We also have a strong history of supporting diversity in our development team and our games.

In early 2020, we moved to our studio in sunny Brighton and built our award-winning mobile game Little Orpheus… a warmup for the ambitious titles ahead. Later the same year, the company moved to two narrative-focused projects, Still Wakes the Deep and V:tM - Bloodlines 2. Still Wakes the Deep builds on The Chinese Room’s heritage, and Bloodlines 2 is about looking to the future for our games, taking a big leap forward into the action role-playing genre while bringing our narrative expertise to bear.

Check out this introduction video for a behind-the-scenes look at The Chinese Room and the people making Bloodlines 2.

Making Bloodlines 2
A look at TCR's portfolio shows believability is the basis for any of our game worlds, allowing greater immersion. Vampire: The Masquerade’s origins as a TTRPG and broad transmedia portfolio gave us this foundation of believability from the get-go. We love how it lets you express your monster in a world full of supernatural secrets. That just fits our style of storytelling. Bloodlines 2 asks us to believe that blood-sucking monsters could inhabit our world, that you are one of them and how would you deal with that world while navigating the darkness within. Bloodlines 2 is designed with a balance of roleplaying game and adventure story. A compelling and rich plot you’d expect from an adventure game, but with RPG agency allowing you to act out your vampire fantasy.

The city of Seattle will open up lots of opportunities.
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Throughout development, we’ve been regulars in Stockholm at World of Darkness HQ to discuss and align the opportunities for stories, characters, gameplay and crossovers that this IP gives us as creators and fans. We’re thrilled to bring World of Darkness off the page and character sheets and into an Action-RPG video game.

Check out the announcement trailer here.
Feel Like a Vampire
While making decisions about Bloodlines 2, one constant reference is our first game pillar: “Feel like a Vampire”. Everything you do in this game should make you feel like a predator of the night.

In video games, we often get to be a mighty hero fighting against the darkness. Vampires, especially as playable characters, are underrepresented. We’re building the game around the experience of doing things only a Kindred can. With non-combat gameplay, we found early on we were doing the RPG tropes: find a keycard to open a door, turn on a generator to restore power to a lift. We put in a rule that the non-combat gameplay should be about something only a vampire could do; keep it aspirational.

When we were exploring combat, it started off playing like Dishonored (which we love), but that didn’t feel right for a vampire: players were very cautious and afraid of the enemies they encountered. To us, a Kindred should stalk its prey and strike fearlessly like a predator. We want to build an action experience where players feel confident, almost trolling the enemies with their disciplines. Testers use the phrase “playing with your food,” which we love and illustrates how we think a Vampire: The Masquerade ARPG should feel has come up in playthroughs.

The look of a powerful vampire.
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Most action games offer a power fantasy; I like to call ours a confidence fantasy. When you have a supernatural edge and immortality to back you up, there should be a sense of “I know what is going on and, I can control this situation.” We want to give you the tools to do that in combat, conversations, or travelling across the city. When they come together, you should be immersed in the feeling of being a Vampire.

We have two more game pillars. “Visceral, Immersive Combat” and “Exploring the World of Darkness”. We’ll explore these in-depth later down the line.

We look forward to telling you more. Until then, good night!
Alex Skidmore, Studio Design Director

What’s next?
We’re all working hard to make this game amazing because we love Vampire: The Masquerade and the chance to tell impactful stories. We know you’ve been waiting a while, so we’re dedicated to honesty and keeping you informed. Together with Paradox, we will give you as much info about the game as we can without spoilers and always tell you when the next update will happen and what it will be about.

Our next Dev Diary will be about the “Narrative Themes and Atmosphere.” You will learn more about our Neo-Noir thriller story and how the World of Darkness threatens to spill over into the mortal world… In just two weeks!
 
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It wasn't that long ago that I got to play Dear Esther, and I have to say you set a rich atmosphere that opened more questions than it answered. In a good way, as that is a testament to the immersion you managed to build within the short time span we have in the game.

If you can build a believable world with some strangeness and mystery to it, then I'm really looking forward to the final product.

Since the next DD is about atmosphere, and given how important music is for setting the mood, will you be also providing more info on that? I'd really love to know where you're going music-wise.

Best of luck and success to you guys!
 
When we were exploring combat, it started off playing like Dishonored (which we love), but that didn’t feel right for a vampire: players were very cautious and afraid of the enemies they encountered. To us, a Kindred should stalk its prey and strike fearlessly like a predator. We want to build an action experience where players feel confident, almost trolling the enemies with their disciplines. Testers use the phrase “playing with your food,” which we love and illustrates how we think a Vampire: The Masquerade ARPG should feel has come up in playthroughs.
In OG Bloodlines your character is just a fledgling and has relatively thin blood so, assuming you're going for the same thing, would it not make sense for the character to be very cautious of combat particularly with other vampires? Isn't the fear in vampire society of higher generations a key part of the setting?
 
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In OG Bloodlines your character is just a fledgling and has relatively thin blood so, assuming you're going for the same thing, would it not make sense for the character to be very cautious of combat particularly with other vampires? Isn't the fear in vampire society of higher generations a key part of the setting?
From my understanding, in Bloodlines 2, you're an Elder not a fledgling. So if that's the case, it makes sense you would have confidence.
 
In OG Bloodlines your character is just a fledgling and has relatively thin blood

Correct me if I'm wrong here, but I remember it being the opposite. The fledgling was an 8th generation vampire, and him/her getting powerful in mere weeks after becoming a vampire was commented on by others in the game.
 
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I gotta say this: After the previous problems, studio change, broken promises and such, and the changes you are making to the game, plot-wise this is another bloodlines 2 not the one HSL was making, i got zero expectations or feelings toward the game. I outright dewished it on Steam after watching the trailer. That said, devs, wish you the best on this endeavour but i no longer care about the game, sorry :(
 
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Looks good that something is happening on this front and that the project is alive.

As for playing an Elder that's an interesting choice. I'll wait and see if its a choice I like or not. But I hope it will come out good.
 
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LOL what kind of name is the Chinese Room for a video game developer? Do you send a bunch off stuff to be developed offshore to China?

Anyway, looking forward to the game. Hope you can do the game world justice. The mod for CK3, is the best WoD stuff out there right now. Look forward to seeing what you can do.
 
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LOL what kind of name is the Chinese Room for a video game developer? Do you send a bunch off stuff to be developed offshore to China?

Anyway, looking forward to the game. Hope you can do the game world justice. The mod for CK3, is the best WoD stuff out there right now. Look forward to seeing what you can do.
https://en.wikipedia.org/wiki/Chinese_room <- name is based on this experiment from the USA concerning AI
 
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Correct me if I'm wrong here, but I remember it being the opposite. The fledgling was an 8th generation vampire, and him/her getting powerful in mere weeks after becoming a vampire was commented on by others in the game.
They changed it. You are an over 300 years old vampire just waking up from a long nap. <- Edit thought this was about BL2 not BL1.
 
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They changed it. You are an over 300 years old vampire just waking up from a long nap.

Did I miss something? Who changed what exactly?

As far as I remember, Troika went bankrupt pretty soon after the game released and no such drastic changes took place in any official capacity. We're talking about OG Bloodlines here?
 
When we were exploring combat, it started off playing like Dishonored (which we love), but that didn’t feel right for a vampire: players were very cautious and afraid of the enemies they encountered. To us, a Kindred should stalk its prey and strike fearlessly like a predator. We want to build an action experience where players feel confident, almost trolling the enemies with their disciplines.
This is the part that got me more excited.
I hope the end result is worth the wait. :cool:
 
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Recently we saw an example of a studio biting off more than they could chew with Daedalic making the infamous gollum game after only working and graphic adventure games.
As a studio that's pretty much worked only on atmospheric walking sims, how can you assure us that you are capable of the step up to making an action-RPG with immersive sim elements?
 
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This dev diary sounds a bit like you are trying to make the Witcher 3 and Deus Ex all at once, before having ever made an RPG.

But I guess the original was a beautiful, overambitious mess too, so maybe this is the right way to go :D
 
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Recently we saw an example of a studio biting off more than they could chew with Daedalic making the infamous gollum game after only working and graphic adventure games.
As a studio that's pretty much worked only on atmospheric walking sims, how can you assure us that you are capable of the step up to making an action-RPG with immersive sim elements?
Nothing is for sure, but they have been hiring like crazy. Some are new devs and others are vets from famous RPG studios. They have grown from around 30 people to over 100 since they got Bloodlines 2.
 
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This dev diary sounds a bit like you are trying to make the Witcher 3 and Deus Ex all at once, before having ever made an R.

But I guess the original was a beautiful, overambitious mess too, so maybe this is the right way to go :D
I don't get those vibes at all. "We have two more game pillars. “Visceral, Immersive Combat” and “Exploring the World of Darkness”. We’ll explore these in-depth later down the line."

To me that reads Assassin's Creed: The Masquerade. or even the Batman Arkham games, i like those games for what they are but they are very different genre from Bloodlines. Especially when you factor in the rule about no RPG tropes. Witcher 3, Deus Ex and especially og Bloodlines are filled with RPG tropes. There was no example of what this RPG non-combat element would be .
 
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