The Developers of Bloodlines 2 Aim for a Unique Combat Experience, Steering Clear of Keycard Quests

 
The Developers of Bloodlines 2 Aim for a Unique Combat Experience, Steering Clear of Keycard Quests
The Developers of Bloodlines 2 Aim for a Unique Combat Experience, Steering Clear of Keycard Quests


Following the tumultuous journey of Vampire: The Masquerade Bloodlines 2, from the closure of its original developers Troika to a series of delays, layoffs at Hardsuit, a change of studios, preorder refunds, and the unexpected takeover by a developer primarily known for non-combat narrative experiences, fans have been eager for any news that assures the game's completion. Few things in the realm of the undead return as often as this title's twists and turns. However, what piques my interest now is the unique approach that Chinese Room studio design director Alex Skidmore is taking to set this World of Darkness action-RPG adaptation apart from others in the genre and how it aims to fully embrace its vampiric essence.

Skidmore lays the foundation for Bloodlines 2 by emphasizing the central game pillar: "Feel like a Vampire." In his words, every action within the game should make players feel like the predatory creatures of the night that vampires are known to be. It's a lofty goal, considering the overused tropes in vampire-themed games. But Chinese Room's vision goes beyond the norm.

"In video games, we often become mighty heroes fighting against the darkness," Skidmore notes. "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."

This fresh perspective means leaving behind mundane tasks like finding keycards and operating generators, which are more suited for mortal characters. Instead, they aim to provide unique abilities and actions that only a vampire could perform. For instance, Hardsuit's take on Bloodlines 2 allowed players to transform into mist to slip through vents or use their vampiric charms to hypnotize humans. The hope is that The Chinese Room will introduce even more captivating and intricate methods for players to explore.

Skidmore also touches on the game's combat system. Initially inspired by Dishonored, which is known for its stealthy approach to gameplay, this style didn't align with the essence of a vampire. Players were cautious and hesitant when dealing with enemies. In contrast, Skidmore envisions a Kindred who stalks their prey with confidence, striking fearlessly like a true predator. The aim is to create an action-packed experience where players feel in control, almost toying with their adversaries using their vampire disciplines. Testers even coined the phrase "playing with your food," highlighting the desired feel of a Vampire: The Masquerade ARPG – a "confidence fantasy" rather than a simple "power fantasy," where players control situations instead of relying solely on their supernatural advantages.

It's worth noting that The Chinese Room's project still draws from the foundation laid by Hardsuit, with a shift towards casting players as Elder vampires navigating the complex undead politics of Seattle, as opposed to starting as Fledglings struggling to understand their vampiric abilities. This shift sets the stage for a different narrative experience.

In conclusion, Vampire: The Masquerade Bloodlines 2, despite its troubled history, is undergoing a transformation guided by The Chinese Room's vision. It promises a fresh and immersive take on vampiric gameplay, offering players the chance to truly embrace their inner predator of the night and control the darkness to their advantage.

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