Vampire: The Masquerade® - Bloodlines™ 2

Fight your way through a modern-day Seattle on the brink of an open war as an elder Vampire. Meet the power-players, ally yourself and decide who will rule and what the city will become.

Welcome Kindred to another Bloodlines 2 Dev Diary from the team at The Chinese Room. In this diary, we want to give you some further insight into the choices we’ve made when building our version of Seattle (see [url=https://www.paradoxinteractive.com/games/vampire-the-masquerade-bloodlines-2/news/explore-the-world-of-darkness]Dev Diary 8[/url] for my previous statements on building Seattle for The World of Darkness). Seattle is at the heart of the game, which you will return to again and again between quests or sometimes during them. It is the most human location in the game where you are vulnerable to being exposed as a vampire (aka breaching The Masquerade) resulting in swift and violent justice from the vampires of the Camarilla that rule the city. It is also a kind of vampire playground where you can feed on humans in order to restore your vampiric powers or just for the thrill of the hunt. We hope this diary gives you a taste of what you will experience when stalking the streets and rooftops of the Emerald City. [i]- Project Creative Director Alex Skidmore [/i] [img]{STEAM_CLAN_IMAGE}/34747353/736f1b9284abc724fc2100c04a7ad29f89861b03.png[/img] [i](Visit the Weaver Tower, a seat of power for the Camarilla Court.)[/i] Building the player’s movement through Seattle, we really wanted to create traversal that interacted with The Masquerade and reinforced the vampiric experience. Phyre has some absurd movement from the get-go, being able to immensely fast, dash and glide through the air, and can move faster while still using discipline abilities later- but of course, do any of this on the streets without obfuscation and you’ll quickly find yourself breaching the masquerade. [img]{STEAM_CLAN_IMAGE}/34747353/b52db9ea2b61aa12cb1b902690ec52d45a519b27.png[/img] [i](The Atrium club, where you will meet the enthralling Ysabella.)[/i] Dark alleyways don’t just give you a quieter place to feed on prey, they also provide routes up to Seattle’s rooftops- up here there’s fewer prying eyes, so you can really let your capabilities loose, moving fast and leaping between buildings. The local Anarchs won’t be thrilled about you moving through their rooftop turf though, so it’s a dangerous place for the weak or uninitiated. This means, there’s a choice to be made at any point between danger to the masquerade and danger to yourself! Finding yourself drawn to the kinds of places vampires would lurk is the goal of this arrangement. As you regain your powers as an elder, you’ll also be more capable of moving as you please- I’m really looking forward to seeing people master it! [i]- Senior Game Designer Max Bottomley [/i] Since joining the Bloodlines 2 team, a key responsibility I’ve undertaken is bringing life to a key area of the game – our Seattle.  [img]{STEAM_CLAN_IMAGE}/34747353/08534c5ac31caecf4ae28570cfd099e35a5ec9fc.png[/img] [i](The Glacier Hotel is where you will find Lou Graham.)[/i] Working closely with the Environment team, I wanted to make sure that as players explore the world it feels both alive and reactive to what they are doing. Players will discover a wide variety of people going about their daily (or nightly!) lives. We’ve crafted a personality for the city that compliments its unique setting, mood and layout. Time has been taken to map out city districts that favour different types of NPCs – you’ll be able to sit back and watch the world move on around you.  When you walk round a corner you never know what you’ll find; maybe it’s a businessman arguing on his phone, or a graffiti artist improving the local artwork, it could be a car thief struggling to break into a car, or even a sex worker making good on their promise with a client.   [img]{STEAM_CLAN_IMAGE}/34747353/b4b057168d723411cd59514ac17b6e43569a7e68.png[/img] [i](You might meet all sorts of people in the seedy underbelly of Seattle.)[/i] We’ve been filling the world with characters that actually do things; taking breaks on seats, telling the police about crimes they’ve seen, or seeing the police chasing down a criminal. The world turns without you, it should feel like you’re just passing through – and as the player, you can interact or just sit back and watch!  Working on this stuff and building out a believable world where bikers drink outside bars or start fights with you has been a hell of a lot of work, but I hope people will find it a fun place to explore.   The city isn’t all combat, it’s also home to exploration and interactions with the inhabitants of Seattle. [img]{STEAM_CLAN_IMAGE}/34747353/3d2fb70c2ce686c6c5cfec5471e65e95667ff0c9.png[/img] [i](Join Mrs. Thorn or perhaps run into Safia at Wake the Dead café.)[/i] As with many other areas of the game a large part of what we wanted to give players was choice; some of that choice comes down to what conversations you’ll have with some of the NPCs and characters you’ll meet in the city. Use your Vampiric charms to seduce someone, proposition a sex worker, or flip off some angry bikers with a Brujah-approved hand gesture.  The first time you try to flirt with a Sex Worker in the game and get turned down because your choice of clothing didn’t impress them will be an eye-opener!  [i]- Lead Game Designer Gavin Hood [/i] Seattle plays a big part in our game, in both setting the tone of the game and providing an exciting and alluring space for players to explore and discover. Whether it’s the vibrant, ethereal world of  [url=https://scotchparlor.com/nicolas-miller/]Nick Miller’s photography[/url] or the majesty of a real world American Metropolis like Seattle, it’s been really important for us to capture these moments and inject it uniquely into our take on a city inside the World of Darkness. [img]{STEAM_CLAN_IMAGE}/34747353/2319a00ffdbe12e1c079fdc4b1c34d3d40336d07.png[/img] [i](A view from the ground in our Seattle.)[/i] One of the ways we’ve done this is to focus on making Seattle “feel” exaggerated, seen through the heightened reality of a 300 year old elder. Exaggerating building heights to make most untraversable, our phrase “Tree trunking”, has helped to do this both visually and viscerally. Unlike a superhero gliding over a City, we’re creating a world that forces you to be part of it. Running through alleyways or gliding across rooftops, you’re never above it or beneath but really part of it. You can’t beat the feeling of stalking on a victim along a ledge or a building precipice with a whole towering City above you.  [i]- Associate Art Director Ben Matthews[/i] Heya fellow Kindred, I'm super stoked to give you a sneak peek of the Seattle you'll be sinking your fangs into in Bloodlines 2! We’re bringing that gritty, atmospheric, and immersive vibe that made the original Bloodlines such a cult classic into our version of Seattle, making sure every alleyway, rooftop, and hidden corner feels like it belongs in the World of Darkness. You’ll be stalking through Pioneer Square, lurking around Downtown, and exploring our take on Chinatown, all wrapped in a snowy, seedy, nighttime setting that bleeds neo-noir. Shaping parts of Seattle to fit our setting has been one of the coolest parts of making this, while working with the latest tech. Our favorite bits have definitely been creating those hidden details—cryptic setups, narrative clues with deeper meanings—just waiting for you to uncover. [img]{STEAM_CLAN_IMAGE}/34747353/52aa2d295a0233835ab9f541b341e8d858359c8d.png[/img] [i](Visit the Dutchman to meet all manners of punks and bikers, and possibly meet Silky.)[/i] Each district has its own distinct vibe, whether it’s the cold, corporate chill of the Financial sector or the vibrant pulse of Chinatown. We’re using lighting and color to set the mood and make each area feel unique and immersive. We’ve been using a hybrid workflow to bring this city to life, combining Houdini for our building structures with modular kits for shopfronts, alley walls, and rooftop dressing. But what really gets us excited is the storytelling dioramas we’ve crafted into each block. Whether it’s a hint of a backstory, a touch of conflict, or just a nod to something darker beneath the surface, we’ve worked hard to make every corner feel like it has a story to tell. This lets us give each block its own flavor while weaving them all together into a larger narrative tapestry that not only looks great but feels alive and full of stories, all while being optimized for performance. I can’t wait for you to sink your teeth into this fresh take on Seattle, Kindred. Get ready to embrace the night! [i]- Lead Environment Artist Genesis Asis [/i] [img]{STEAM_CLAN_IMAGE}/34747353/72ec5fb4c15dd4dba753520019cfff192d90b177.png[/img]