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Vampire: The Masquerade - Bloodlines 2 News

Vampire: The Masquerade - Bloodlines 2 has been delayed again, this time until the first half of 2025

Vampire: The Masquerade - Bloodlines 2 has been delayed yet again, pushing the troubled RPG into the first half of 2025. Publishers Paradox Interactive and developers The Chinese Room say the delay will allow them to continue to polish the game, respond to feedback, and expand on its story.


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La suite pour Bloodlines 2

Good evening,

Today, The Chinese Room’s Alex Skidmore, Creative Director for Vampire: The Masquerade - Bloodlines 2, and Mattias Lilja, Deputy CEO for Paradox Interactive, share an update on Bloodlines 2.

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To quickly recap, Mattias and Alex share:
  • Bloodlines 2’s release window has been updated to the first half of 2025.
  • Paradox and The Chinese Room’s commitment to delivering a high-quality action RPG for Vampire fans, new and old.
  • Some of the things they're excited about working on with the additional time.

The Chinese Room and Paradox will continue to post frequent updates, including Dev Diaries, deep dives, and more. We are not going into a quiet period; our teams have been hard at work making the best possible Vampire Action RPG and have lots of cool stuff to share.

[h3]Why are you updating the release window?[/h3]
Earlier this year, Paradox reaffirmed our commitment to delivering high-quality games to our players, and the launch update is a proactive decision derived from this commitment. Though the game is in a good enough place that we could have maintained our planned release window, Paradox and The Chinese Room collaboratively decided to prioritize polish.

[h3]What will the additional time be used for?[/h3]
It will be used to create a quality assurance buffer, giving more time between testing and launch, ensuring we release the game when it’s ready. The extra time gives us an opportunity to adjust certain areas, such as Fabien, and incorporate other community feedback.

We will also use the time to expand the game’s story, and now Bloodlines 2 will have more than twice as many endings as its predecessor.

[h3]What’s next?[/h3]
World of Darkness and The Chinese Room will continue to engage with Bloodlines 2 fans.

We’ll discuss everything from our vampire take on Seattle to social feeding and the different factions in the city. We’ll also introduce you to more characters, giving you a chance to get familiar with the Kindred, who controls the city from the shadows, ahead of the game’s launch.

It has been a long journey, but we’re near the final stages of development and will share the release date once we are confident with the game’s level of polish.

Seattle welcomes you to explore its dark vampiric underbelly in 2025; until then, stay tuned to our social media channels for more Bloodlines 2 updates: Discord, Twitter, Facebook, and Instagram.

- Paradox Interactive and The Chinese Room

Dialogue Choice Systems

The summer break is over, and we’re back with a juicy Dev Diary for you. Today, Sarah Longthorne, TCR's Senior Narrative Designer and Writer, will delve into the intricacies of our dialogue systems and the thought processes behind their design for Bloodlines 2. Just a small warning: This journal delves into the inner workings of the branching dialogue code, which potentially contains minor spoilers.

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“The presentation of dialogue options is different in Bloodlines 2 – a lot of it stems from TCR’s legacy of celebrating fully-realised characterisation and empowering voice actors to do more heavy lifting and explore more nuance.

To give an example, when selecting a dialogue option, players should know exactly what they’re opting into (we’ve all known the frustration of ‘But that’s not what I thought that meant!’), but the kind of spelling-out this requires precludes the ability to lean into the strengths of actors. This would also have caused problems for UI, since Phyre often has more to say that can be reasonably presented on screen—especially when we’re also catering to console. Ultimately, the needs of the player were integral: players should have all the information they need about their selected option and should feel confident in their choice, while the actor is allowed more playfulness in following that directive.

Now, seeing as you’re reading a Dev Diary, I assume that means you’ve seen some game materials that we have already shared, which means you’ll have noticed an early result of the above dilemma: we initially toyed with representing our dialogue choices in summary, to make the intention of the branch abundantly clear and lean harder into our ‘strategic’ approach to roleplay (more on that shortly).

However, this quickly revealed itself as the wrong direction—and not just because you guys (rightly) said so. Getting into the weeds of our conversations, I found that the choices on offer felt samey when viewed from above, even when the content was entirely different—zoom too far out and you lose fine detail, which is where your flavour lives.

So we settled on a compromise, the tried-and-true next best thing: (carefully) paraphrased speech.

[h3]But what about the content of these choices? [/h3]

Remember what I said about strategies? The best way to approach choice design is to look at your theme. In Bloodlines 1, your options are a mixture of strategy and humanity (with other options thrown in to honour, for example, your clan). The same is true in other titles: in Baldur’s Gate 3, choice options are themed roughly around a simplified version of the morality alignment seen in D&D; in Telltale’s The Walking Dead, they are themed around the central question of ‘Do you have to be cruel to survive?’.

VtM’s World of Darkness is so named for its cynical perspective—its blood-tinted glasses, if you will. Kindred are a natural extension, a metaphor of that worldview. The recurring motif is typically ‘How can I get what I want?’, with little being left off the table, though with room enough for those fading echoes of humanity to cling on—or at least, appear to do so. In this way, Bloodlines 1’s approach of marrying strategy with morality is the ideal direction, and it’s the one we’ve chosen.

[h3]But what does that mean for division of choice in more concrete terms? In other words, what courses of action might an Elder vampire such as Phyre consider?[/h3]

The first, and most obvious, is to lean into their status, age, potency and power to intimidate those around them. In other contexts, this can manifest as being willing to voice the unpopular opinion, and being direct about it—‘not beating around the bush’, so to speak. After all, nobody fucks with an elder, right? Right?

[h3]But what if they do? What if, after a century in torpor, your age is all that’s going for you? [/h3]

Age counts for a lot, true, but being Kindred is about more than what’s supernaturally afforded to you, and a clever vampire will have more up their sleeve than what their abilities allow—other ways of exerting control. After all, Bloodlines without some political scheming and intrigue just wouldn’t be Bloodlines. And that doesn’t even account for Phyre’s unique and, well, unfortunate circumstances. (Picture, if you will, the eyes-looking-to-the-side emoji.)

Throwing your weight around isn’t always the best option, especially in a world overrun with big egos and at least thirteen different species of narcissists. Sometimes, the best way to deal with someone is to let them take the W… for now. Stroke their pride, affirm their delusions, whisper honeyed lies and fall under the radar of capability. Become the listening ear, the comforting shoulder, the trusted disciple. Such a strategy can take you far… assuming your victim buys it.

[h3]Two ways to play the game—two extremes. So what occupies the middle ground? [/h3]

A shrewd Kindred may know better than to bet it all on a big play. Knowledge is power, both others’ knowledge of you and your knowledge of them. Better, sometimes, to remain a mystery, to let others show their hand. Perhaps you achieve this straightforwardly, by responding to questions with more questions, or indirectly by choosing words that might provoke a reply, a telling outburst. By scooting back from the table, flipping the board and laying the game bare. If social navigation among Kindred is a careful masquerade, what happens when you rip off another’s mask and expose the subtext—say, with perceptive observations?

Of course, your options are not always strictly limited to these three approaches (we haven’t forgotten about Clan-specific options, for instance), and how each approach manifests will not always be uniform. You may also be sitting here wondering where humanity factors in.

The beauty of this system lies in subjective interpretation, both by you and others. Unless clearly indicated, we will never assume the intent for your choice on your behalf. Perhaps you were buttering up Lou Graham so your treachery would go unnoticed, but perhaps you genuinely admire her? Perhaps you wanted to make sure the young Prince understood the hierarchy so they wouldn’t mess with your plans, or perhaps they were simply getting on your nerves? Strategy or sincerity—that much is up to you.

But of course, that won’t stop other characters from having their own interpretation.

Conversations are not an exception to gameplay, but an expression of it, and if gameplay is a test of skill, conversations are a test of emotional intelligence. To that end, each of our characters in Bloodlines 2 has their own preferences and biases rooted firmly in who they are and what drives them, which – combined with your choices – determines and flavours their opinion of you. This is a little more in-depth than like or dislike; to give a few simplistic and unrepresentative examples (no spoilers!): perhaps the compliment that so pleased the Primogen came across as sarcasm to the thin-blood? Perhaps to the Brujah your bullying was a blush of life? So you see, reactions to your choices are not uniform, but unique to the NPC and their unique disposition, and you’ll have to put some work into figuring out what makes them tick.



Above is a screenshot from our Inky editor showing how player choice influences perception and relationship in aggregate.

In the top choice, Phyre protests Lou’s intrusion on a private meeting, and if Lou is not used to this behaviour from Phyre, she will be slightly taken aback, responding with “Someone’s touchy tonight” before rejoining the branch that everyone else who took this option will see: “My childe and I have no secrets, do we, darling?”

Regardless, choosing this option will adversely affect Lou’s opinion of Phyre – indicated by ~Lou_DislikedThat – which over time can layer with her perception that Phyre is a bully, an empath or a sage. (RF_Unimpressed) represents the nature of her displeasure, which feeds the UI players will see.

In the second, softer choice option – “Welcome” – Lou’s interpretation of Phyre's response is again distorted by her existing perception of who Phyre is, which in turn affects whether her opinion of Phyre goes up or down.

If she’s used to you being aggressive, but here you choose the softer route, she’ll assume you’re being sarcastic and become annoyed, lowering her opinion – after all, Lou is fluent in sarcasm, so it’s no stretch that she would project this into others.

However, if you’re not usually aggressive then she’ll take you at your word and respond favourably, with her opinion rising in tandem. In this branch, there is no merge: players either see “Well there’s no need for sarcasm” or “And it’s in part thanks to you”.




Two variations of Lou reacting to the above scene, depending on if you irritate or please her.

But this is also accumulative. If you have always come across as weak, for better or worse, sudden strength could have its own, unique response. The same goes if you have a reputation for directness, or for keeping your cards close to your chest. Things like your Clan and the details of your legend colour how others see you, as well as the colour of the lens through which they filter their reality, but so do your actions over time. And let’s not forget context and situational factors—what worked once won’t necessarily work every time. We don’t want you getting complacent, picking options transactionally to fill up some bar or progress some metric; we want you thinking, and engaging from moment to moment.

As a Kindred would.”

- The Chinese Room’s Senior Narrative Designer and Writer Sarah Longthorne



Feel free to join us on Discord or follow us on social media: Bloodlines 2 Twitter, Bloodlines 2 Facebook, and Instagram.

Dev Diaries return on August 14th.



Our Dev Diary schedule continues from August 14th, where we'll go into details about our Dialogue Choice System, with a look into the code we use for it.

  • August 14th 2024 - DD #15: Dialogue Choice System
  • August 28th 2024 - DD #16: The Camarilla
  • September 11th 2024 - DD #17: The Anarchs

What are we up to? Part 2.

As summer approaches we wanted to fill you in on a few processes and reflections our team is grappling with. So much going on right now!

[h2]Audio[/h2]
“One aspect I’ve been enjoying about working on Bloodlines 2 from an audio perspective was imagining how a vampire perceives the world around them. A favourite moment of mine was weaving past moments into the soundscape as if we could hear the past itself. While it might sound a bit corny, I enjoyed playing with the idea of being an ancient being capable of sensing beyond their own time. In an abstract way, it added a supernatural feeling to the game rather than just providing linear sound design for the visual world.
I also really enjoyed how the entire audio team were so dedicated into carving out this unique sounding character and world together. We would always present work, give critiques and just refine as much as possible. I am certain Bloodlines 2 will have a truly unique sound when it releases, thanks to the extraordinary efforts of the audio team.”

- The Chinese Room’s Sound Designer Corry Young


[h2]Concept Art[/h2]
Nix
“Here are some experimentations of Nix whom you'll meet in the underground. Although more integrated to the human side of civilisation, we wanted to maintain some of the animalistic feral nature hallmark to the Gangrel clan in her design.”

- The Chinese Room’s Junior Concept Artist Isobel Hine

Pioneer Square Concepts
“In these concepts we were exploring the look and feel of the Pioneer Square section of the city. We were tasked with making sure this area of the city feels cold, atmospheric and is bathed in neon light. One of the main focuses of our art direction is making sure we’re always leaning into this neo-noir look for our world, a high contrast visual identity that is brooding and moody. Additionally, we were tasked with putting together several shopfront ideas that could appear throughout this area of the city.”

- The Chinese Room’s Art Director John McCormack and Lead Concept Artist Michele Nucera

- The Chinese Room’s Senior Concept Artist Jordan Grimmer and Lead Concept Artist Michele Nucera

Financial District Concepts
“Like above, we were also briefed with exploring the look of the financial area of our city. With this we wanted to go in a very different direction, leaning heavily on a more cyan colour palette with high, glass front buildings. We wanted to make sure every area of Seattle feels distinct and instantly recognizable.”

- The Chinese Room’s Lead Concept Artist Michele Nucera

[h2]Code / Programming[/h2]
“Time for an update from code. The team have been working hard on getting the city experience working well. We have been putting the MassAI framework of Unreal 5 through its paces, it’s a new system for simulating crowds and we’ve used it for the pedestrian simulation in our rendition of the streets of Seattle. By leveraging the smart object system, we've created interactive elements for pedestrians, such as cash machines and park benches.
But, the crowds also need to chatter as we can’t have everyone walk around in complete silence. We’ve extended our banter system to allow groups of pedestrians and enemy NPCs to talk to each other, enabling general contextual chat about the world and reactions to you as you complete the missions.
We’ve also been extending the combat system to allow many NPCs to fight, and for pedestrians to fight too with a just-in-time switch from the MassAI system to regular instanced characters, and we’ve made them able to fight each other when the circumstances are right – it’s very entertaining.
Other than that we’ve been working hard on optimising the game to run on consoles and keeping the framerate solid on PCs, and the memory footprint small.”

- The Chinese Room’s Technical Director Nick Slaven

[h2]Design[/h2]
“For my Quests, I like to lean into the protagonist's nature as an outsider in a foreign land. Seattle may at first seem inconsequential to an Elder Vampire but, powerful as you are, you're still at the bottom of the ladder. Phyre must quickly react to a Kindred power structure in chaos and the early missions in the city reflect this.

Rejection by those in power would mean certain befalling, and so Phyre must prove their worthiness to Seattle's elite. Many of my quests follow this thread of pressure being applied to our protagonist. For players to run the gauntlet through Seattle, deciding which relationships to nurture and which to break.
Seattle is frozen in time under a blanket of snow, waiting for a new leader to emerge. Phyre is weakened and in need of both allies and answers. The weakest soldiers on the street, the Courts, and even the Cops will present challenges for players to navigate, or maybe just straight-up punch in the mouth. Our more open areas present players with more of a choice in their approach to combat and we've taken great care in crafting slick traversal options that reinforce that. Can't wait to show you more!"

- The Chinese Room’s Junior Level Designer Jack Goddard

“In the last Dev Diary, I mentioned how we build our levels to support the game’s awesome traversal system. This time, I’d like to dive deeper into this and some other key considerations when designing levels for Bloodlines 2.

Traversal Mechanics
Let's start with traversal. When designing our spaces, we consider numerous factors to allow you to make the most of your Kindred abilities. Many of our environments would have been built for humans in Seattle, but you are a powerful Vampire, and our spaces need to support this. We have created multiple paths, some that are accessible by humans and some of which are only accessible through using your unique movements, enhancing both gameplay variety and immersion. However, using these vampiric abilities can risk breaking the Masquerade, so these paths are designed to be used discreetly, ensuring you remain hidden from prying human eyes.

Space Purpose
The purpose of each space greatly influences its design. Are you likely to be fighting enemies here? If so, the area will look and feel vastly different from one meant for exploration or storytelling. Combat zones are crafted to support various playstyles, from stealth to brawling, and we sometimes design areas to encourage a particular approach to keep gameplay dynamic.

Narrative and Exploration
For spaces focused on story and exploration, our approach shifts. Here, the goal is to provide opportunities for discovery and to guide you towards interesting moments organically. These environments are meant to contrast with combat-heavy areas, offering a slower pace. These spaces invite you to linger and delve deeper into the lore of our world.

Balancing the Experience
Finally, while each space is carefully crafted to fulfill its specific role, we also ensure a balanced mix throughout the game. The interplay between fast-paced action areas and more serene, narrative-rich environments keeps the gameplay experience fresh and engaging.
In summary, our level design philosophy revolves around maximizing the potential of your Vampire abilities, tailoring spaces to their intended purpose, and maintaining a balanced and engaging pace throughout the game. We can’t wait for you to experience the world we’ve built in Bloodlines 2.”

- The Chinese Room’s Level Designer Amy Lee

[h2]Production[/h2]
“We are recording!
My role in Production supports the cinematics and interactive dialogue pipeline, collaborating with the Narrative team to deliver scripts to the VO studio and planning the workflow with the animation team. This involves a lot of spreadsheets, Miro boards, and multiple overlapping schedules. Despite the logistical challenges, it’s incredibly rewarding when recording starts and we see our nighttime Seattle residents come to unlife—sometimes in unexpected ways!
A crucial step in the process is ensuring everyone involved understands the dialogue branches and character reactions to player choices, maintaining consistent performance across branches. Watching our VO Director and talented cast navigate these complex branches and deliver is truly inspiring.
I feel incredibly fortunate to see this process through. It's exactly why I joined TCR: to bring engaging narratives to life. I’m thrilled for everyone to interact with these wonderful characters.
I've experienced everything from laughter to shivers during some of the VO sessions, and I can’t wait for people to enjoy them just as much as I’ve enjoyed witnessing them.”

- The Chinese Room’s Producer Lee Clarke

We're taking a Summer break but will return with more Dev Diaries in August! Feel free to join us on Discord or follow us on social media: Bloodlines 2 Twitter, Bloodlines 2 Facebook, and Instagram.