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Vampire: The Masquerade - Bloodlines 2 News

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.

[h2]Designing modern Brujah for Tabletop[/h2]
“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

[h2]Simeon Ladock - “Silky”[/h2]
"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



[h2]Writing the Brujah[/h2]
“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

[h2]Combat Discipline Design[/h2]
“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

[h2]What does a Brujah look like?[/h2]
“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



[h2]What’s Next?[/h2]
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.

Explore the World of Darkness

Hello again,

This is my 3rd dev diary, and I have used the last two to talk about the 1st and 2nd pillars of the game: Feel Like a Vampire, which covered the player fantasy; Visceral Immersive combat, which covers the action gameplay. Today I want to tell you about our 3rd and final game pillar: "Explore The World of Darkness," which covers the setting, society, characters, story, and RPG elements of the game. We'll be talking in-depth about RPG elements at a later date, so today I am going to focus mainly on the setting, society, and characters.



The World of Darkness is the larger umbrella for the Vampire The Masquerade IP and the related games. It handles the supernatural in a mature and grounded way, basing it on the premise that vampires, werewolves, and ghosts are actually real, but are hidden from our contemporary human society. Video games offer a unique perspective on this world that other mediums don't, being able to walk around it and explore it. Our goal with this pillar was to create a version of Seattle that is authentic to The World of Darkness IP and makes you believe that this hidden side of Seattle, where vampires are in control, could be real and that in contrast the human world feels more alien to you and potentially unreal. To that end, we didn't set about making an exact replica of Seattle, as our priority wasn't to represent the human world, but the vampire one. The Seattle you experience in Bloodlines 2 is a kind of "best-of" Seattle where we've taken key landmarks and brought them in closer together. For example, Pioneer Square is a key location, and it speaks to us of the old city and its founders (some of which were vampires that you will meet), but we also have volunteer park, which in reality is on the outskirts of the city but we loved the idea of doing a creepy mission there that reveals something sinister beneath this iconic conservatory.

We want you to feel like you are seeing Seattle through the eyes of a vampire, so we have also made buildings taller, lights brighter, and alleyways darker to give an overall heightened feeling to what you are seeing as if you are looking through the eyes of an apex predator. For a better explanation of this, I suggest you read Ben Matthews dev diary on our neo-noir art style.

In Bloodlines 1 you were a new vampire in a city with a large Anarch presence where the Camarilla don’t have complete dominance. For Bloodlines 2 we have flipped this on its head. You play Phyre, an Elder vampire (~400 years old) in a city where Camarilla has been dominant for decades, and any hint of Anarch sympathy is squashed. Phyre's number 1 loyalty is to herself, but she is wise enough to respect the power of the Camarilla and, more importantly, the Masquerade. Within the story Phyre earns a seat at the top-table of the Camarilla as the court's Sheriff, giving her the court's protection but also a powerful authority within Seattle's vampire society. This is an RPG, of course, so you can roleplay Sheriff in multiple ways, maybe you are a loyal Sheriff of the Camarilla, or an Anarch sympathiser working from within to undermine the court, or maybe you're a self-centred Elder vampire playing the different factions off each other to your advantage.



Phyre's motivation in the story is driven (at least initially) by regaining her power - she has awoken after 100 years in torpor (vampire hibernation) 6000 miles from home with markings all over her body which are limiting her powers. This sets up the narrative context of the ability tree (which we will show in due course) which instead of being about adding new powers to Phyre, like levelling up in the pen-and-paper RPG, you are unlocking her existing powers. Over her 300 years roaming the old world, Phyre had gained many powers, not only those from the disciplines of her clan.
An important part of the Masquerade is that vampires are hidden in plain sight in our society. There are several vampire hangouts in the city which, to a passerby appear innocent, but to those in the know, are important places in vampire society. For example, the little old lady who runs the all-night coffee shop may not be as sweet and defenceless as she seems at first glance. A key location the player often returns to, is Weaver Tower, a Seattle corporate HQ that is actually the front for the Camarilla, inspired by the downtown skyscrapers in Seattle and giving the city's Prince a skyline view over their domain.

Lastly, there can be no World of Darkness without light - the world of humans. The city is populated with "civilians," unaware that you are a vampire walking among them. Whilst this may seem great to a vampire - free-ranged food on every street - it also comes with risk, as using your vampiric powers or feeding in front of witnesses can trigger a Masquerade breach, and while you are Sheriff, even you are not above the law and could have the court's Scourge sent to deal with you if you are reckless on the streets of the emerald city. So make sure to hunt like a vampire: stalking from rooftops, hunting in alleyways, isolating your prey and if you are observed, deal with witnesses swiftly.

I hope you enjoyed hearing more about the setting and world of Bloodlines 2. We look forward to sharing more information with you in future dev diaries.

Good night!
Alex Skidmore, Project Creative Director

Fresh Vampire: The Masquerade - Bloodlines 2 trailer offers the first proper look at gameplay

Good news, people who were around in 2004, Vampire: The Masquerade - Bloodlines 2 has finally given you and the rest of us a proper look at what its gameplay looks like.

After it was originally announced back in 2019 and reannounced at PAX last year, people who’ve been waiting for a sequel to Troika Games’s classic RPG about dark and gritty vampires doing dark and gritty things in dark and gritty Los Angeles have been chomping at the bit to see more of what The Chinese Room has been cooking. The answer is vampires, in case you were wondering.

You can get a look for yourself at what you’ll be in for when you fire the game up in the trailer and extended gameplay reveal that’ve just dropped via the official World of Darkness YouTube channel, which surprisingly isn’t dedicated to My Chemical Romance fancams. If you’re looking for big takeaways, the verdict from our resident enjoyer of the original VTMB, guides writer Rebecca, is roughly as follows.

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Vampire: The Masquerade - Bloodlines 2 looks pretty Dishonored in this 14-minutes gameplay trailer

Following a string of wee teasers for Vampire: The Masquerade - Bloodlines 2, Paradox have released an "extended gameplay reveal" trailer. This is the most we've seen of Bloodlines 2 since Paradox took the RPG from original developers Hardsuit Labs and handed it to The Chinese Room, the studio behind Dear Esther and Amnesia: A Machine For Pigs. The trailer shows 14 minutes of our vamp creeping about a warehouse with a pretty Dishonored-y combination of stealth and magical violence, showing very much why the sequel is now described as an "action RPG" rather than just "RPG".


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Extended Gameplay Reveal

Good evening Kindred,

Today in our Vampire: The Masquerade - Bloodlines 2 stream, we shared exciting news about the game and our first extended gameplay trailer. On the stream, The Chinese Room (TCR) Community Manager Josh Matthews was joined by Alex Skidmore, Project Creative Director at TCR, who shared insights on the game, the narrative background, and how the game plays. If you missed the stream, you can check it out below.

The gameplay stream contains several spoilers, and if you wish to avoid them, there are sections marked in the video timeline, or you can watch the trailer version of the gameplay video, which does not contain any major spoilers.

Full video.
[previewyoutube][/previewyoutube]

Trailer version
[previewyoutube][/previewyoutube]

Concept art from Willem’s warehouse.

What’s Next
Following this extended gameplay video, we will go into more details on each of the four base clans in Vampire: The Masquerade - Bloodlines 2, showing abilities and how to customize your playstyle.