Vampire the Masquerade Bloodlines: 2 - I want to believe, but...

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Unless people managed to get refunds from the initial pre-order wave, they'll probably be fine.
The preorder wave looked like Ponzi math in 2019, and it looks even more like it now. I opined when I started this thread that accepting Pre-orders without any gameplay footage or some sort of Alpha Build at a MINIMUM smacked of troubled development and no money to continue onwards. I would be shocked if any of that pre-order money is still around, let alone being used to continue production in the current year. This reeks of a sunk cost fallacy running wild.

Paradox is a publicly traded company, right? Anyone around here autistic enough and able to read Swedish? I bet the financials on this game would be absolutely FASCINATING. Just how deep into the mess did Paradox stick its dick? Could it sink the company?
 
Paradox is a publicly traded company, right? Anyone around here autistic enough and able to read Swedish? I bet the financials on this game would be absolutely FASCINATING. Just how deep into the mess did Paradox stick its dick? Could it sink the company?
I'm not sure if there's any financial information specifically about this game (I haven't looked too hard), but you can find their press releases here, including the one on their year-end report. I'm not a financial guy, but it seems like they had a record revenue, offset by the high cost of development funds, resulting in overall lower profit and coupled with stock devaluation. I don't think they're in dire straits, but they're certainly buoyed by sales of the popular franchise and DLCs (Crusader Kings/Hearts of Iron), while their attempt at publishing have been mixed (Cities Skylines 2) or outright failures (Lamplighters League). They've still got a bunch of other games they're publishing (Foundry/Across the Obelisk DLC/Prison Architect 2/Darfall) in addition to VtM2. I'd only imagine they start experiencing a serious collapse if all these games also hit the dirt on launch.
 
can they afford to release another Turd though? The only hype around this game is Anti-Hype. Everyone who would constitute the core audience of the game is expecting it to be bad, because they teased the fans of the original game with it back in 2019 and all the news since them has been awful around thr project.
Yeah they can't afford another shitshow of a release. Its been multiple fuckups in a row now. Skylines 2 is a disaster, reception to prison architect 2 has been awful, star trek infinite was dead on arrival with extremely low sales to the point all work on it has been abandoned for months now (for a game that isn't even barely functional, it simply doesn't run in anything resembling a playable manner, literally everything is broken) and reception for bloodlines 2 just keeps getting worse with every reveal. The well is well past the point of being irreversibly poisoned. To say nothing of the utter embarrassment the last half dozen HOI4 expansions have been. If they keep fucking up investors are going to start getting pissy and causing the company serious problems. Bloodlines 2 is a shitshow waiting to happen. Its been that way since day 1. Its why development was restarted and if anything its managed to get even worse. If they release it its going to be a disaster. The only sane thing to do is cut their losses, drop the project and focusing on trying to salvage what already exists
 
Dev Diary #9: What is a 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.

Designing modern Brujah for Tabletop
“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, Designer of Vampire: The Masquerade 5th Edition and Brand Editor for the World of Darkness

Simeon Ladock - “Silky”
"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, if you pick that clan. 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. He's solid, is Silky, 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 Goldshaw, Writer

Writing the Brujah
“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

Combat Discipline Design
“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

What does a Brujah look like?
“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
From the Learned Clan, to the "Fuck you, Mom and Dad!" Clan
 
From the Learned Clan, to the "Fuck you, Mom and Dad!" Clan
Uh... they always have been, though? Here's their description in the first VtMB.
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The whole point of the Brujah in the Modern Nights is that they've allowed themselves to degenerate from idealistic philosophers into causeless rebels. The historic Path of Entelechy has been abandoned and forgotten by most of them.
 
The historic Path of Entelechy has been abandoned and forgotten by most of them.
Even when the Dedicated still had some power in the Clan, they were generally too cerebral and high-handed for other Brujah's taste. The Prometheans had the problem of being Utopians, but they were a vast improvement over the Furores, whose 'ideology' came to dominate the Clan in modern nights (break shit today, worry about consequences tomorrow).

Somebody opened a betting line on Manifold as to whether or not Bloodlines 2 will actually release this year:
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I think Paradox is going to make Nu-Wolf/TCR push something out by Q4, good, bad, or ugly.
 
The Brujah-wank will continue until morale improves:

Clan Highlight said:
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The Brujah are known for their impetuous tempers and defiant natures, and the clan contains some of the most violent vampires. Visionaries and brutes both, the Brujah have fallen from their stature as the Learned Clan to a motley lineage of radicals, troublemakers, and firebrands — all as much at odds with each other as with the systems they claim to oppose.
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Playing a Brujah in Bloodlines 2​

If you’re a player who leaves the shadows to the cowards, knows the frontline is where the fun is, and rebels against the establishment, Brujah is your clan.

In Bloodlines 2, Clan Brujah will offer a brutal brawling playstyle with its abilities (in Vampire: The Masquerade, known as Disciplines), getting you into the fray and rewarding you for staying there. The Brujah control the dance of combat by making enemies drop their defenses, knock them around on the battlefield and increase their damage by feeding for powerful finishing strikes.

In social environments, the Brujah are often expected to have a short temper. In Bloodlines 2, certain characters you meet may treat you differently depending on your clan, and while clans have access to angry, violent or threatening dialogue options, throughout Bloodlines 2 you will find unique dialogue sequences for the Brujah. And if you play against the archetypes, characters in-the-know will react.

As a predator of the night, hunting for blood is always a challenge, but the Brujah can often rely on their ability to influence pedestrians’ rage to make them chase you into an empty alley and have a midnight snack.

BRUJAH

Abilities​


When you choose your clan, you will start out with a passive ability unique to each clan. You are then able to unlock abilities from the Ability Tree, starting with your chosen clan. Each ability requires spending Ability Points to unlock, which are earned from completing missions, combat and exploration. At the peak of the Ability Tree, you can unlock the clan Perk, a reward to those dedicated enough to unlock all of the abilities for a clan, giving a permanent passive upgrade.


Brutality​

Clan Passive
After feeding, become flushed with vampiric strength, temporarily increasing the power of all your melee attacks.

Taunt​

Use your supernatural Presence to enrage an opponent or civilian prey, compelling them to attack you. While enraged, the target takes increased damage.

Charge​

Surge forward with preternatural speed and rage, grabbing an enemy you collide with to use as a battering ram to knock down others in your path.

Lightning Strikes​

Target multiple opponents and unleash an unstoppable hail of punches, with the final strike dealing increased damage.

Earthshock​

Slam the ground with explosive force, flinging surrounding enemies into the air.
Clan Perk

Pulverise​

Clan Perk
Killing enemies without feeding still activates your Clan Passive.


Customizing your playstyle​


In Vampire: The Masquerade - Bloodlines 2, you can play your character in different ways. Brujah are a more brawler type, and the abilities are focused around supporting that. We wanted to make sure that this is not an ability optimization game where you need to go through a multitude of abilities and weigh them against each other. Playing a clan should be straight forward if you want it to be.
While this is true, you can also dive deeper into the customization of your playstyle. This is done by visiting important Seattle vampires that are sworn to assist the Sheriff (you) including offering their Blood to help unlock abilities from their clan. Abilities from other clans may cost more AP depending on how well they align with your clans Disciplines. The Brujah Disciplines are Celerity (speed enhancing abilities) Potence (strength enhancing abilities) and Presence (the supernatural ability to attract, awe, or terrify)) so if another clan has a speed enhancing ability it would cost less AP to unlock than an ability for a Discipline Brujah don’t have, such as becoming stealthier which is part of the Obfuscate Discipline. Unlocking additional Clan Perks will make them stack, so you can collect them all if you wish, elevating your power much closer to elder level.

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While the activated abilities and Clan Perk can be learned from the other clans, your clan passive can not. This means that you can combine features from other clans in hundreds of different ways, but your Brujah playthrough will remain unique from playing as another clan who branches into Brujah abilities.
Oh goody. Skill trees. In VtM. Between this and dialogue wheels, I think I'm about to pee my pants from joy. /sneed
Also, when did the bald beardo with a vest and tats become the look du jour for World of Darkness? Pretty sure the Brujah's cousin is a Garou from another game.
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I'm gonna be uber-nitpicky for a moment and just say: wow, that skill tree looks fucking dull as shit in design. I'm assuming it's all "IN DEVELOPMENT - NOT FINAL PRODUCT" but if it's really just straight lines and tiers, it's a total waste. Might as well just be linear progression rather than a tree. I mean, if your whole reason for the character being able to do all this cross-clan bullshit is so you can have these different skills, why not have them mix in interesting ways? Where's the abilities from combining across clans, or choosing one path to have add-on effects on another? It's just boring as is.
(Also they fucked up the localization with a typo, because nobody gives a fuck about proofreading anymore.)
 
This game's getting worse all the time!
Honestly that’s probably the second most impressive thing about this game - we all know its going to be a dumpster fire, at this point I just want it to come out so I can see how bad of a dumpster fire it really is.

For those keeping track, the most impressive thing is that Paradox is still throwing money into this pit. There’s not a chance in hell of this making its budget back.
 
Honestly that’s probably the second most impressive thing about this game - we all know its going to be a dumpster fire, at this point I just want it to come out so I can see how bad of a dumpster fire it really is.

For those keeping track, the most impressive thing is that Paradox is still throwing money into this pit. There’s not a chance in hell of this making its budget back.
The only people who could possibly want this flaming dog turd are fans of walking simulators... and it has far too much combat for them.
 
The whole generation thing seems like a continuity issue because even in the dark ages sourcebooks they talk about beyond the 13th generation and thinbloods and this is 14th century we're talking about so what happened in the past 700 years did they perform a purge of the later generations or something?
You could probably do that with the First Inquisition. Would be an interesting plot twist if the connection between the thin bloods and gehenna was considered tenuous at best way back, and elders were relatively tolerant of super low generations as an unthreatening resource like nobles to peasants.

Then some ambitious caitiff fed the Inquisition a bunch of critical information on vampires versus the centuries of lies they fostered as a sort of second masquerade. It handily explains all the legends that are fake (like garlic or unable to crossing running water), and gives the elders reason to consider them as an active threat.

The elders responded by going fully eugenics on the bloodsucker population. The connection to Gehenna is now seen as self-evident and a practical warning inside an allegory instead of mystical prophecy. They covered it up as a way to keep the trash from getting any ideas. Add in some clan politics with the Salubri and Cappadocians not being on board to set up reasons for turning a blind eye to them getting purged. May not fit 100% with the lore, but could easily fit in with some ambiguity.
 

Dev Diary #11: Developing Banu Haqim​

Let's now leap into Banu Haqim, another captivating Vampire clan that the players will encounter in Bloodlines 2. The essence of the Banu Haqim is defined by their mastery of stealth, precision, and a moral code that guides their hidden hand of justice. Our team had a lot of fun in reflecting these properties in their subsequent departments.

Designing modern Banu Haqim for Tabletop
The Banu Haqim (“Assamites” at the time) were one of the first clans to be added to the original assembly in 1991. As such, they were less connected to a vampire archetype out of fiction and instead modelled on the Hashshashin — the Order of Assassins — out of Alamut. In time, they were expanded upon in the setting and incorporated new elements of mysticism and religion, but the core stereotype — the “arab assassin-cultist as vampire” — regrettably remained. Needless to say, they needed some work to align with the design principles of Vampire: The Masquerade’s latest edition.

The concept of a hunter of hunters driven by strong principles or a deep-seated sense of justice does resonate with powerful elements of vampire and vampire-adjacent media. Blade, Angel, and (for those that remember it) Forever Knight all feature vampires seeking redemption by taking the fight to their own, while the very vampire-esque Dexter is a poster child for the concept, as is the Caped Crusader. It is no fluke that the internal shorthand for the Banu Haqim was “clan Batman”.

Thus, while their origins are still the same, the shift in focus has provided the Banu Haqim with a role more easily applied to characters of any background or conviction. Cursed with a hereditary thirst for vampire Blood, the so-called Warriors shackle their impulses to strict codes of conduct, derived from mortal religions, vampiric tenets, or personal creeds. These traits, along with their feared reputation, makes them sought after as soldiers, lawbringers, and — occasionally — assassins in the societies of the night. Yet, the siren song of Kindred vitae perpetually tempts them, and more than one Judge has been tasked with the destruction of one of their own. To be Embraced into the Banu Haqim clan means walking an eternal tightrope, with no end and with nothing to catch you when you fall.

– Karim Muammar, Designer of Vampire: The Masquerade 5th Edition and Brand Editor for the World of Darkness


Niko Angelov
“This vase belonged to a man who promised to visit his mother in hospital but did not. So I ripped out his spleen. Some people really do not know how to behave!”

Niko is wholly committed to living an honest life, to the point of barely being able to keep a single thought to himself.

You can find him at Aurora Pawn surrounded by the trinkets of hapless mortals. He pleases the Court by sourcing rare artifacts and by taking on special tasks for the Prince. Equally, he infuriates the Court by refusing to deviate from using strictly honourable means in all his transactions.

You might find that transparency helpful as you unravel the mysteries of the city, but be warned; he won't keep a secret, not even yours, so choose your words with care.

Writing the Banu Haqim
“One of the most interesting facets of the Banu Haqim is their blue-orange morality. It's a clan that often appeals to seasoned players of the tabletop game because it allows them to challenge themselves with the self-imposed restrictions of their character's unique moral code. This is something we wanted to reflect with Niko; his obsession with absolute truth renders him incapable of being complicit in the back-stabbing nature of Kindred politics, so he must find other ways to make himself useful. His sincerity also makes him vulnerable to the manipulation of the Camarilla, which the player can choose to protect him from... or you could manipulate him yourself, if that's the kind of game you're playing.”

– Cherish Goldstraw, Writer

Combat Discipline Design
“Banu Haqim, alongside Tremere, is our second clan that leans more into stalk within combat. While we’ve tailored Tremere for a slower, more tactical style of play, the Banu Haqim clan’s use of Obfuscation and Celerity make them much better suited to a faster, more confident approach.

The Banu Haqim abilities primarily focus on these two disciplines – the player can silence themselves and others, move impossibly fast, and vanish from sight completely. These can be used at any pace, but they truly shine when used swiftly together, dancing in and out of sight and dispatching opponents quicker than they can react. This makes them ideal for a player who likes to stay hidden, toy with their victim’s senses, and when needed, kill everyone in the room faster than a Tremere could decide their first move.

While we use quite a bit of slo-mo effects across combat, Banu’s version of celerity is its biggest use case - we needed a small subsystem specifically to manage time dilation across gameplay, to allow for its use in combination with other abilities. This has really paid off, I genuinely never get tired of using Banu Haqim’s lethal beheading strike in (almost) stopped time!

– Max Bottomley, Senior Game Designer

What do Banu Haqim sound like?
In our Audio Design for the Banu Haqim clan, I leaned into harnessing the sounds of whispers and wind signifying the clan's predilection for stealth and silent execution. Our department here introduced a use of real-time Audio processing techniques that bring the player's manipulations of time and silence to life. As you use Split Second to slow time you will hear the pings of bullet shells dropping to the floor and strange voices slowed down to really sell the idea of good ol' Bullet Time. We intend to craft a fully immersive experience that comes with moving faster than sound, making every moment a deliberate and calculated dance between predator and prey.

– Marcus Bagshawe, Sound Designer

What do Banu Haqim look like?
“When putting together the aesthetic identity for the Banu Haqim clan in the game, as always with us at The Chinese Room, we started with a rich palette of inspirations and tonnes of brainstorming. A tonne of good stuff ended up on our mood boards - functional aspects of Techwear (Health Goth, utility-based items with a high-end edge), the blend-in quality of corporate attire, and the vibrant, enduring spirit of Modern Persian fashion. These choices reflect a mixture of tradition and modernity, embodying the clan's adaptability and their profound connection to both their heritage and the demands of the modern world.

Banu Haqim’s garments in our game then are as much about form as they are about function – concealment, illusiveness. The ability to quickly disappear into the urban landscape or emerge as a silent avenger is key to the Banu Haqim's visual identity, mirroring their role as the unseen arbiters of justice in the shadow world, their righteousness and role as silent guardians of the vampire society.


Drawing inspiration from iconic figures and settings such as John Wick, Lisbeth Salander from the Girl with the Dragon Tattoo, and the Fremen from Dune, we sought to imbue the Banu Haqim with a sense of concealed danger and an air of mystery. These influences helped shape a look that is both understated and unmistakably potent, emphasizing the clan's themes of elusiveness and intent. Our designs focus on clothing that allows for quick concealment or blending into the background, highlighting the Banu Haqim's proficiency in moving unseen and striking from the shadows.”

– Ben Matthews, Associate Art Director
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"Vampires who wage holy war against other vampires for the sake of humanity is heckin' problematic. We have to make them more generic and more recent."

The few times I've bothered thinking about VTMB2, the more I have been plagued with a horrifying thought: What if Phyre doesn't actually have a 'male' model? Instead, they change the character's pronouns and maybe voice?
 
I can't imagine them going that far with a non-existent male model but.... Well. Kiss my money goodbye if they don't have customization.
 
I just finished the first game again last night. Still not over that with all its jank and 2000s edgy -love letter-isms, it’s fantastic, and won’t be outdone 2 decades later.
 
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