Vampire: The Masquerade – Bloodlines 2

Vampire: The Masquerade –
Bloodlines 2
Developer(s)
Publisher(s)
Director(s)
  • Alex Skidmore
Composer(s)
SeriesVampire: The Masquerade
EngineUnreal Engine 5[1][2]
Platform(s)
ReleaseOctober 21, 2025
Genre(s)Action role-playing
Mode(s)Single-player

Vampire: The Masquerade – Bloodlines 2 is an upcoming action role-playing video game published by Paradox Interactive. A sequel to Vampire: The Masquerade – Bloodlines (2004), the game is part of the World of Darkness series and based on the tabletop role-playing game Vampire: The Masquerade. The game was initially developed by Hardsuit Labs, but by 2021 had been moved to The Chinese Room. It is scheduled to release for PlayStation 5, Windows, and Xbox Series X/S in October 2025.

The player takes the role of an elder vampire in 21st-century Seattle, and chooses one of several vampire clans to belong to, determining their vampiric abilities. To sustain the player character and their abilities, they feed on human characters' blood while trying to avoid being discovered as a vampire, breaking the masquerade – the conspiracy within vampire society to hide their existence from mortals.

Gameplay

[edit]

Vampire: The Masquerade – Bloodlines 2 is an action role-playing video game presented mainly from the first-person perspective, with third-person used for some actions and conversations.[3][4] The game takes place in a fictional version of Seattle spread across five districts: Uptown, Financial, Downtown, Chinatown, and Industrial. The districts are presented as a seamless open world, requiring no loading to move between them.[5]

Players primarily control the Elder vampire Phyre throughout the game. Phyre's gender, hair, clan, and outfits can be customized.[6][3][7] The player must assign Phyre to one of four clans: the Brujah, who focus on aggressive, close-range melee combat; the Tremere, who specialize in long-range blood sorcery to manipulate their own, or others, blood; the Banu Haqim, who favor stealth approaches; and the Ventrue who rely on mental manipulation, mind control, and domination.[8] An additional two clans, the Toreador, who rely on seduction, and the Lasombra, who wield the shadows as a weapon, are available as downloadable content (DLC).[9][10] During specific sections of the narrative, the player can control the Malkavian vampire Fabien.[11]

Phyre can access the Disciplines (abilities) from other clans by forming alliances with and feeding on other vampires. These Disciplines vary in cost depending on how closely they align with the player's own clan's skillset. For example, a Brujah vampire—focused on strength, speed, and presence through the Disciplines of Celerity, Potence, and Presence—will find it cheaper to acquire similar powers than unrelated ones such as the stealth Discipline Obfuscate. Players can accumulate and stack multiple clan perks, offering a wide range of customisation and power. However, each clan retains a unique passive ability exclusive to them.[12] Each clan has a variety of thematically fitting outfits that are unlocked based on the different Disciplines that have been earned.[13] Phyre possesses supernatural strength, speed, and durability, greater than those of average vampires, and telekinetic abilities.[14] They also have supernatural senses, giving Phyre abilities including being able to detect beating hearts through walls.[15][16]

Combat in Bloodlines 2 combines basic physical attacks with vampiric powers, including telekinesis.[14] Phyre can also use well-timed dodges to stun opponents.[17] As the player upgrades Phyre, they unlock abilities such as Blood Curse, which manipulates an enemy's blood to make them explode; Possession, which allows the player to control a target; Recall, which allows Phyre to teleport to a set location; and mass Hypnosis, which can affect multiple enemies or compel them to commit suicide.[14][18] Powers can also be combined—for example, forcing enemies to drop their weapons through mind control and then using telekinesis to steal the weapon, or manipulating an exploding enemy into a larger group to maximize damage.[14] Enemies include humans, ghouls, and other vampires, who possess their own supernatural abilities to counter Phyre.[14]

Phyre's dialog options and character reactions are influenced by their customizable backstory, clan, reputation, and appearance. Reputation is shaped by relationships with individual characters and factions, who respond differently based on previous interactions. For instance, if Phyre was previously rude to a character and later attempts to be friendly, the character may interpret the behavior as sarcastic or insincere. Dialogue choices made in group conversations can affect each character's opinion of Phyre individually.[14] As an centuries-old vampire, Phyre has a detailed background and legend, but players are able to further define this through their choices, such as confirming or denying details when talking to others.[6][3][15]

Blood is Phyre's main source of healing and required to use their powers—for instance, Blood Curse costs three blood points. Blood points are replenished by feeding on characters in the environment or weakened enemies during combat, though feeding leaves the player vulnerable to attacks from others. Blood can have "resonances" based on the emotions of the target.[14][16] Feeding targets are typically in one of three potential blood resonances: Melancholic (anxious or afraid), Sanguine (feeling aroused), and Choleric (annoyed or angry). The targets must be converted to full resonance by manipulation through conversations. Fully resonated targets can also be found by chance. Once enough resonances are collected, certain vampires from different clans can allow Phyre to feed on them, awakening their connection to that clan's respective abilities.[19] In addition to blood, Phyre can use elixirs to restore health and blood, boost attack damage, and reduce damage.[18]

While Phyre can feed on humans, being seen by others constitutes a masquerade violation—exposing the existence of vampires. Too many violations can result in Phyre being pursued by vampire hunters, the police, or other vampires.[14] There are progressive stages of masquerade violations: "Upheld" caused by minor infractions such as being seen running supernaturally fast; "Caution" is triggered by multiple minor infractions or more obvious acts such as being caught feeding; and "Engaged/Broken", where the police actively hunt the player. If the player progresses beyond this, the Camarilla will step in to put a permanent end to Phyre.[5] Non-player characters (NPC) can interact with each other: for example, if a police officer sees a character attacking Phyre without cause, they may attack the human in response.[14]

Synopsis

[edit]

Setting

[edit]

Set in the World of Darkness, Vampire: The Masquerade – Bloodlines 2 depicts a world in which vampires, werewolves, demons, and other creatures shape human history.[20][21] The vampires are bound by a code to maintain their secrecy and avoid unnecessary killing, which helps preserve their last shreds of humanity.[22][23] They are divided into various clans, each with distinctive traits and abilities: The Toreador are passionate and the closest to humanity; the Ventrue are noble, powerful leaders; the Brujah are rebellious fighters; the Malkavians are cursed with insanity but blessed with insight; the Gangrel are loners who are in sync with their animalistic nature; the secretive and untrustworthy Tremere wield blood magic; the Nosferatu are condemned to a life in the shadows due to their monstrous appearance;[24] the Banu Haqim strictly adhere to a personal moral code, punishing those who defy it;[8] and the Lasombra are known for being cruel and power-hungry.[10] The clans are loosely governed by the Camarilla, a cabal that enforces the vampire code. The Camarilla is opposed by two main factions: the Sabbat, vampires who embrace their bestial nature, and the Anarchs, an idealistic group that opposes the Camarilla's oligarchic political structure, believing all vampires should share power.[24] Thinbloods are a rapidly growing, weaker strain of vampires who are typically shunned by full vampires.[25][26][27][14]

Bloodlines 2 is set in early 21st-century Seattle at Christmastime, during a historic snowstorm.[26][27][28] Since the events of Bloodlines, the Vatican has launched a second inquisition—a mass purge of supernatural creatures.[28] The city's long-ruling Camarilla has been weakened by an attempted coup and the assassination of its prince, while the Anarchs seize the opportunity to expand their influence.[11][14]

The player controls a 400-year-old Elder vampire known as "Phyre" or "Nomad"—though neither is their true name—who is infamous among kindred for their presence at pivotal historical events. A century ago, Phyre vanished in Tunis, only to awaken from a long torpor in modern-day Seattle.[8][14][7] Phyre soon discovers that their powers are restrained by a mysterious magical brand, and they are haunted by the disembodied voice of Fabien, a thinblood Malkavian and private investigator. Fabien's detective persona is a coping mechanism for his clan's curse, allowing him to navigate the world and maintain a fragile sense of stability.[8][29]

Other characters include the influential former Seattle prince, Lou Graham,[14] acting prince Ryong Choi,[9] Agent Barker—leader of the Information and Awareness Office (IAO), the government's hi-tech paramilitary vampire-hunting unit[3]—and Santiago, an ancient hunter tied to the feared Society of Leopold.[30]

Plot

[edit]

Phyre will see a three-front siege in Seattle during a historic Christmas time snow-storm.[28]

Development

[edit]

Background

[edit]

The 2004 release of Vampire: The Masquerade – Bloodlines had been a relative failure, selling fewer than 100,000 copies when it was launched in competition against sequels in Half-Life 2, Halo 2, and Metal Gear Solid 3: Snake Eater.[31][32] Bloodlines was the last in a line of games developed by Troika Games that was critically well received but marred by technical issues and low sales, and Troika was shuttered shortly after its release, preventing them from developing a sequel.[31][33][34] In 2004, then-director Leonard Boyarsky said that although the team would like to pursue a Bloodlines sequel, the decision belonged to then-publisher Activision.[35] In the years following Bloodlines's release, the game became considered a cult classic.[36][37][38]

Video game publisher Paradox Interactive purchased White Wolf in October 2015, obtaining the World of Darkness intellectual property, including Bloodlines.[39][40] Following the purchase, Paradox CEO Fredrik Wester confirmed that a sequel was possible, stating "when the time is right I guess a sequel will find its place in the market."[40]

Development under Hardsuit Labs

[edit]

Shortly after Paradox Interactive's acquisition of White Wolf, Seattle-based developer Hardsuit Labs' creative director Ka'ai Cluney convinced co-founder Andy Kipling to pitch a Bloodlines sequel to Paradox, while Cluney made contact with Bloodlines writer Brian Mitsoda. A meeting was arranged soon after, and Mitsoda joined the sequel as narrative lead, bringing in Cara Ellison as senior writer.[26] Producer Christian Schlütter said: "When we as Paradox acquired the IP, we saw Bloodlines as the crown jewel... then [Hardsuit Labs] come along and have the perfect pitch, with the original writer on-board too. It all happened far faster than we expected."[27] The project's internal code name was "Project Frasier", a reference to the Seattle-based sitcom Frasier (1993–2004).[31]

Under Hardsuit Labs, Bloodlines 2 was inspired by Seattle's identity crisis, caught between its cultural past and a corporate-driven future. Mitsoda and Ellison envisioned the game's factions as reflections of this tension, and aimed to move away from the original's "male power fantasy" by focusing on the emotional journey of becoming a vampire and the loss of one's former life.[26][27] The story followed a fledgling thinblood turned during a rogue vampire attack, set around Christmas.[27] Seattle was divided among five factions: the old-guard Pioneers, led by Prince Lou Grand;[41] the elite and business-savvy Camarilla, led by Prince Alec Cross;[42] the criminal underworld faction known as the Baron;[43] the Tremere-led Newcomers, headed by Viktor Goga;[44] and the secretive Nosferatu-exclusive Unseen, who relied on hackers and outcasts for intelligence.[45]

Gameplay improvements included more meaningful skill use, correcting underutilised abilities like "Investigation" from the original, and reworked combat.[46] Rather than relying on chance, attacks would always land but scale with player proficiency in melee or ranged combat.[27] The game was set entirely at night, as a tested day-night cycle with sunlight hazards proved unfun.[47] Hardsuit Labs also dropped third-person elements, opting for a first-person-only system inspired by the responsive combat in the action-adventure game Dishonored (2012).[48] Development occurred alongside the fifth edition of the tabletop game, and shared mechanics like Resonances enhancing abilities.[46]

Coinciding with the game's second publicly announced delay in July 2020, Mitsoda and Cluney were both terminated from their positions by the leaderships at Hardsuit Labs and Paradox Interactive; no explanation was given, although Mitsoda later described it as a "shock".[49][24] Mitsoda said the situation as unexpected and disappointing, after working on the game for five years. Following this, Alexandre Mandryka took over the role of creative director.[49] In October 2020, Paradox confirmed that Ellison had also left the project.[50] Game designer Chris Avellone was initially involved as a writer for the game; however, after allegations surfaced in June 2020, which were later retracted, Paradox Interactive removed his contributions.[51][52]

In February 2021, Paradox Interactive announced that Hardsuit Labs no longer was working on the game, and that Paradox Interactive was collaborating with another developer to finish the production.[53] Hardsuit Labs made their narrative team staff redundant shortly afterward.[54] Paradox Interactive had prior to this considered cancelling the project, but decided to continue development with a new partner and to retain much of what had been produced for it until that point.[55]

Development under The Chinese Room

[edit]

The Chinese Room (TCR) took over development shortly after the removal of Hardsuit Labs, although their involvement was not announced until September 2023.[28][56] Paradox Interactive's deputy CEO Mattias Lilja explained that the drastic decision to change developers was the only way to save the project. Hardsuit Labs struggled with the game's scale, while TCR brought stability, confidence, and experience in delivering narrative-focused games with tight stories and settings.[4]

TCR inherited the core vision from Hardsuit Labs but reshaped the project to fit their strengths.[28][4] They retained the Seattle-during-Christmas setting—adding a severe snowstorm to the proceedings—and reusing much of Hardsuit Labs' art and level design. However, the game was rebuilt with a new codebase, as well as different gameplay mechanics and RPG systems.[28] The number of available clans for the player to choose was also reduced from five (Tremere, Toreador, Ventrue, Malkavians, and Brujah) to four.[8] TCR developed a design rule for non-combat gameplay, definining that it should involve things only a vampire can do, such as using enhanced senses for puzzle solving.[3]

TCR initially explored summarised dialogue options for Bloodlines 2 to clarify player choices, but found this approach too reductive, as it removed the subtlety and nuance essential to characterisation and roleplay. Sarah Longthorne, Senior Narrative Designer, explained that the team ultimately adopted paraphrased speech, blending the strategic choice design of Bloodlines with more morally complex, layered dialogue. This meant that players would navigate conversations by selecting dialogue that reflects their intent—be it leveraging their power as an Elder vampire, flattering others, or provoking responses—without rigidly categorising options by tone or alignment. This system allows for varied and subjective interpretations of intent, leaving moral and strategic choices open-ended for players to define through their character's actions and words.[3]

In 2025, Paradox revived its White Wolf brand to serve as the licensing and publising company for its intellectual properties, including Vampire: The Masquerade. As a result, White Wolf also became co-publisher of Bloodlines 2 with Paradox.[57] Despite the change in developer, the game was still subject to multiple delays. In August 2024, the game's release date was shifted to early 2025, ostensibly to add more endings to reflect more player agency, as well as adjusting certain characters, and implementing feedback from the Bloodlines community.[58] In March 2025, TCR announced the game would be further delayed to October 2025, stating that development was complete, but they were working on its performance, stability, and technical fixes.[59]

Writing

[edit]

With TCR as developer, Hardsuit Labs' plot was fundamentally re-written. The mass embrace and thinblood protagonist was replaced by an Elder vampire who is awoken from centuries of slumber. Creative director Alex Skidmore said the aim was not to simply repeat Bloodlines' as a weaker and subservient character, but give players the opportunity to roleplay as a powerful, established vampire.[28]

Narrative designer Arone Le Bray drew on experience from working on the role-playing games Mass Effect (2007) and Dragon Age: Origins (2009), as well as classic and contemporary RPGs. The creative team studied titles such as Baldur's Gate 3 (2023) to explore innovative narrative design, focusing on player agency, meaningful choices, and immersive storytelling. Le Bray emphasized the importance of making players feel ownership over their decisions, ensuring outcomes are clear but morally complex—encouraging debates over the "right" choice without misleading the player. TCR also reviewed the Vampire: The Masquerade tabletop game. Le Bray highlighted the tabletop game's moral framework, where players embody literal monsters—vampires wrestling with their humanity and the ever-present pull of the Beast. This struggle is reflected in Phyre, whose human past is so significantly distant from their present that it creates a sense of detachment and moral ambiguity.[60]

Phyre is written as a vampire legend, present for various historic events. This idea emerged in the writing process, believing it was important to take advantage of the character's long life and status compared to the new vampire protagonist of Bloodlines. Senior Narrative Designer and Writer Sarah Longthorne said that Phyre is not a passive observer, they're a force that leaves a mark on history, and their reputation reflects that. In Seattle, different characters believe different things about Phyre. These stories do not change the world directly, but they influence how Phyre is treated. Unlike Bloodlines, Phyre cannot be defined at the start of the game, but is gradually shaped through choices made during the story, some more important than others, such as if they were a warrior, traveler, or a survivor during these historic periods. Similarly, when defining the background of Phyre's alternate name, the Nomad, did they travel the world out of curiosity, ambition, or to hide from something. Longthorne described shaping Phyre's history as reflecting the character's psychology, motivations, and adding emotional weight to determine if they will repeat old mistakes or break free the cycle.[7]

Phyre is also fully voiced, where Bloodlines' protagonist uses unvoiced text options. Le Bray described the change as an effort to create a more immersive, focused experience—since Phyre has a more established background and status—instead of trying to cover all possible variations of a less defined character. He continued that instead of writing extensive text to convey the character's emotions, the voice actor can convey that feeling in their performance.[61]

The character Fabien is written as an unreliable narrator; while he sincerely believes his statements, they may not always be accurate, leading players to question the trustworthiness of his guidance. The game's narrative team, led by Alex Skidmore and Ian Thomas, aimed to portray Malkavian perspectives as prophetic or insightful rather than fragmented, offering a more coherent and grounded viewpoint than that of the Malkavian protagonist in the original Bloodlines.[29]

Design

[edit]

The design team's goal was to create a version of Seattle that feels authentic to The World of Darkness—a city shaped by vampires, not humans. Rather than an exact replica, the game presents iconic locales of Seattle, condensing key landmarks like Pioneer Square and Volunteer Park. To present the city from a vampiric perspective, buildings were made taller, lights more intense, and shadows deeper, to create a heightened, predatory atmosphere. Fictional locations like Weaver Tower and seemingly mundane places, such as an all-night coffee shop, serve as hidden vampire hubs, reinforcing the Masquerade theme of vampires existing unseen within human society.[62]

Seattle's districts are stylized through a heightened, vampiric lens, with exaggerated architecture and gritty environments echoing the noir feel of Bloodlines. Areas like Pioneer Square and Chinatown featuring unique lighting, mood, and environmental storytelling. Using a hybrid development workflow, the team combined modular kits and procedural tools to craft storytelling "dioramas" in each block, aiming to create an overall sense of distinct atmospheres in each segment. To encourage players to explore the city, the streets and alleys allow for unique encounters and feeding opportunities, while the rooftops allow the use of vampiric abilities without breaking the masquerade, but they are patrolled by Anarchs, adding a different danger. NPCs have different routines and interactions with each other independent of the player.[63]

The design team crafted each clan's outfits to reflect their visual themes and complimentary styles. For the Brujah, the designs draw on punk and rock culture inspired by their rebellious anti-establishment nature, based on durable materials like denim and leather, adorned with anarchic logos. The Tremere, with their roots in arcane magic, wear outfits that reflect a more antiquated, ritualistic style, blended with modern elements for practicality. Their garments are designed to allow freedom of movement for dramatic, magical gestures, while deep reds in clothing and jewelry evoke their mastery over blood magic. For the Banu Haqim, the design team leaned into stealth and subtlety with hoods, scarves, and multiple layers, creating sleek, shadowy outfits that allow them to blend into the night. The Ventrue, embodying wealth and authority, wear clothing that reflects their high status and refined tastes. Their outfits are opulent and regal, adorned with expensive jewelry and tailored to project confidence, power, and dominance.[13]

Beyond style, the outfits were designed to appear practical, and the designers reviewed materials such as leather, fur, denim, silk, and cashmere, in creating the right aesthetic and realistic touch. The sound team additionally matched sound effects to each clan's outfit theme, so Banu Haqim movements sound quieter while Brujah make more noise.[13]

The design of the introduction and ending sequences was inspired by the opening titles of television series True Detective (2014). "Moody" images of Seattle were combined with recognizable shapes and in-game elements to create a striking visual. Narrative director Ian Thomas and his team mapped out the nearly 40 possible endings for the concept team to storyboard and identify images that reflected the key themes and events of each ending. The pre-planning allowed them to identify common elements, allowing the reuse of images where applicable to save time. Associate art director Ben Matthews directed the concept team in creating a visual transition resembling blood undulating through water, prominently using red and black, with additional effects of snow, smoke, and blinking lights for visual depth. The final animation work was done by Atomhawk Design Ltd.[7]

Music

[edit]

Bloodlines composer Rik Schaffer returned to compose Bloodlines 2 under Hardsuit Labs.[64] Once development moved to The Chinese Room, Schaffer was replaced by Craig Stuart Garfinkle and Eímear Noone. Schaffers compositions were not discarded, however, and were integrated into the score for Bloodlines 2, as a compliment to Garfinkle's and Noone's original score; Schaffer's work appears in combat encounters, narrative moments, and exploration segments.[65]

Garfinkle's and Noone's score was written to evoke a sense of timelessness and melancholy, while also highlighting contrasts and enhancing the game's nocturnal, moody atmosphere. As well as Schaffer's new compositions, they took inspiration from the original game as well as film soundtracks like Only Lovers Left Alive, Under the Skin (both 2013), the works of the Coen brothers, jazz music, and Gregorian chant.[65]

The soundtrack of Bloodlines 2 combines modern and historical influences to reflect its contemporary setting and the ancient, complex lives of its vampire characters. The score draws heavily from film noir's harmonic language, using manipulated organic instruments such as guitars and cellos to create an unsettling, distorted soundscape. Various individual characters and factions also received distinct themes, incorporating elements such as Middle Eastern scales for Phyre, Balkan fiddle-inspired cello techniques, and industrial percussive sounds like shovels for specific enemy types. The use of slow, sensual rhythms, minor tonalities, and atmospheric vocals is designed to convey the seductive yet predatory nature of the vampires. Diegetic music also plays a role in Bloodlines 2, with in-world music systems implemented in locations such as the Glacier Hotel lobby, Makom Bar, and Atrium nightclub, where sound spatialisation reacts naturally to the game's environment. An original aria recorded with Irish soprano Celine Byrne also features in the game.[65]

The official Bloodlines 2 theme song, "Midnight", is written by Michel Zitron, Paulina Palmgren, and Jarly.[66]

Sound

[edit]

The sound design was designed to adapt to the different environments, such as rooftops, alleys, streets, by dynamically analyzing geometry and context. Ambient sounds like wind, traffic, and reverb change based on the player's surroundings, supported by positional emitters such as creaking trees or voices from windows. Using Unreal's MassEntity framework, the game handles thousands of audio sources efficiently, with a system of "drivers and reactions" ensuring sound plays contextually based on proximity and object interaction. Footstep audio is dynamic, changing based on surface type, snow build-up, decals (like blood or leaves), water exposure, and terrain slopes.[67]

Mixing focuses on contrast: quiet exploration is given ethereal audio treatment, while combat prioritizes impactful sounds like punches or gunfire, layered carefully to avoid overwhelming repetition. Voices are similarly positioned spatially, for example, Phyre's voice originates from a different spatial position than Fabian's.[67]

Release

[edit]

Abandoned release plans

[edit]

Bloodlines 2 was first teased in February 2019 with the release of a fake dating app, "Tender", created by Paradox and Alice & Smith. The app offered to use a "soulmate algorithm", matching them with sick people nearby based on the user's blood type. A Twitch livestream, and Paradox's official Twitter account also displayed a memo from fictional Tender CEO Malcolm Chandler noting the need to be prepared for March 21, 2019 in San Francisco, the date the game was publicly revealed.[31][68][69] Initially scheduled for release in March 2020, the game was pushed back to an unspecified 2020 release date,[70] and later delayed again to an unspecified 2021 release date.[71]

Release under The Chinese Room

[edit]

Following the announcement of The Chinese Room taking over the project, the release of Bloodlines 2 was delayed beyond 2021, and experienced several further delays into 2025.[1][72][73][74] Vampire: The Masquerade – Bloodlines 2 is scheduled for release on October 21, 2025, on PlayStation 5, Windows, and Xbox Series X/S.[11]

Bloodlines 2 is set to release with a base game and separate "Deluxe" and "Premium" editions that include additional content. The Deluxe Edition includes the "Santa Monica Memories" cosmetic pack, which features items inspired by the original Vampire: The Masquerade – Bloodlines. The Premium Edition includes this pack as well as the "Shadows & Silk" add-on, which contains two additional playable clans: Lasombra and Toreador. The "Shadows & Silk" content can also be purchased separately.[75][76] The announcement that the two clans would be locked behind additional cost was met with criticism from both gaming publications and the fan community, an issue compounded by the game's multiple development delays.[75][76] Fans expressed frustration that the Toreador clan, a significant part of the series' lore, was not included in the standard edition.[77][78]

In response to the controversy, a representative from publisher Paradox Interactive stated that the decision was a business-related one. They explained that adding the "highly sought after" clans required significant development time and resources, and that offering them as day-one DLC was a way to give fans immediate access rather than making them wait for a later update.[77] The Chinese Room's narrative director, Ian Thomas, confirmed that the clans were added in response to fan feedback, and that incorporating them contributed to the game's delayed release.[77] GamesRadar+ and PC Gamer noted a key difference between this DLC and Paradox's typical expansion model for their sandbox games like Cities: Skylines (2015) and Crusader Kings (2020). While new content for those games can be added at any time, clans in Bloodlines 2 function as character classes chosen at the beginning of the game and affect gameplay throughout, making the decision to purchase the additional content feel more immediate and essential for a single-player RPG that many players may only play through once or twice.[78][79][10]

References

[edit]
  1. ^ a b Franzese, Tomas (September 2, 2023). "Vampire: The Masquerade – Bloodlines 2 has new developer, fall 2024 release date". Retrieved September 2, 2023.
  2. ^ Sinha, Ravi. "Vampire: The Masquerade – Bloodlines 2 Gameplay Trailer and Deep Dive Coming January 31st". GamingBolt.
  3. ^ a b c d e f Gould-Wilson, Jasmine (May 8, 2025). "Vampire: The Masquerade – Bloodlines 2: Everything We Know So Far". GamesRadar+. Archived from the original on May 11, 2025. Retrieved May 29, 2025.
  4. ^ a b c Dealessandri, Marie (October 8, 2024). "Paradox On Bloodlines 2: "We Had A Game We Could Do, But Maybe Not With The Team We Had"". Gamesindustry.biz. Archived from the original on March 13, 2025. Retrieved May 30, 2025.
  5. ^ a b "Dev Diary #26: The Masquerade of Seattle". Paradox Interactive. February 12, 2025. Archived from the original on April 13, 2025. Retrieved June 1, 2025.
  6. ^ a b Bankhurst, Adam (October 31, 2023). "Vampire: The Masquerade - Bloodlines 2 Reveals Its Main Character - Phyre the Elder Kindred". IGN. Archived from the original on March 21, 2025. Retrieved May 29, 2025.
  7. ^ a b c d "Dev Diary #24: Legend of the Nomad". Paradox Interactive. January 16, 2025. Archived from the original on April 13, 2025. Retrieved May 31, 2025.
  8. ^ a b c d e Morton, Lauren; Carpenter, Lincoln (May 2, 2025). "Vampire: The Masquerade - Bloodlines 2: Everything we know". PC Gamer. Archived from the original on December 12, 2024. Retrieved May 29, 2025.
  9. ^ a b Birgin, Lauren (August 19, 2025). "Bloodlines 2 Is The Killer Vampire The Masquerade Game We've Waited 21 Years For". PCGamesN. Retrieved August 19, 2025.{{cite web}}: CS1 maint: url-status (link)
  10. ^ a b c Brown, Fraser (August 22, 2025). "I've Played Vampire: The Masquerade – Bloodlines 2'S DLC Clans, Lasombra And Toreador, And They Absolutely Should Have Been In The Base Game". PC Gamer. Retrieved August 22, 2025.{{cite web}}: CS1 maint: url-status (link)
  11. ^ a b c Hafer, Leana (August 19, 2025). "Vampire: The Masquerade – Bloodlines 2 - We Finally Played It". IGN. Retrieved August 19, 2025.{{cite web}}: CS1 maint: url-status (link)
  12. ^ Brown, Fraser (March 6, 2024). "Vampire: The Masquerade – Bloodlines 2 Will Let You Become A Super Vampire By Drinking Vamp Blood, Taking Their Abilities And Combining Them 'In Hundreds Of Different Ways'". PC Gamer. Archived from the original on May 29, 2025. Retrieved May 30, 2025.
  13. ^ a b c "Dev Diary #21: Fashion Matters". Paradox Interactive. November 6, 2024. Archived from the original on March 28, 2025. Retrieved May 31, 2025.
  14. ^ a b c d e f g h i j k l m Brown, Fraser (March 25, 2025). "Playing A Few Hours Of Vampire: The Masquerade – Bloodlines 2 Has Put A Lot Of My Worries To Rest". PC Gamer. Archived from the original on April 15, 2025. Retrieved May 29, 2025.
  15. ^ a b Brown, Fraser (January 31, 2024). "Extended Vampire: The Masquerade – Bloodlines 2 Reveal Is Illuminating But Disorientating". PC Gamer. Archived from the original on May 29, 2025. Retrieved May 30, 2025.
  16. ^ a b "Dev Diary #19: Hunting and Feeding". Paradox Interactive. October 9, 2024. Archived from the original on March 28, 2025. Retrieved June 1, 2025.
  17. ^ MacGregor, Jody (January 29, 2024). "Vampire: The Masquerade – Bloodlines 2 Creative Director Outlines Its 'Visceral Immersive Combat'". PC Gamer. Archived from the original on April 6, 2025. Retrieved May 29, 2025.
  18. ^ a b "Dev Diary #25: Advanced Combat and Weapons". Paradox Interactive. January 29, 2025. Archived from the original on April 13, 2025. Retrieved June 1, 2025.
  19. ^ "Dev Diary #20: Blood Resonance". Paradox Interactive. October 23, 2024. Archived from the original on April 13, 2025. Retrieved June 1, 2025.
  20. ^ McNamara, Tom (November 17, 2004). "Vampire: The Masquerade - Bloodlines Review". IGN. Archived from the original on July 17, 2014. Retrieved July 21, 2014.
  21. ^ Cavalli, Earnest (July 9, 2014). "10 Years, 10 Great Games: Earnest's picks". Joystiq. Archived from the original on July 20, 2014. Retrieved July 20, 2014.
  22. ^ Gillen, Kieron (November 24, 2004). "Vampire: The Masquerade - Bloodlines". Eurogamer. Archived from the original on August 26, 2014. Retrieved July 26, 2014.
  23. ^ Reed, Kristan (August 13, 2003). "Vampire: The Masquerade - Bloodlines". Eurogamer. Archived from the original on October 20, 2012. Retrieved July 20, 2014.
  24. ^ a b c "Vampire: The Masquerade - Bloodlines Character System Interview (Page 2)". IGN. April 30, 2004. Archived from the original on March 22, 2016. Retrieved August 1, 2014.
  25. ^ Plante, Chris (April 24, 2019). "Vampire: The Masquerade – Bloodlines 2 lore video introduces you to Thinbloods and their disciplines". VG247. Archived from the original on April 24, 2019. Retrieved April 24, 2019.
  26. ^ a b c d Tarason, Dominic (March 22, 2019). "Vampire: The Masquerade - Bloodlines 2 is happening! It's real!". Rock Paper Shotgun. Archived from the original on March 22, 2019. Retrieved April 27, 2019.
  27. ^ a b c d e f Robinson, Martin (March 22, 2019). "Vampire: The Masquerade - Bloodlines 2 is a darkly fascinating immersive sim". Eurogamer. Archived from the original on March 22, 2019. Retrieved March 22, 2019.
  28. ^ a b c d e f g Litchfield, Ted (September 2, 2023). "Vampire: The Masquerade - Bloodlines 2 Has Been Quietly Rebuilt By Dear Esther Developer The Chinese Room With 'Different Gameplay Mechanics And RPG Systems'". PC Gamer. Archived from the original on May 11, 2025. Retrieved May 29, 2025.
  29. ^ a b Brown, Fraser (April 24, 2025). "I've Got Some Great News For Malkavian Fans: Bloodlines 2 Is Going To Put One Right In Your Brain". PC Gamer. Archived from the original on April 25, 2025. Retrieved May 29, 2025.
  30. ^ "Dev Diary #28: Hunters". Paradox Interactive. March 12, 2025. Archived from the original on April 23, 2025. Retrieved May 31, 2025.
  31. ^ a b c d Plante, Chris (March 22, 2019). "Vampire: The Masquerade - Bloodlines 2 has the original's lead writer and vibe". Polygon. Archived from the original on March 22, 2019. Retrieved March 22, 2019.
  32. ^ Rossignol, Jim (April 6, 2009). "Interview Without A Vampire: Bloodlines' B Mitsoda". Rock Paper Shotgun. Archived from the original on July 10, 2014. Retrieved July 19, 2014.
  33. ^ Keefer, John (February 25, 2005). "Boyarsky Discusses Troika's Closure". GameSpy. Archived from the original on May 8, 2015. Retrieved July 27, 2014.
  34. ^ Blancato, Joe (December 26, 2006). "The Rise and Fall of Troika (page 3)". The Escapist. Archived from the original on November 5, 2014. Retrieved August 19, 2014.
  35. ^ Birnbaum, Jon (November 30, 2004). "Vampire: The Masquerade - Bloodlines Interview". GameBanshee. Archived from the original on August 14, 2014. Retrieved August 14, 2014.
  36. ^ Westbrook, Logan (March 9, 2010). "The Last Masquerade (page 3)". The Escapist. Archived from the original on July 20, 2014. Retrieved July 20, 2014.
  37. ^ Reparaz, Mikel (March 19, 2012). "The Top 7 ... Watchable TVs". GamesRadar+. Archived from the original on October 29, 2012. Retrieved August 17, 2014.
  38. ^ Barrett, Ben (December 15, 2017). "The path of Leonard Boyarsky - Vampire, Diablo, and what's next for Obsidian". PCGamesN. Archived from the original on January 1, 2018. Retrieved January 1, 2018.
  39. ^ Nelius, Joanna (October 29, 2015). "Paradox buys White Wolf, World of Darkness, Vampire: The Masquerade from CCP". PC Gamer. Archived from the original on April 27, 2019. Retrieved April 27, 2019.
  40. ^ a b Scott-Jones, Richard (May 16, 2017). "Paradox know "people want a Bloodlines sequel," will make one "when the time is right"". PCGamesN. Archived from the original on January 1, 2018. Retrieved January 1, 2018.
  41. ^ Wood, Austin (August 28, 2019). "Meet the Pioneers, the first confirmed faction in Vampire: The Masquerade - Bloodlines 2". GamesRadar+. Archived from the original on August 29, 2019. Retrieved August 29, 2019.
  42. ^ Sheehan, Gavin (September 4, 2019). ""Vampire: The Masquerade – Bloodlines 2" Reveals The Camarilla". Bleeding Cool. Archived from the original on September 4, 2019. Retrieved September 4, 2019.
  43. ^ Brown, Fraser (September 18, 2019). "Bloodlines 2's third faction is run by an undead criminal kingpin". PC Gamer. Archived from the original on September 18, 2019. Retrieved September 18, 2019.
  44. ^ Nunnely, Stephany (October 2, 2019). "The mysterious Newcomers are the latest Vampire: The Masquerade – Bloodlines 2 faction reveal". VG247. Archived from the original on October 2, 2019. Retrieved October 2, 2019.
  45. ^ Brown, Fraser (October 9, 2019). "Bloodlines 2's final faction is the Nosferatu-exclusive Unseen". PC Gamer. Archived from the original on October 9, 2019. Retrieved October 9, 2019.
  46. ^ a b Brown, Fraser (June 25, 2019). "How Baldur's Gate 3 and Bloodlines 2 are rewriting the rules of the tabletop games they're adapting". PC Gamer. Archived from the original on June 26, 2019. Retrieved June 26, 2019.
  47. ^ Tarason, Dominic (April 24, 2019). "Vampire: The Masquerade - Bloodlines 2 explains (un)life as a Thinblood". Rock Paper Shotgun. Archived from the original on April 27, 2019. Retrieved April 27, 2019.
  48. ^ Birnbaum, Jon (November 26, 2019). "Reworking the combat system in Vampire: The Masquerade Bloodlines 2". Gamasutra. Archived from the original on November 27, 2019. Retrieved November 26, 2019.
  49. ^ a b Smith, Graham (August 19, 2020). "Brian Mitsoda has been fired as narrative lead on Bloodlines 2". Rock Paper Shotgun. Gamer Network. Archived from the original on August 19, 2020. Retrieved August 19, 2020.
  50. ^ Chalk, Andy (October 30, 2020). "Bloodlines 2 senior narrative designer Cara Ellison has left the project". PC Gamer. Future plc. Archived from the original on November 19, 2020. Retrieved October 20, 2020.
  51. ^ Brown, Fraser (March 22, 2019). "Vampire: The Masquerade—Bloodlines 2 has bitten Chris Avellone". PC Gamer. Archived from the original on April 28, 2019. Retrieved April 28, 2019.
  52. ^ Kerr, Chris (June 22, 2020). "Dying Light 2 writer Chris Avellone accused of sexual assault and harassment". Gamasutra. Archived from the original on June 22, 2020. Retrieved June 22, 2020.
  53. ^ Plunkett, Luke (February 23, 2021). "Vampire: The Masquerade Bloodlines 2 Delayed Past 2021, Developers Removed From Project, Preorders Halted". Kotaku. G/O Media. Archived from the original on February 23, 2021. Retrieved February 23, 2021.
  54. ^ Nelius, Joanna (March 2, 2021). "Layoffs Hit Former Vampire: The Masquerade – Bloodlines 2 Developer Hardsuit Labs". PC Gamer. Archived from the original on March 2, 2021. Retrieved March 2, 2021.
  55. ^ Torgander, Mats (October 13, 2021). "Tror på Bloodlines, avvaktar storsatsning rollspel -VD" [CEO: Believes in Bloodlines, waits and sees before making major investment in role-playing games] (in Swedish). Avanza. Archived from the original on October 13, 2021. Retrieved October 15, 2021.
  56. ^ Bankhurst, Adam (September 2, 2023). "Vampire: The Masquerade - Bloodlines 2 Is Back With a New Developer and Release Window". IGN. Retrieved September 4, 2023.
  57. ^ Chalk, Andy (May 23, 2025). "Paradox Is Bringing Back White Wolf For Tabletop Rpgs And At Least One Videogame". PC Gamer. Archived from the original on May 29, 2025. Retrieved May 29, 2025.
  58. ^ Brown, Fraser (August 20, 2024). "Vampire: The Masquerade – Bloodlines 2 Has Been Delayed Again, This Time To 'Add More Endings To The Game' Along With Some Extra Polish". PC Gamer. Archived from the original on May 29, 2025. Retrieved May 30, 2025.
  59. ^ Brown, Fraser (March 25, 2025). "Vampire: The Masquerade – Bloodlines 2 Has Been Delayed Again, But I'm Not Too Worried—I've Played It, And It's Looking Great". PC Gamer. Archived from the original on May 30, 2025. Retrieved May 30, 2025.
  60. ^ Randall, Harvey (November 1, 2023). "Vampire: The Masquerade – Bloodlines 2 Seeks To Take Inspiration From Baldur's Gate 3's Narrative Design, As Well As Its Tabletop Roots". PC Gamer. Archived from the original on April 6, 2025. Retrieved May 29, 2025.
  61. ^ Randall, Harvey (September 2, 2023). "Vampire: The Masquerade - Bloodlines 2 Will Have A Voiced Main Character: 'It Draws The Player In That Much More', Says The Game's Ex-bioware Narrative Quality Designer". PC Gamer. Archived from the original on April 6, 2025. Retrieved May 29, 2025.
  62. ^ "Dev Diary #8: Explore the World of Darkness". Paradox Interactive. February 7, 2024. Archived from the original on March 28, 2025. Retrieved June 15, 2025.
  63. ^ "Dev Diary #18: Building Our Seattle". Paradox Interactive. September 25, 2024. Archived from the original on March 28, 2025. Retrieved June 15, 2025.
  64. ^ Nelius, Joanna (April 24, 2019). "Everything we know about Vampire: The Masquerade—Bloodlines 2". PC Gamer. Archived from the original on April 25, 2019. Retrieved April 26, 2019.
  65. ^ a b c "Dev Diary #22: Music of Seattle". Paradox Interactive. November 20, 2024. Archived from the original on March 27, 2025. Retrieved May 29, 2025.
  66. ^ Chalk, Andy (October 23, 2023). "The Official Bloodlines 2 Theme Song Is Giving Me A Minor Existential Crisis Over How Old The First Game Is, And How Much Older I Am Now". PC Gamer. Archived from the original on April 6, 2025. Retrieved May 29, 2025.
  67. ^ a b "Dev Diary #23 - Sounds of Seattle". Paradox Interactive. December 4, 2024. Archived from the original on May 2, 2025. Retrieved June 15, 2025.
  68. ^ Saed, Sharif (February 25, 2019). "Paradox could be teasing a new Vampire: The Masquerade". VG247. Archived from the original on April 25, 2019. Retrieved April 25, 2019.
  69. ^ Horti, Samuel (February 24, 2019). "Paradox ARG hints at Vampire: The Masquerade-related announcement in March". PC Gamer. Archived from the original on April 25, 2019. Retrieved April 25, 2019.
  70. ^ Yin-Poole, Wesley (October 16, 2019). "Vampire: The Masquerade - Bloodlines 2 delayed to avoid repeating the mistakes of the first game". Eurogamer. Archived from the original on October 16, 2019. Retrieved October 16, 2019.
  71. ^ Batchelor, James (August 11, 2020). "Vampire: The Masquerade - Bloodlines 2 delayed to 2021". GamesIndustry.biz. Archived from the original on August 11, 2020. Retrieved August 11, 2020.
  72. ^ Romano, Sal (May 8, 2020). "Vampire: The Masquerade – Bloodlines 2 adds PS5 version". Gematsu. Archived from the original on May 8, 2020. Retrieved May 8, 2020.
  73. ^ "Vampire: The Masquerade – Bloodlines 2 delayed to first half of 2025". Gematsu. August 20, 2024. Retrieved August 20, 2024.
  74. ^ Wales, Matt (March 25, 2025). "Paradox's troubled Vampire: The Masquerade — Bloodlines 2 gets another delay". Eurogamer. Retrieved March 26, 2025.
  75. ^ a b Yin-Poole, Wesley (August 21, 2025). "21 Years After the Original, Vampire: The Masquerade – Bloodlines 2 Finally Has a Release Date". IGN. Retrieved August 22, 2025.{{cite web}}: CS1 maint: url-status (link)
  76. ^ a b Phillips, Tom (August 21, 2025). "Vampire: The Masquerade - Bloodlines 2 gets Gamescom Opening Night Live release date". Eurogamer. Retrieved August 22, 2025.{{cite web}}: CS1 maint: url-status (link)
  77. ^ a b c Stedman, Alex (August 22, 2025). "Vampire: The Masquerade - Bloodlines 2 Has Two Clans Locked Behind DLC 'Because of Business'". IGN. Retrieved August 22, 2025.{{cite web}}: CS1 maint: url-status (link)
  78. ^ a b Jones, Ali (August 22, 2025). "Vampire: The Masquerade - Bloodlines 2 has been through 'a lot,' Paradox says, as fans revolt against day one DLC which is 'a way to get additional players in that have been asking for that content'". GamesRadar+. Retrieved August 22, 2025.{{cite web}}: CS1 maint: url-status (link)
  79. ^ Jones, Ali (August 21, 2025). "Under The Shadow Of The $80 Game Controversy, Vampire: The Masquerade - Bloodlines 2 Is Technically Only $60 - It'll Cost You $90 For A Premium Edition With Two More Playable Classes". GamesRadar+. Retrieved August 22, 2025.{{cite web}}: CS1 maint: url-status (link)
[edit]