Unlike the original, both melee and ranged combat are viewed from first-person. It’s a highly improvisational system, with your vampire using his fists, objects in the environment and his powers to gain an edge. For example, your thinblood can yank firearms out of enemy hands using telekinesis, or fly into the air to literally get the drop on an opponent. Also players will be able to equip two melee and two ranged weapons at any a time. But as Schwarzer says, “How you and your equipment looks at the end of that fight might be quite a bit different.” However you approach combat, Hardsuit is keen to ensure that it communicates your supernatural power, speed, and resilience. Even as a thin-blood you can comfortably tear through an armed gang of humans using only your fists. At a higher level, you’ll be able to enact devastating special moves, for which the camera will zoom out into third-person.
After the fight, we encounter a man who turns out to be a fellow thin-blood created in theMass Embrace.We don’t get much time to compare notes, however, as he is immediately killed from behind by another vampire who whispers “You’re not onmy list” to us before vanishing.
After the incident at the pier, for example, we travel to our first safehouse, an apartment sub-let by a reclusive vampire named Dale, who is our guide into the world of Bloodlines 2 much like Smiling Jack was in the original. He’s also the first character you talk to at any length. As you’d expect, dialogue plays a huge role in Bloodlines 2, with your skills and abilities affecting your conversation options. Mitsoda was also keen to retain the noir-ish vibe and black humour of Bloodlines 1. “This game has just been incredibly fun to write. The characters are some of my favourite characters that I’ve ever done for a game, and Paradox has given me a lot of freedom, which I’m not used to from the publisher side, just kind of going, ‘What do you want to do?’.” Mitsoda won’t go into specifics, but Paradox hints that amongst those characters will be familiar faces from Bloodlines 1.
After giving us the basics, Dale lets us into the apartment. Inside is a pinboard covered with notes and documents, put up by the fledgling vamp we just saw murdered as he tried to figure out who was responsible for his transformation. Bloodlines 2’s approach to quest design is closer in spirit to the original than more modern RPGs, in the sense that quests won’t be flagged by NPCs with exclamations marks floating above their heads. You’ll need to explore to uncover new stories and adventures. Among the documentation, for example, is a missing cat poster. As you explore Seattle, you’ll find greater concentrations of missing cat posters in certain areas and, if you take the time to investigate the phenomenon, you can eventually discover where all the cats have gone, and why they have disappeared…
While some quest lines can be stumbled upon, others may arise depending on how you play Bloodlines 2. Unlike the first game, there are multiple factions alongside the Camarilla that you can work for. “You’ll have a different experience based on who you’re working with, and you can even, you know, insult factions to the point where they won’t work with you anymore,” he says. “You can really do a number on your reputation in this game,” Mitsoda explains.
A crucial part of this reputation is the Masquerade, the code of conduct to which all vampires are expected to adhere. The key word here is ‘expected’. You can violate the Masquerade in small ways, such as being spotted feeding by another human, or bigger ways, like going on a public rampage. Both will have ramifications for you and the city. People will be less likely to go out at night, meaning you’ll have fewer bodies to feed on, while repeated violations may cause Seattle’s chief vampire, Prince Cross, to send supernatural enforcers after you. Schlütter demonstrates this at the end of the demo by venturing into the first of the game’s multiple city-hubs, Pioneer Square (Bloodlines 2 follows the hub-and-spoke design of the original). He drops from a rooftop and publicly feeds on a civilian, which causes the police to start chasing him and triggers a Masquerade violation.
Importantly, the Masquerade isn’t a one-way descent into chaos.
You can restore your Masquerade rating to a certain extent. One way to do this is to join Prince Cross’ clean-up crew, which clears up the messes left behind by Masquerade violating vampires. The clean-up crew exemplifies the weirdness Mitsoda and Hardsuit are hoping to carry over from Bloodlines to the sequel. The organisation is run by a man named Bart, who has seen every kind of horror imaginable and is completely numb to it. An early quest involves clearing the mess left behind after a disastrous romantic entanglement between a vampire and a human. “If someone exploded in a small hotel room, that’s what that would look like,” Schlütter explains. “You’re there to just pick up the pieces. Literally, the pieces. And Bart just comments on whatever is there, eating his noodle-soup.”
Hardsuit Labs want players to explore Bloodlines organically. This extends beyond how players find quests, to how they solve them. In the early game, your choice of character background will impact upon your experience. If you choose Police Officer, for example, then should you need to visit the police station, you don’t have to find a back entrance and sneak around, you can just walk through the front. But even this comes with complications. “Your colleague will come and say ‘Hey where have you been the last two weeks? Social security has covered for you, but you need to get back to work’,” Schlütter says.
It all sounds enormously ambitious. There are many other systems and ideas explained that I’ve barely touched upon. Schwarzer states that Hardsuit labs “set out to provide as many active unlocks as possible during your progression system” while the developers point out there will be extensive customisation options that let you enrobe your vampire however you like.