The floating UI kills me.Lol that third video when you blow someone up and the NPC reactions.
The floating UI kills me.Lol that third video when you blow someone up and the NPC reactions.
If it's highly detailed a la nu Deus Ex and there's a bunch of dungeons aside from it then fine. If not then it's too fucking small.![]()
The map being small is hugely incline.
Not having most of the main clans as playable choices is already a red flag.It'd be kinda hilarious if VtmB2 ended up being good after all the bullshit.
I ain't follow up on the game since Mitsoda left though.
It's supposed to be one big map with several districts but no loading screens as in the original.Is it a single small map tho or hub-based with several small maps like with the original game?
Not having most of the main clans as playable choices is already a red flag.It'd be kinda hilarious if VtmB2 ended up being good after all the bullshit.
I ain't follow up on the game since Mitsoda left though.
Yup, it's gonna be shit.
- Banu Haqim
- Brujah
- Tremere
- Ventrue
Imagine you're one of the devs. Your mind is addled with constant use of weed. In such conditions, the reactions would seem lightning fast to you!NPCs reactions are sluggish in the videos. The video were you blow someone up with magic the NPCs around it turn slowly, then watch for a few seconds, then starting running. Sluggish reactions.
Skinwalker?If prostitutes got labelled as "skinwalker" in the game that would have been actualIs that a euphemism for "streetwalker"?It would have made the loreheads go apeshit while also covering their asses against anyone who wanted to protest the prostitute inclusion. Would have been actually funny, on par with some of the gags in Bloodlines 1 (like the insufferable chinese hostess).
That's only the Downtown area. As far as I'm aware, they still haven't showed the other four districts.![]()
The map being small is hugely incline.
Of course it will look low budget, because they weren't given a big check by Paradox to do this game. That was the sole reason they got the job: they said they'll be able to finish it on their own resources.These films look the best of all they have shown, but everything smells of low budget and underdevelopment
It probably has something to do with the snow storm and general cold being a convenient excuse to not have to do large crowds of people suiting a big city. Fahrenheit (Indigo Prophecy) did the same thing and it worked well enough.And one more thing, personal preference - where did the idea come from that a game about vampires would take place during Christmas? Snow, lights, sentimentality, chicks showing no skin... I know it was in the Mitsoda build, but I'm still not convinced.
The mindset for those decisions is articled in Pinchbeck's blog (https://www.danpinchbeck.co.uk/vampire):And one more thing, personal preference - where did the idea come from that a game about vampires would take place during Christmas? Snow, lights, sentimentality, chicks showing no skin... I know it was in the Mitsoda build, but I'm still not convinced.
VTM is special even for an RPG. It’s incredibly rich and deep, it’s morally and ethically complex, it combines modern politics with ancient supernatural evil, it’s biblical, it’s personal, it’s queer. It just screams TCR and everything we’d always tried to embed in our games. When the opportunity to pitch for it came up, it was Dan Pinchbeck catnip. I was confident we could deliver - we’d been scaling up and bringing on more and more people with serious development chops and history. I knew I wanted to write the story too, we’d never been a studio that were going to finish someone else’s work.
And the atmosphere of The Chinese Room games since Dear Esther has always seemed low-energy to me. I know they were cheap and all, but there are so many studios in Europe and they chose them...
And the atmosphere of The Chinese Room games since Dear Esther has always seemed low-energy to me. I know they were cheap and all, but there are so many studios in Europe and they chose them...
The atmosphere of their latest game "Still wakes the deep" is fantastic, but there is almost no gameplay, it being a walking simulator with the occassional quick time and stealth sections.
Nope. That’s the whole map.That's only the Downtown area. As far as I'm aware, they still haven't showed the other four districts.![]()
The map being small is hugely incline.
It's the whole map. What you can't see from the image is the countless alleys to sneak around in and the rooftops to watch over the city from on high.
Nope. That’s the whole map.That's only the Downtown area. As far as I'm aware, they still haven't showed the other four districts.![]()
The map being small is hugely incline.
From one of the devs:
It's the whole map. What you can't see from the image is the countless alleys to sneak around in and the rooftops to watch over the city from on high.
Sucks not having Celerity.NPCs reactions are sluggish in the videos. The video were you blow someone up with magic the NPCs around it turn slowly, then watch for a few seconds, then starting running. Sluggish reactions.
Do you guys really want to have to spend long amounts of time running here and there?It could and hopefully is content dense, but it does seem quite small.
Speaking in a recent interview with Rock Paper Shotgun, Lilja explains that the developers didn't look to the first action RPG for too much inspiration but drew from it rather cautiously as, despite it being "a good game," it's also "an old game" with an air of nostalgia surrounding it. "It's about setting the right expectations," he says. "The first Bloodlines game […] it's a game from 2004, that is now patched so that it works."
Due to its age, Lilja states "there's also a lot of ideas about what that game was, that are more, not to offend anyone, mythical." Paradox wants to "clarify" what Bloodlines 2 is "so people have a clear understanding of what they're buying" and so they "don't come in with weird expectations." The new game, with its differences, "maybe shouldn't be compared to" the original, as fans need to "understand what they're getting into."
Lilja stresses this point once more: "Mainly we want to clarify that we're making a spiritual successor, not an actual same blueprint type of game, so people don't get disappointed and feel cheated. We really don't want that." As a dedicated fan of the tabletop RPG and original Bloodlines game myself, I'm just hopeful that we'll get anything at all at this point - and that the second entry's recent delay actually proves to be its final one.