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World of Darkness Vampire: The Masquerade – Bloodlines 2 - VTMB sequel from The Chinese Room - coming early 2025

whydoibother

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Codex Year of the Donut
Speaking of haircut, the first thing Fabien must have convinced the player to do after sleeping 100 years is go to a barber ;)!
Would have to have been a Tzimisce barber. Otherwise the hair would grow back the next night.
Do nails, hair, etc non-living tissue on undead follow the same rules as the rest of their bodies?
 

Roguey

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Would have to have been a Tzimisce barber. Otherwise the hair would grow back the next night.
This would be handwaved considering there's not a single moment in Bloodlines where you have to go in for the day (except that bit after the werewolf). It's perpetually night.
 

whydoibother

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Codex Year of the Donut
24.gif
 

Storyfag

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Would have to have been a Tzimisce barber. Otherwise the hair would grow back the next night.
This would be handwaved considering there's not a single moment in Bloodlines where you have to go in for the day (except that bit after the werewolf). It's perpetually night.
The passage of time is referenced a few times, implying the events of the game span about two weeks.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
After thinking about it, the newest video is mostly disappointment. Voiced character, a dude in your head, seemingly not many dialog options. I didn't have high expectations to begin with, but it was all meh tier for now.
 

Roguey

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Reception to this seems to be negative across all sites (even among their lib-left target market) so the good news is that it's likely Paradox has yet another multi-million failure on their hands and we'll get to see Paradox management commit seppuku. After the failures of the first iteration, Lamplighters League, and Cities Skylines II, I can't imagine they have much in the tank left. Bankruptcy arc on the horizon.
 

whydoibother

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Codex Year of the Donut
We need Paradox to survive, so they can release a competitor to Total War and revive that franchise somehow.
Creative Assembly and Paradox dying together would release too many unwashed nerds into the streets, talking to random strangers about how Hitler should've invaded from the south through Anatolia.
 

Moink

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People on the reddit claiming "Phyre" can't be an Armenian name because of the Ph and Y but I can't find a source for the claim the protag is Armenian.
 

J1M

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Shits and giggles aside, we're getting 6 clans, "some familiar to the players of Bloodlines 1, some quite surprising". Any predictions? Mine's on nuCamarilla & friendlies. Ventrue, Toreador, Tremere, Malk (1st DLC), of BL1, and the surprising ones would be Lasombra and for the 2nd DLC either Hecata (Giovanni and extended family, for those unfamiliar with V5) or Assamite.
4 clans at the start? Brujah, Ventrue, Tremere, Toreador. First DLC Malkavian, second DLC Lasombra.
Ah, but "some surprising clans" sounds like more than one.
Going out on a limb here and replacing Brujah/Toreador with Assamite then.
Consider the current year context. The blood witches are the only guaranteed pick. They didn't exist until last year and you are playing an elder? Why would that be an issue if you identify as one?
 

Harthwain

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Do nails, hair, etc non-living tissue on undead follow the same rules as the rest of their bodies?
In the old rules you could pick a perk (or whatever it was called) that allowed you to eat/drink, breathe or even have sex. So technically making your nails or hair grow should've been possible as well. But that was when vampires were considered to be literal walking corpses... No idea how it works nowadays.
 

Delterius

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Entre a serra e o mar.
People on the reddit claiming "Phyre" can't be an Armenian name because of the Ph and Y but I can't find a source for the claim the protag is Armenian.
https://www.thenamemeaning.com/phyre/
But Phyre is retarded anglo spelling, the actual name would be Fira. Which ironically is closer to the actual meaning of the word in english too: fire.
brb making a character in deadfire called fira the fampyr

ngl fira reads much less corny than phyre
 

Dishonoredbr

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https://www.paradoxinteractive.com/...urce=Web&utm_medium=Text&utm_campaign=Discord

The Latest News From A World of Darkness​

2023-11-01

Dev Diary #4: Creating Vampiric Concepts in Unreal​

Hi, I’m Michele Nucera, Senior Concept Artist.
I’ve been looking forward to showing you the hard work that our art team has done to bring life into our game. We’re using a relatively new technique in concept art to help us. Normally all the screenshots you see are fully finished levels with lighting and details in-game. But today I’ll be showing some of the earlier versions that we use to visualise what that final product will look like.
The first thing we keep in mind is the Bloodline 2 art direction. We want to create a foggy, dark, and neo-noir environment where the player can hide and attack from the shadows. The perfect setting for a vampire!
Our goal is to provide the 3D team with a few images to show them our idea for a location or a character. We try to keep our concepts grounded to the real world, but we try to push reality up to 11 (as our Art Director John McCormack always suggests) so the player can experience something unexpected and never seen before.

Why make concepts in Unreal?​

Building worlds directly in the game engine is incredibly easy and fun. Thanks to our experience on other TCR titles, we had the chance to learn Unreal and experiment with a Concept Art pipeline to add this piece of software to our workflow.
Bloodlines 2 was the perfect game to push our skills in Unreal to the next step. We had a huge asset library available in this game, including props, characters, and materials. The most logical step forward was to use Unreal to create our concepts rather than creating everything from scratch.
The fog system and the lighting in Unreal are much closer to reality than other real time engines, especially with the recent update to UE5. So this was the perfect tool to visualise our version of Seattle. We have built these underground scenes in Unreal 5, using a fog volume and lights with volumetric options active. Once the composition is approved we then rendered them and quickly painted over in Photoshop.
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Paintover, Underground area – Art: Jordan Grimmer

The Creative Process​

Before working on an environment, we usually receive a brief from Ben Matthews, Associate Art Director, who provides us with a rough idea of the environment he needs, together with some references. After spending some time searching for references we jump on Unreal and start working from a block-out scene done by the Level Design Team where we import our 3D assets and give “life” to their level.
As always when designing, we start from the big shapes first and then place some provisional lighting and fog. Traditional concept art generally captures the world from one perspective and you have to start from scratch if you’re painting something from another angle. Choosing a good camera angle early on is important and we usually set up a few cameras so our art director can choose what shot works better for him and then we are good to go with the final touches.
Once the first pass gets approved, we then move onto detailing our scene and this is the most fun part. This stage feels like playing a real-life simulator game where you can create little dioramas and add storytelling to the scene. If needed, we create additional assets with Blender and then import them in Unreal Engine. For example, in this bathroom piece we have modelled the toilet and bath using Blender and then imported the assets in Unreal where you can easily assign materials to them.
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Paintover, Abandoned Building Bathroom – Art: Isobel Hine
Finally, we render our scene using the high-resolution screenshot tool in Unreal, import the render passes in Photoshop, compose the scene and paint over it adding more details and pushing the mood even further.
We are also lucky that we can easily import 3D characters and plug specific animation loops onto them so our environment will instantly come to life! Here we have used our 3D model of a Hunter done by Kjartan Tysdal, Senior 3D Character Artist, to populate the scenes and add storytelling elements.
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Paintover, Radio Tower Callout – Art: Jordan Grimmer
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Paintover, Hunters Entering an Underground Area – Art: Michele Nucera

A Fresh way to make Concepts​

If you are in a rush, you can skip the thumbnailing process and do it directly in 3D, also you can show a real-time 3D scene rather than one single image so it’s easier for Directors to have the right feeling of the space. Lastly, you can provide the 3D art team with your scenes so they have a base to work with when building the scenes for the actual game… if they can figure out how to deal with our very messy layers!
The below concept shows the police looking for you in an abandoned building. To showcase this, we have built a few rooms and a corridor using our assets in Unreal Engine and then rendered a few shots to follow the story of this policeman looking for you. Since the scene was done in Unreal, the Art Director could easily navigate the space and experience the flow and mood of it.
bloodlines2-conceptart-unreal-5
bloodlines2-conceptart-unreal-6
bloodlines2-conceptart-unreal-7
bloodlines2-conceptart-unreal-8

Paintover, Abandoned Building – Art: Michele Nucera

Bloody Murder​

Obviously this game contains a LOT of blood. We were lucky enough that the 3D Art Team provided us with a few blood decals to use directly in Unreal. We placed them in our scenes and lit them in an interesting way to enhance their shiny property, adding a slight hue of red light so the blood colour is not affected by the mood of the scene!
These pieces show a vampire haven under attack. We placed a lot of corpses and blood directly in Unreal and then did a paintover to add all the extra details we needed to sell the story and mood.
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Paintover, Vampire Haven – Art: Jordan Grimmer
I think that creating concepts in Unreal is the future of Concept Art. A lot of Concept Artists are expanding their skill set to learn this fantastic tool. Being able to create a real-time scene that your directors can navigate and give you live feedback is priceless and it makes the game better.
We’ll be back in another two weeks, but this time with a Video Diary where we will summarise the content from our latest Dev Diaries. If you have any questions relating to the first four dev diaries, feel free to send them to us on Discord and we’ll try to answer as many as we can.
 

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