But I want to see Paradox burning money.CANCEL THIS SHIT AND NEVER RELEASE IT
But I want to see Paradox burning money.CANCEL THIS SHIT AND NEVER RELEASE IT
I checked the credits, and nope. I'm not paying linkedin to find the exact list of who left, but I did find one guy who left this month who was a programmer on Bloodlines 2 https://www.linkedin.com/in/sebastian-ploch/?originalSubdomain=ukThose layoffs could be from the Still Wakes the Deep team.
Ugh, fine. I'll do it the tedious way.Well that's only one dev from bloodlines. What about the other 9?
But the much-beloved Jason Carl, White Wolf's brand marketing manager for The World of Darkness and the storyteller of hit live plays LA and New York by Night, isn't worried about the specter the original Bloodlines casts over The Chinese Room's upcoming PC game. Instead, the focus with Bloodlines 2 is on moving forward and forging a new path for the brand after a busy but somewhat underwhelming few years.
"I think that [the original] Bloodlines is one of those videogame experiences that happened so long ago that the circumstances of its release are, if not generally forgotten, at least misremembered or misinterpreted," he tells me. "What it has become today, and what it means for people today, is very different from what it was on release and what it meant to people then. I think that's fascinating. It's got a legacy that casts a long shadow."
"What made Bloodlines the experience that people remember was a combination of many different elements, many of which were not intentional at the time. They coalesced into something that I think was greater than the sum of its parts, but it's hard to do that intentionally. So, for us, the process [of designing Bloodlines 2] started with really trying to dissect the elements of the original Bloodlines that still resonate today, and what made that experience so memorable. What are the parts that can't be duplicated - or shouldn't be duplicated - for modern audiences, and how do we make that work together in a way that delivers the kind of satisfying experience that people want, but without simply repeating ourselves? We really wanted to take care not to issue a 'greatest hits album,' or to repeat something that would then become formulaic. Nobody wants to do that.
"[Bloodlines 2] had to be its own unique story; it had to capture the feeling of what it's like to be a monster. That's one of the core elements of Bloodlines, as well as Vampire: The Masquerade and The World of Darkness. You are the monster, nobody else. All of these terrible things you're doing are your choices and yours alone, and you must deal with the consequences, for good or for ill.
"I think that the clear intention of our approach and the soul searching about what's great about Bloodlines actually benefits our players," he muses. "What they're getting is kind of the best of both worlds. [Bloodlines 2] won't be the same experience that they knew in Bloodlines - I'm not even sure that would be possible or even desirable. What they get is the benefit of 20-plus years of hindsight; they get the experience of great storytelling elements, new modern development techniques, and a completely different story about Vampire: The Masquerade from a very different point of view - the Elder. Yet it still delivers that visceral, bloody experience that you want from a Bloodlines game."
This is such a damning sentence. I can't believe that people are STILL excited about this game.That are the parts that can't be duplicated - or shouldn't be duplicated - for modern audiences, and how do we make that work together in a way that delivers the kind of satisfying experience that people want, but without simply repeating ourselves?
"What made Bloodlines the experience that people remember was a combination of many different elements, many of which were not intentional at the time.
You are the monster, nobody else.
Eh, watch him run a game or two. You will understand.![]()
Not even a mother...
https://www.pcgamesn.com/vampire-the-masquerade-bloodlines-2/jason-carl-interview
But the much-beloved Jason Carl, White Wolf's brand marketing manager for The World of Darkness and the storyteller of hit live plays LA and New York by Night, isn't worried about the specter the original Bloodlines casts over The Chinese Room's upcoming PC game. Instead, the focus with Bloodlines 2 is on moving forward and forging a new path for the brand after a busy but somewhat underwhelming few years.
"I think that [the original] Bloodlines is one of those videogame experiences that happened so long ago that the circumstances of its release are, if not generally forgotten, at least misremembered or misinterpreted," he tells me. "What it has become today, and what it means for people today, is very different from what it was on release and what it meant to people then. I think that's fascinating. It's got a legacy that casts a long shadow."
"What made Bloodlines the experience that people remember was a combination of many different elements, many of which were not intentional at the time. They coalesced into something that I think was greater than the sum of its parts, but it's hard to do that intentionally. So, for us, the process [of designing Bloodlines 2] started with really trying to dissect the elements of the original Bloodlines that still resonate today, and what made that experience so memorable. What are the parts that can't be duplicated - or shouldn't be duplicated - for modern audiences, and how do we make that work together in a way that delivers the kind of satisfying experience that people want, but without simply repeating ourselves? We really wanted to take care not to issue a 'greatest hits album,' or to repeat something that would then become formulaic. Nobody wants to do that.
"[Bloodlines 2] had to be its own unique story; it had to capture the feeling of what it's like to be a monster. That's one of the core elements of Bloodlines, as well as Vampire: The Masquerade and The World of Darkness. You are the monster, nobody else. All of these terrible things you're doing are your choices and yours alone, and you must deal with the consequences, for good or for ill.
"I think that the clear intention of our approach and the soul searching about what's great about Bloodlines actually benefits our players," he muses. "What they're getting is kind of the best of both worlds. [Bloodlines 2] won't be the same experience that they knew in Bloodlines - I'm not even sure that would be possible or even desirable. What they get is the benefit of 20-plus years of hindsight; they get the experience of great storytelling elements, new modern development techniques, and a completely different story about Vampire: The Masquerade from a very different point of view - the Elder. Yet it still delivers that visceral, bloody experience that you want from a Bloodlines game."
*gagging noises*
Have to hand it to him about being really consistent and gung-ho about the visceral experience of being a vampire. And sticking to to Hardsuit with that bit about how no one wants a formulaic "greatest hits album."![]()
https://www.pcgamesn.com/vampire-the-masquerade-bloodlines-2/jason-carl-interview
But the much-beloved Jason Carl, White Wolf's brand marketing manager for The World of Darkness and the storyteller of hit live plays LA and New York by Night, isn't worried about the specter the original Bloodlines casts over The Chinese Room's upcoming PC game. Instead, the focus with Bloodlines 2 is on moving forward and forging a new path for the brand after a busy but somewhat underwhelming few years.
"I think that [the original] Bloodlines is one of those videogame experiences that happened so long ago that the circumstances of its release are, if not generally forgotten, at least misremembered or misinterpreted," he tells me. "What it has become today, and what it means for people today, is very different from what it was on release and what it meant to people then. I think that's fascinating. It's got a legacy that casts a long shadow."
"What made Bloodlines the experience that people remember was a combination of many different elements, many of which were not intentional at the time. They coalesced into something that I think was greater than the sum of its parts, but it's hard to do that intentionally. So, for us, the process [of designing Bloodlines 2] started with really trying to dissect the elements of the original Bloodlines that still resonate today, and what made that experience so memorable. What are the parts that can't be duplicated - or shouldn't be duplicated - for modern audiences, and how do we make that work together in a way that delivers the kind of satisfying experience that people want, but without simply repeating ourselves? We really wanted to take care not to issue a 'greatest hits album,' or to repeat something that would then become formulaic. Nobody wants to do that.
"[Bloodlines 2] had to be its own unique story; it had to capture the feeling of what it's like to be a monster. That's one of the core elements of Bloodlines, as well as Vampire: The Masquerade and The World of Darkness. You are the monster, nobody else. All of these terrible things you're doing are your choices and yours alone, and you must deal with the consequences, for good or for ill.
"I think that the clear intention of our approach and the soul searching about what's great about Bloodlines actually benefits our players," he muses. "What they're getting is kind of the best of both worlds. [Bloodlines 2] won't be the same experience that they knew in Bloodlines - I'm not even sure that would be possible or even desirable. What they get is the benefit of 20-plus years of hindsight; they get the experience of great storytelling elements, new modern development techniques, and a completely different story about Vampire: The Masquerade from a very different point of view - the Elder. Yet it still delivers that visceral, bloody experience that you want from a Bloodlines game."
*gagging noises*
Have to hand it to him about being really consistent and gung-ho about the visceral experience of being a vampire. And sticking to to Hardsuit with that bit about how no one wants a formulaic "greatest hits album."![]()
I mean, he isn't wrong about too many people having misremembered VtMB.
The game has aged horribly imo.
I get the adoration about the vibes and charms, but as a game, I think VtmB feels too shallow now to get sucked in again.
I get the adoration about the vibes and charms, but as a game, I think VtmB feels too shallow now to get sucked in again.
Hmm, maybe it's probably due to growing up and really liking that certain feel and style of how the game plays in all its ambiance and can get engrossed in that world with it all (like I do with Half-Life titles). It just feels alive in its own way when playing in that world that a lot of other games fail to replicate. It does for me and has its own community feeling the same, so it's probably one of them ones for your end; if it doesn't click, it doesn't click (nothing wrong with that).
I am going to hold judgment with this one on its own merits still because I love the IP and actually really enjoy the visual novel series and going in treating this project as something like that on a bigger scale. I can't see this topping the original in all its identity and soul however because of what it represents from being a game in those cool ass days.
I get the adoration about the vibes and charms, but as a game, I think VtmB feels too shallow now to get sucked in again.
Hmm, maybe it's probably due to growing up and really liking that certain feel and style of how the game plays in all its ambiance and can get engrossed in that world with it all (like I do with Half-Life titles). It just feels alive in its own way when playing in that world that a lot of other games fail to replicate. It does for me and has its own community feeling the same, so it's probably one of them ones for your end; if it doesn't click, it doesn't click (nothing wrong with that).
I am going to hold judgment with this one on its own merits still because I love the IP and actually really enjoy the visual novel series and going in treating this project as something like that on a bigger scale. I can't see this topping the original in all its identity and soul however because of what it represents from being a game in those cool ass days.
I mean, sure, it might just come down to mindset and mood... Maybe I shall give it a try again at some point, but my last two attempts have left me cold. Mind you I devoured every bit and piece of that game when it came out.
even wesp doesn't mention Jason Anderson"What made Bloodlines the experience that people remember was a combination of many different elements, many of which were not intentional at the time.
This is completely stupid! What made Bloodlines great, e.g. Boyarsky's art direction, Schaffer's music and the characters and writing from Mitsoda creating a unique atmosphere were intentional.
chad moore and jason anderson are unsung troika heroeseven wesp doesn't mention Jason Anderson(the actual god of Fallout, Arcanum and VTMB)
I hate this shit. Modern gamedev for "modern audiences" ie popamole "press X to win" with mandatory LGBTBBQ propaganda.https://www.pcgamesn.com/vampire-the-masquerade-bloodlines-2/jason-carl-interview
What are the parts that can't be duplicated - or shouldn't be duplicated - for modern audiences
It's not particularly fun to play, but it's extremely funny to market your long-awaited sequel with "That game wasn't even all that good to begin with."I mean, he isn't wrong about too many people having misremembered VtMB.
The game has aged horribly imo.
imagine the disappointment in Hardsuit's face when they realised they needed Chad Moore but instead got fingerless gloves meme man Brian Mitsodachad moore and jason anderson are unsung troika heroeseven wesp doesn't mention Jason Anderson(the actual god of Fallout, Arcanum and VTMB)
VTMB is the perfect Gehenna scenario and campaign, considering the rest of the Gehenna tabletop campaigns are abysmal and devolve into Antediluvian Marvel-tier cape shit.There's a certain feel and vibe with VtMB that resonated strongly well, thanks to capturing the perfect 2000s early LA charm, wrapped around a fantastic true-to-the-identity of the Vampire tabletop system.
even wesp doesn't mention Jason Anderson(the actual god of Fallout, Arcanum and VTMB)
Mitsoda also voiced several characters (Ji Wen Ja, Romero), as did Boyarsky (Carson, Gomez from The Deb of Night).even wesp doesn't mention Jason Anderson(the actual god of Fallout, Arcanum and VTMB)
The problem is that you can't easily pin down what he did. Aside from the Oceanhouse Hotel, there is little concrete info and compared to all the others I can't remember him talking about Bloodlines much. It's much easier to say that Boyarsky drew the concept art, Schaffer composed the music and Mitsoda wrote many of the most memorable characters, but it seems to me that probably he was the guy who brought all things together that made Bloodlines great!