BELOW:Bloodlines 2
is setinSeattle.The
firsthubsurrounds
PioneerSquare.
Paradox has shown the game to
anyone outside the company or
Hardsuit Labs, and the production
team is still uncomfortable saying the
game’s name out loud, often referring
to Bloodlines 2 by its codename –
Project Frasier.
BLOODY BACKSTORY
Bloodlines 2 opens with a direct
call-back to the original. Your
character – whose appearance and
backstory can be customised before
the game starts – awakens on the
floor of what appears to be a
courthouse. It transpires you’re both
a witness to and a suspect of a Mass
Embrace – a supernatural terror
attack in which a group of humans,
including you, were assaulted on the
street and illegally turned into
vampires. Representatives from
multiple factions, including the
Camarilla, are present to watch your
trial and execution. After recounting
events from your perspective,
however, a fire rages through the
building, enabling your escape.
Bloodlines 2 is built in Unreal 4,
and plays mostly from a first-person
perspective. The escape from the
burning courthouse doubles as the
tutorial. Unlike the first Bloodlines,
you don’t pick your clan during
character creation. Instead, all
players start-out as a “thin-blood”, a
weaker type of vampire with a
unique set of powers.
Hardsuit explains that this was a
practical choice both narratively and
burial,”Schwarzersays.Instead,
Schwarzerwasthrilledbythe
presentation,tothepointwherethey
immediatelybegandiscussing
pre-production.“Thiswasverymuch
HardsuitLabstakinga tremendous
riskandgettingustothepointwhere
wemadea decisionforthem.
Nothingmore,nothingless.”
It’sa riskParadoxis confidenthas
paidoff.Atthecompany’sHQin
Stockholm,I’mpresenteda
30-minutein-gamedemo,controlled
byBloodlines 2 ’s leadproducer
ChristianSchlütter.It’sthefirsttime
POWERING THROUGH
Levelsaredesignedtobenavigated in multiple ways
1
By transforming into
mist, you can slip
through this vent.
2
Using your
telekinesis, you can
create a new path by
ripping out an industrial
fan from the wall.
3
The most
straightforward
approach. Use your
bat-like wings to fly
over the gap.
1 3
2
- hundreds of stories. There’s always
more stories to be told.”
Mitsoda is working with Hardsuit
Labs, the developer and creative lead
behind Bloodlines 2. The game is
being published by Paradox
Interactive, which acquired White
Wolf in 2015, and thus owns the
World of Darkness IP. Indeed, the
acquisition of White Wolf by Paradox
was the trigger for Bloodlines 2’s
development. In an unusual turn of
events, HSL began working on
Bloodlines 2 the moment they heard
about the acquisition, pitching the
idea directly to Paradox.
“When we got wind of Paradox
acquiring the World of Darkness IP,
within about ten minutes I had my
creative director Ka’ai Cluney come
into my office and say ‘We need to
contact Paradox. Do you know
anybody there, because we need to
pitch them a game?’,” says Andy
Kipling, the CEO and co-founder of
Hardsuit Labs. “We spent November
and December and January putting
together a pitch that we could show
them at DICE. My assumption, for
what it’s worth, was Paradox had a
clear plan in place and that we would
be coming in from out of the fold to
try and make a hail-Mary pass.”
Kipling’s assumption was correct.
Paradox did have plans for a
Bloodlines 2. “But it was also
something we considered quite
valuable and that we didn’t want to
give out of our hands too easily,” says
Florian Schwarzer, product manager
at Paradox Interactive.
Unsurprisingly, Paradox was
sceptical about Hardsuit’s plans. “I
[went] into that first Skype meeting
with them expecting to watch a
Bloodlines 2
COVER FEATURE