The Hunt and the Vampire: The Masquerade

It's strange to think that, after years of struggling through development hell, we can finally sit down to play Vampire: The Masquerade – Bloodlines 2. It's not some distant pipedream, but a game you can go out and buy this second to play on your platform of choice. Unfortunately, it's not very good.

The Chinese room, known for narrative adventure experiences like Still Wakes the Deep or Everybody's Gone to the Rapture, was sold down the river after taking over development from original developer Hardsuit Labs. It somehow had to create a successful sequel to the beloved cult classic RPG, despite having little experience in the genre and neither the budget or resources needed to really make the game shine. No matter how you approached it, it was a battle waiting to be lost.

Vampire: The Masquerade – Bloodlines 2 was doomed from the start

I remember attending a behind-closed-doors presentation for Bloodlines 2 at Gamescom or E3 in 2019—my mind is a little foggy on the specifics—some of its then-developers showed us a mix of early footage, concept art, and a presentation outlining the overall ambitions for the sequel. Questions from fellow journalists in the room asked about potential factions and how this once-legendary successor was going to build on the original game — even in the early stages, the appetite was there.

Each answer was ripe with enthusiasm, and at that point it felt like Hardsuit Labs was ready to deliver the game we were all so eager to play. Behind the scenes, however, the big picture was far from rosy.

It wasn't long before the project was subject to a litany of high-profile delays until publisher Paradox Interactive broke up with Hardsuit Labs altogether. Ultimately, The Chinese Room took over development, and it remains unclear to this day how much of the original Bloodlines 2 remained in the finished product.

Katsumi sits in a hole in the wall in Vampire: The Masquerade - Bloodlines 2.
Katsumi sits in a hole in the wall in Vampire: The Masquerade – Bloodlines 2.
Chinese room

Our review, like many others, was not kind to the general experience it offered: “The biggest disappointment with Bodlines 2 is that I can see a better game hiding here. The story is complex with many moving parts, taking players through a lot of VtM knowledge. Even the Seattle setting can be great under the right circumstances.”

This reception felt like a sad inevitability. It was a poor experience when the original Bloodlines launched back in 2004, representative of an era where many of its games were released with an assortment of mechanical and technical issues, but their core ambitions more than made up for such shortcomings.

It was a time when many genres were still finding their footing and games were cheap enough that you could take a chance and earn a cult following in the process. Trying to replicate that magic two decades later was always going to be a tall order, and I doubt the players of the original even knew what they really wanted from the revival.

The Chinese Room did everything it could to make Bloodlines 2 shine

A view of downtown Seattle in Vampire: The Masquerade - Bloodlines 2.
A view of downtown Seattle in Vampire: The Masquerade – Bloodlines 2.
Chinese room

During a recent appearance on the Goth Boss podcast, Dove, the former creative director of Bloodlines 2 in The Chinese Room, opened up about the daunting obstacles his studio faced when starting the project and how it felt like a failure from the start.

“The tough question around it was Bloodlines 1,” Pinchbeck explained. “Are you making a sequel to Bloodlines 1? We sat there and had planning sessions on how to get it. [Paradox] Why not call it Bloodlines 2? I think the most important thing we've done here is to come in and say this isn't Bloodline 2. We can't make Bloodline 2; There's not enough time, not enough money.”

Pinchbeck added: “Bloodlines 1 came out during a really interesting period of game development. Games like Stalker and Shenmue, when you could send a really ambitious game full of bugs and holes, totally flawed, but the ambition was really exciting. And a lot of those games, they were really, really good, but those games were really good, but they were really good. They had great ideas, wonderful ideas, players loved them, But you can't get it now.

“Trying to recreate that magic in a different environment felt wrongheaded. Nobody's going to be happy. You can't make people who loved Bloodlines 1 happy, and you're not going to make people who don't know Bloodlines 1 happy, because they'll never get Bloodlines 2 and they'll always get a flawed game that was made too fast with enough money.”

Many die-hard fans were concerned about the sudden hiring of Hardsuit Labs in the Chinese room, but the original devs were already out of the picture before it got involved. Paradox was the one that cut Hardsuit, and knew it needed another studio to take things to the finish line. It doesn't matter if the game is good or not, but enough money was sunk into it that it means something.

Pinchbeck's point that The Chinese Room tried hard to leave Paradox behind the brand, because the game it was about to make didn't represent what fans wanted, it wasn't the first of its kind in gaming.

The exact same problem plagued Arkane's Prey back in 2017. It's a fantastic immersive sim and truly the developer's best work, but its entire existence is hampered by being associated with a property that has nothing to do with it. The original Prey was a first person shooter by Human Head Studios that was released in 2006 for Xbox 360 and PC, its sequel was canceled in 2014.

prey-2017.jpg

But Bethesda still owns the IP, so why not slap it on a completely unrelated project to increase brand awareness? For developers inside Arkane and fans outside of it waiting with bated breath for a successor, it was a mistake.

Fans of the original were upset that their fast and frantic shooter experience was replaced by a more contemplative game around exploration and experimentation, while the game itself suffered commercially as many connected to it abandoned it because the hunt didn't appeal to them. It was impossible to live up to all expectations, which I have to imagine is how the Chinese Room felt with Bloodlines 2.

Aiming the Gloo Cannon at prey by mimicking it.

It doesn't make RPGs, and it was never going to spawn a worthwhile sequel, so why not scrap that project altogether and reframe the rest of the material into something new? The press and players were very harsh towards Bloodlines 2 because it was nothing like the game they wanted, but once those internal expectations are removed, you have the freedom to try to change.

It's strange to know that Bloodlines 2 is finally out in the wild after years of troubled production, and it's nothing like the game I saw all those years ago. But things could have been different if Paradox had taken some drastic but necessary steps. That would mean killing the series for good, but at least something new could take its place.


vampire-the-masquerade-bloodlines-2-tag-page-cover-art.jpg

Vampire: The Masquerade – Bloodlines 2


issued

October 21, 2025

ESRB

Mature 17+ / Intense violence, blood and gore, sexual themes, nudity, drug references, strong language

developer(s)

Chinese room


Leave a Comment