Draugoth
Gold Member
The story of Vampire the Masquerade: Bloodlines 2 revolves around control: the amount and type of control you have over others, the control they exert over you, and the control you lose – and slowly regain. – about yourself and your destiny, confirmed the devs in a new blog update
Players will take on the role of an Elder, who has had his powers suppressed and now everyone is trying to control him. It's up to you to decide who to trust and who to betray.
You wake up trapped in Seattle, with all your power artificially suppressed – reduced to a mere pawn, to be used and exploited. After all, what are others if not our most disposable possessions? And what better asset than a controlled and gagged Elder?
Our main NPCs like Lou, Ryong and Tolly have their own plans and your involvement can help them. It may not be in your best interest to bite every hand that tries to take you down, but rather to choose, to play along - to wait for the right time. Or not. It's up to you.
According to the studio, the Neo-Noir theme serves to challenge the boundaries of ethics and addresses issues such as retaliation, paranoia and isolation. These elements reflect well the reality of a Vampire.
We focus on the characters, who knows what and who has the power in any given situation, and how the player can use that to their advantage. No one in Bloodlines 2 knows everything about everything, no matter how much they may pretend to know. So the way the player navigates these alliances and learns new information makes the player feel like they are investigating a complex web of lies. We try to make sure the player feels in control of what information they know, who they share those secrets with, and for what reason.
The studio states that choosing the protagonist to be an Elder allowed the character to be established as someone who already knows a lot about this world of vampires, but also gives the opportunity to leave gaps for players to discover information. Something the studio is striving for is "balancing opportunity and story with players' desire to roleplay their own character."
Vampires don't relate to each other in the same way we do, especially extremely ancient vampires like our protagonist. They don't have “friends”, for example – it's all about power and possession, which are the antithesis of any genuine connection. It's a challenge to try to disconnect from how we see something and get into that mindset to represent it properly.
You have to focus first on making this character interesting to learn about and spend time with - you can't expect players to initially identify with him, or maybe even like him. It takes finesse to balance this, to zoom out and find broader, more universal entry points that can encourage players to feel like they can identify with that character.