Reworking the combat system in Vampire: The Masquerade Bloodlines 2


When Vampire: The Masquerade Bloodlines first came in 2004, it was loaded for the quality of writing discovered in both the prime story and character dialogue. Critics recalled it a flawed masterpiece with one of the prime flaws being how firm, unresponsive, and irritating the combat was through the game.

Ranged weapons experiencing frustrating from accuracy was based on main points apart from the player’s actual aim, knock-back felt unfair and occurred often, and combat scenes with various targets often went in death for the player. Truncated growth timelines, which also point to a hefty amount of bugs, did not help the situation.

“They tried to do various things at a similar time. Gratitude to the Source engine, there was a rather competent shooter relied on top of this third-person part of perspective, which I believe they had a difficult time getting correct,” Florian Schwarzer, who is a senior producer at Paradox Interactive tells Gamasutra.

“That was on top of what this particularly a limited distance wrestling system with the feeding mechanic on top of a completely articulate stealth game. I believe if you do something like this today, you are going to have a difficult time. I believe back then, and it was almost not possible.”

Now, after more than 15 years, a series to Vampire: The Masquerade – Bloodlines is arriving in 2020. While the writing is still the main focus for a huge part of the fandom, the teams at developer Hardsuit Labs and publisher Paradox Interactive are trying to work the combat again into something better while still making in line with the essence of the actual game.

Feeling a bloodlust

“The combat system in the series is primarily aimed at the idea that you are the weapon,” Schwarzer said, including that the feeling of being a vampire is the complete point of the game. “You are not a counter-terrorism specialist that requires to strap on a lot of gear, and you are the badass.”


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