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More action than RPG, Vampire: The Masquerade - Bloodlines 2 struggles to convince after a few hours' play
Game Reviews

More action than RPG, Vampire: The Masquerade – Bloodlines 2 struggles to convince after a few hours’ play

by admin August 20, 2025


I can’t hide it: I’m a little disappointed. The wait for Vampire: The Masquerade – Bloodlines 2 has been an excruciating one. This is the long-awaited follow-up to the flawed but respected Bloodlines 1 from 2004, and it was originally announced in 2019 with a release date of 2020. But it was systematically delayed, then full-on suspended, before being resurrected at The Chinese Room (Still Wakes the Deep) where it’s been reshaped for release. Bloodlines 2 has had problems. The question is: does it still have problems and has it been worth the wait?

Vampire: The Masquerade – Bloodlines 2

Having played Bloodlines 2 for a few hours in a preview build my answer – frustratingly for you – is I’m not sure. I have mixed feelings. There are things I really like about it – I love how powerful it makes you feel as a vampire from the very beginning of the game; the action feels great – but I’m concerned by how narrow the game is as a role-playing experience. Too often I feel led through metaphorical corridors from point A to B, as though I’m playing a predetermined experience rather than shaping one of my own. I think it’s telling that Paradox is leaning into the “action” part of the “action RPG” descriptor; from what I’ve played, this is more like an action or stealth game, with some RPG elements, rather than the other way around. And given the extensive and exhaustive resource material involved – a tabletop RPG that’s been running for decades – that disappoints me. But there are upsides to this approach.

The things I like, then: Bloodlines 2 wastes no time making you feel cool. You do not wake as a fledgling vampire but an elder one who’s been asleep for a hundred years. From the moment you take control of this character – a character cringingly called “Phyre” (“fire”), and who likes to announce their name at every given opportunity – you can already do incredible things. You can scramble up walls like a spider, even entire buildings if you plan your route right, and leap off the other side, to the ground, and take no damage. You can move with blur-like vampire speed, float through the air, and punch people so hard they float – well, fly – through the air. You can telekinetically grab at objects and then hurl them wherever you want. You can even telekinetically grab people. There’s no gradual build-up of power here: you are, from the beginning, a beast.

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It feels great. There’s a snap and a pace and a wallop to everything you do. Even a small thing like climbing up a ladder is sped-up so that it’s like doing it on fast-forward. And as you start to unlock more powers as you level up, which differ slightly depending on which of the game’s six clans you join – I joined the Brujah clan, which are brawlers – the action gets more ridiculous still. (Note: two of the clans you have to pay to unlock, which is grubby.) I have a Lightning Punch ability that rapidly strikes, countless times, anyone who I ‘mark’ nearby to be punched. I pulverize them in a blur of action. I have a charge that makes me thunder towards anyone in my path and pick them up and slam them into whatever I’m running towards. Tactility: there’s a lot of it here.

This is the upside to the game’s somewhat obvious action focus. The more linear approach to levels and situations also means areas have been shaped specially to encourage entertaining, platformer-like traversal, and that they’ve been decorated to a high degree because designers know where the level you’ll be. Take the derelict building you wake up in, for example: there’s only one route through it as you work your way onto the roof, away from inquisitive police, so visually, the crumbling ruin of the place is writ large all around you. Developer Chinese Room showed what flair it has for environmental storytelling in Still Wakes the Deep, on that wonderfully touchable and dilapidated 1970s oil rig, and you can see that expertise here too. The dimly lit griminess of it. The posters on the wall. The graffiti. The walls smeared in blood. It’s exactly the atmosphere a Bloodlines game begs for. The detail in your home-base apartment, a kind of disgusting, makeshift laboratory, is incredible.

This is the male version of the main character Phyre, who I don’t think you can structurally customise. You can change his hair and piercings and clothing but not completely customise who you are. I guess it’s for cinematic reasons. He’s a bit annoying. | Image credit: Paradox / The Chinese Room

Nice though they are to look at, in these areas there’s little you can actually interact with – a problem that carries right across the game. Take the city of Seattle, for instance, where the game’s set. It looks nice, caught as it has been in heavy snowfall, and moody in the dark, lit by pools of streetlight or car headlights. But the only doors you can interact with are the ones that lead to specific quest objectives, of which there are only one or two in the preview build, and the only people you can interact with… Well, you can utter a few words to some people, in an effort to lead them into an alley to drink their blood, which regenerates health or regains special ability charges, or earns you a kind of upgrade currency, but that’s about it. For the most part, it feels like a place filled with non-interactive extras.

This feeling extends to the building environments you enter. There’s a hotel lobby that’s full of people at a Christmas do, but I can’t interact with any of them. Then, when I get to the more gamey areas of the hotel, which are where I’ll fight some packs of low-level vampires – thugs, really – there’s no one else around. These halls and corridors are mostly empty with only occasional clusters of enemies there. It’s a bit dull. Even the more central characters don’t inspire much excitement when you meet them. They’re nice enough to look at but predictable to the point of stereotype – with exception of Tolly, a disfigured nosferatu who injects much needed humour and charisma – and the interactions with them feel stiff. There’s not much intrigue in the dialogue. You can provoke reactions, such as arousal or embarrassment or annoyance, which suggests these things mean something in a gameplay sense, but how that plays out is unclear for now from what I’ve played.

I wasn’t allowed to take my own screenshots so I’ve had to use these supplied ones, which don’t really show the game in action very well. All the same, they highlight some of the nice lighting and atmosphere and character design, which can be very striking. | Image credit: Paradox / The Chinese Room

Thankfully the story does have some intrigue of its own – it’s literally embedded in you. You wake with not so much a voice in your head as a whole other personality, who happens to be – bizarrely but brilliantly – a noir-style private investigator, which prompts an amusing clash of styles between him and his overly dramatic inner monologues, and your surliness. It also allows you an on-board narrator who can explain the world as you adventure through it. Actually, the best part of the preview came when inhabiting the PI-style character through a memory of his, because he had access to a different range of vampire abilities – mind-affecting ones. The gameplay challenge here became extracting information through dialogue from characters who didn’t necessarily want to give it, which was much more interesting than rote battles with uninspiring packs of vampire thugs. It was a glimpse at the sort of thoughtful dialogue interaction I had hoped the game would have.

Look, there’s still hope. This, it’s worth remembering, is a preview build of a game still a couple of months from release, and it’s only the start of the experience – the part that typically lays some ground rules before opening up and letting you do what you want to do. I fully expect this empty-feeling Seattle playground to populate with places to go and people to meet. At least, I hope that’s the case. But I also expect a preview build to be designed to showcase the best parts of the game I’m previewing, and for the beginning of a game to grab and dazzle a player, and convince them to stick around. I did enjoy some of what I played, and I’m willing to give it another go. But I wasn’t grabbed or dazzled.

I’m always wary of critiquing a game for what it’s not, rather than meeting it where it is – and just to emphasise, the focus on action here makes plenty of sense. But this is a sequel to a cult RPG after all, and one based on a major tabletop RPG to boot. In this case it feels valid to crave a little more role-playing, a little more texture and depth to the game’s people and conversations. And so for now, a question mark remains.



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August 20, 2025 0 comments
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This sucks: you'll have to pay for two clans in Vampire: The Masquerade - Bloodlines 2
Game Updates

This sucks: you’ll have to pay for two clans in Vampire: The Masquerade – Bloodlines 2

by admin August 20, 2025


As Vampire: The Masquerade – Bloodlines 2 finally gets a release date it looks like it will hit – 21st October 2025 – so comes news you’ll have to pay to access two of the six clans in the game. Clans here act like your character class, determining what kind of gameplay role your character will adopt, as well as giving you a sense of storied belonging in the world, so they’re no trivial thing. And they’re not cheap.

In order to access the Lasombra and Toreador clans, you’ll need to buy the Shadows and Silk add-on pack, which costs £18.69/€21.99/$21.99. And as far as I can tell, you won’t be able to access these locked clans otherwise. If you don’t pay, you’ll only be able to access the default four: Brujah, Tremere, Banu Haqim and Ventrue.

There’s a further gameplay consideration here. Clans modify the difficulty of the game by making you better or worse at certain things. In the preview build of Bloodlines 2 I’ve just been playing, I picked to be Brujah, which are a brawler-focused group. They are a normal difficulty clan to play as, whereas Ventrue – a clan that dominates minds – are easier, and the Banu Haqim, which revolve around stealthy ambush gameplay, are hard. There’s more detail on the various clans on the Bloodlines 2 website, but there’s not, frustratingly, any more information on Toreador or Lasombra.

However, Vampire: The Masquerade being a long-standing tabletop role-playing game means there’s plenty of available information out there about these locked clans. The Lasombra clan is a shadowy organisation that manipulates through religion, apparently, whereas the Toreador are known for being seductive and enthralling, which is exactly the kind of vampire I’d like to be. It’s a shame to have to pay for the privilege.

The Shadows and Silk add-on pack comes as part of the Premium Edition of the game, if you’re willing to fork out £74.99/€89.99/$89.99 for it. It also contains the cosmetic Santa Monica Memories pack. But at the moment I suggest you wait. And I say that because I remain unconvinced after a few hours of play.

This game has had a troubled development and it seems to me that in an effort to get it out, the developer has narrowed the scope and focused more on action gameplay rather than an intricate role-playing experience. That’s not necessarily a bad thing – there’s a terrific sense of speed and punch in what I played – but it does lack substance. I would wait for 21st October and see.



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August 20, 2025 0 comments
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Layoffs at Vampire: The Masquerade - Bloodlines 2 studio as Paradox promise RPG will still release in October
Game Updates

Layoffs at Vampire: The Masquerade – Bloodlines 2 studio as Paradox promise RPG will still release in October

by admin June 24, 2025


Still Wakes The Deep and Vampire: The Masquerade – Bloodlines 2 developers The Chinese Room have laid off a number of staff, seemingly as part of parent company Sumo Digital’s wider strategic decision in February 2025 to move away from original game creation and “focus exclusively on development services for partners”.

As originally reported by Game Developer, several Chinese Room devs took to LinkedIn last week to post about leaving the studio.

VFX artist Jamie Berry writes that “the scourge of redundancy has struck”. Technical producer Pascal Siddons adds that “we are none of us safe from the headsman’s axe when redundancy time comes around”. 3D animator Bradly Adams and senior environment artist Adam Sharp both observe less colourfully that “my current role and many others have been affected by recent events”.

The Chinese Room have yet to give a comment on the situation, but Game Developer have confirmed with Sumo Group that several members of the company’s Content & Communications team have been affected by the company’s recently announced change of direction. Sumo haven’t shared a timeframe or any other details about these departures.

PCGamer, meanwhile, have picked up a statement from Bloodlines 2 publishers Paradox Interactive, who insist that all this redundancy rigmarole will not affect the game’s planned October release. “Development on Vampire: The Masquerade – Bloodlines 2 is unaffected by the recent staffing changes at The Chinese Room; the game is still scheduled for an October release,” a Paradox representative told the site. “We wish those affected the best of luck on their future endeavors.”

Vampire: The Masquerade – Bloodlines 2 has been delayed so often it may well be subject to some kind of ancient curse. Once in the hands of Hardsuit Labs, it was transferred to The Chinese Room in 2021, becoming more “spiritual successor” than sequel in the process. Still, this week’s revelations are more about Sumo than vampires and their masquerades.

Founded back in 2003 and acquired by Tencent in 2021, Sumo have a long history of work-for-hire projects, including many spells as lead dev on games like the fairly smashing Sonic & Sega All-Stars Racing. They had recently been experimenting with original games such as Deathsprint 66 via their own publishing label, Secret Mode, but the last couple of years have been rocky. Sumo cut hundreds of staff in June 2024 while closing Canadian studio Timbre Games (who have since resurfaced as an indie).

In February this year, the company announced that “we must balance our creative ambitions and the commercial realities to ensure the long-term stability and success of our business”, acknowledging that “unavoidably this transition will have an impact on our studios and people.” Best of luck to all the everyday humans impacted by these rebalancings.



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June 24, 2025 0 comments
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The Blood of Dawnwalker developers share a look at gameplay from the upcoming vampire fantasy RPG
Gaming Gear

The Blood of Dawnwalker developers share a look at gameplay from the upcoming vampire fantasy RPG

by admin June 22, 2025


One of the games that really caught my eye during the Xbox Games Showcase at the beginning of June was The Blood of Dawnwalker, a dark fantasy action-RPG from Rebel Wolves, the studio co-founded by Witcher 3 director Konrad Tomaszkiewicz. First teased earlier this year, The Blood of Dawnwalker is a single-player open-world game set in a version of 14th-century Europe that’s crawling with vampires.

The first two trailers gave us a bit of a glimpse at what the gameplay will be like, but the developer has now shared an in-depth look in a 21-minute video, which you can watch below. It looks pretty sick — but keep in mind that this footage is from the “pre-beta” game, so there’s still a lot of polishing to be done.

In The Blood of Dawnwalker, “You play as Coen, a young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night. Fight for your humanity or embrace the cursed powers to save your family.” It’s slated to hit PC, Playstation 5 and Xbox Series X/S in 2026.



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June 22, 2025 0 comments
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The Blood of Dawnwalker is vampire Witcher, and it looks rad in its latest gameplay trailer
Game Reviews

The Blood of Dawnwalker is vampire Witcher, and it looks rad in its latest gameplay trailer

by admin June 9, 2025


The Blood of Dawnwalker is a title many fans of The Witcher series have had an eye on even before it was given its name. That’s because it comes from Rebel Wolves, a team of CD Projekt Red veterans, and one that revealed its presence back in 2022.

Even before the action RPG was properly revealed, Witcher publisher Bandai Namco signed Rebel Wolves’ first game, which no doubt carries a certain level of trust in the project. The game was actually revealed earlier this year, and we just had a a fresh look at it this week.


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As part of the Xbox Games Showcase, we got treated to a new gameplay trailer for The Blood of Dawnwalker, the open-world action RPG from former CDPR creatives. The footage is almost entirely gameplay, showing the Unreal Engine 5 project in action.

Though its Witcher inspirations are clear, the flow of combat appears to be a lot; faster and more fluid. It’s going to be very interesting to see how much of the vampiric powers come into play compared to how often Witcher powers were used in those games.

But, if the trailer you’re about to watch doesn’t quite sell you on it, Rebel Wolves is hosting a proper gameplay reveal event on Saturday, June 21 at 12pm PT, 3PM ET, 8pm UK on Twitch.

Watch on YouTube

The Blood of Dawnwalker may not be the easiest name to remember, but the game very much looks like a Witcher with vampire powers. It takes place in Europe in a fictionalised version of the 14th-century Black Death bubonic plague.

Vampires use the chaos to emerge as a new power and reclaim their lost rule. In this first chapter, we play as Coen, a human-turned Dawnwalker who can navigate both the realms of night and day.

Rebel Wolves promises strong elements of choice and consequence, and the ability to carve a path that will test your conviction to humanity against all the good you can do with the powers of a vampire.

The Blood of Dawnwalker comes out 2026 on PC, PS5, and Xbox Series X/S.



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June 9, 2025 0 comments
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A character from Ball X Pit fires balls at a horde of skeletons.
Product Reviews

I can see why Devolver dedicated its whole show to Ball X Pit: It’s like Atari’s Breakout meets Vampire Survivors and the demo is curing my roguelike fatigue

by admin June 7, 2025



If you’re anything like me, a Gen Z caffeine addict with the attention span of a fruit fly, ancient classics like Pong and Breakout don’t do much for you. ‘How am I supposed to play this without roguelite elements and heaps of stacking upgrades?’ I cry, and if the lesson is that sometimes less is more, an hour with Ball X Pit has made sure I may never learn it. Sometimes more is more, and it rules.

Devolver dedicated its Summer Game Fest show to Ball X Pit, a brick-breaker turbocharged with new twists, and I was able to try a demo of it before the reveal.

Skeleton soldiers in the form of blocks and rectangles march down a vertical column trying to shoot you and reach the bottom, while you run around automatically firing balls which bounce around and deal damage. If you catch the balls mid-flight, they immediately shoot out wherever you’re aiming. There’s already some depth there: you can aim wide to take down a whole group with ricochets, or get up in an enemy’s face and rapidly bat the ball back at them to focus one down.


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The fun really starts, though, when you start leveling up and racking up special balls. Between a broodmother ball that “births” more balls as it flies around, a burn ball that lights enemies ablaze, and a midnight oil ball that turns burning enemies into living bombs, and all sorts of colorful alternatives, Ball X Pit goes from stark simple to nigh-unreadable chaos in a matter of minutes.

Each special ball gets added to your arsenal and comes with its own suite of upgrades and potential fusions with other special balls; before long, you’re making split-second decisions in a sea of automatic laser fire and screen-coating explosions. Boss enemies will DPS check your build as the skeleton hordes get tougher and more numerous, and I was constantly itching to level up just one more time, get a little bit stronger, so I could live a few dozen seconds longer.

In-between runs, you hurry back to New Ballbylon (yes, really) and spend whatever cash you earned on the meta progression stuff. New buildings, new playable characters, new potential builds for future runs, and so on. The structure is nothing unusual, but I still walked away from the demo pretty taken with what I played—which speaks to the sheer, twitchy fun this game finds in its ball-bouncing brick breaking.

Frankly, I thought I was getting tired of the roguelike formula, and Ball X Pit packs in a lot of concepts you have seen before. But the action in its demo is so breakneck, such a potent distillation of that power-scaling madness I love in games like Risk of Rain, I came crawling back to the play button after seeing what the demo had to offer.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

If you’re keen to check out Ball X Pit, you can wishlist it or play the demo on Steam.



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June 7, 2025 0 comments
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