
"Released this week to mixed reviews, it had a tortured gestation, arriving after seven years in development via two different studios. A few reviewers are disappointed that the title dropped a lot of the complex role-playing elements of its acclaimed predecessor, while others are frustrated that you begin as a powerful elder vampire and never develop much, despite being able to earn a few extra abilities as you explore the snowy city of Seattle sucking blood and fighting monsters."
"What I have experienced messing about in this admittedly flawed game, and watching my vampire-loving son play with huge enthusiasm, is that it's enjoyably idiosyncratic and compelling. The slightly soft-focus, icy cold rendition of Seattle gives it a film noir feel, accentuated by streets lined with neon signs and lavish members' clubs where besuited vampires play classical music on grand pianos."
"The game is also a reminder that flawed-but-fascinating games were once the backbone of the industry. From the mid-1990s to the late 2010s, it was possible for a team of fewer than 50 development staff to create an OK mid-budget adventure, get it published globally and find an audience. I know this because I reviewed dozens of them, from wannabe 2.5D platformer Pandemonium!, to riot simulator State of Emergency, to horror shooter The Suffering. The PlayStation 2 housed hundreds, thanks to its vast popularity."
Vampire: The Masquerade Bloodlines 2 released to mixed reviews after seven years of development across two studios. Critics noted the removal of complex role-playing elements and the choice to start players as powerful elder vampires with limited progression beyond a few additional abilities. Gameplay focuses on a snowy, neon-lit Seattle with a film-noir atmosphere, opportunities to flirt with other vampires, and supernatural abilities such as psychically hurling objects or cursing blood to cause explosions. The title remains compelling and idiosyncratic for some players despite technical and design flaws. The release evokes an era when small teams under 50 could produce mid-budget adventures that reached global audiences, exemplified by games like Pandemonium!, State of Emergency, and The Suffering.
#vampire-the-masquerade-bloodlines-2 #game-development-issues #gameplay-mechanics #video-game-nostalgia
Read at www.theguardian.com
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