Vampire: The Masquerade Bloodlines 2 is a soulless sequel that missed the vein

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The loss of grit in exchange for mediocrity

Sequels will have changes, but they don’t work when they run in contrast to the core of what the original game and its story are. Bloodlines 2 lacks the grit and storytelling of Bloodlines 1. The unfamiliar polished streets of Seattle left me longing for the seedy underbelly of Los Angeles.

It began in 1991 with a tabletop game. In 2004, the renowned tabletop game evolved into a video game that revolutionized the way stories were told. Vampire: The Masquerade Bloodlines has returned after going through a hellish development, and it’s not the game I expected. The grit and how the first game was approached were a big deal to me.  The narrative flow that I loved in the first installment was nowhere to be seen in Bloodlines 2, and in turn, the second installment became something overly simplified and lackluster. 

Diving into Vampire: The Masquerade Bloodlines 2, I prepared myself to meet new characters and dive into an extension of the world I originally fell in love with. During and after my experience with Bloodlines 2, I’m left wondering how things could have gone so wrong. Bloodlines 2 was in development since 2015, was first announced in 2019, and finally released in 2025. Within those ten years of development, a lot happened where control of the project shifted from Hardsuit Labs to The Chinese Room. I don’t have the answers or interviews with developers. All I have are questions about how we got a beautifully written and executed project in 2004, and now we have a sequel that creatively and intuitively doesn’t measure up to the first game in any way.

What was first showcased and what we have now are two very different things. Vampire: The Masquerade Bloodlines 2 is a lifeless version of its predecessor, a game that held so much promise but ultimately missed the vein. A lot of the characters in Bloodlines 2 felt spiritless until a little over halfway through, where their writing felt more interesting, and as a result, I felt more invested in the story. The beginning of the game played out dull and repetitive, nothing in the story really grabbed me, and the missions were very wash, rinse, and repeat. As the story went on, the characters felt as if they had more life to them, but it was only as I got to nearly the end that this was the case. Towards the end of Bloodlines 2, the game picked up and became its own thing rather than a sequel to the first game.

Some of the characters were a joy to experience, like Fabien and Tolly. Completely different in how they were written (in terms of personality and who they are in relation to Phyre, and their purpose in the story), but they put a smile on my face all the same. Let’s talk about Tolly for a moment, since his character really had a tremendous glow-up towards the end of the story. When you first meet Tolly, he’s sarcastic, dry in his humor, and poorly written. Later on, he becomes sentimental, witty, and well-rounded. Where was this at the start? First impressions are incredibly important when getting to know a pivotal character in any game, and besides Fabien, Tolly’s character shows the most natural growth in Bloodlines 2. The discussion of his past, seeing him develop, was an amazing addition to the story, and I wish the narrative team had led with it instead of leaving it until almost the end.

Many things changed from the original Bloodlines to Bloodlines 2. The main thing I had an issue with was not keeping to the core of what makes a TTRPG fantastic.  The main reason this sequel didn’t work is because of its massive departure from what Vampire: the Masquerade Bloodlines is. Originally, Bloodlines 1 created a seedy underbelly lying just beyond the periphery of the 9-5, business meetings, and coffee runs. In Bloodlines 1 each story had meaning, grit, hilarity, and purpose. This was all lost in Bloodlines 2 when the formula changed, and the quests became a grocery list of I have to do this, then this, then this. The heart from the story was gone, the little moments of chaos in the dialogue that would occur in Bloodlines 1 were nowhere to be found in the second game.

TTRPGs at their core consist of a compelling story, choices that have a lasting impact, and immersion in a world with rich concepts and characters. When it comes to Bloodlines 2, removing the character sheet, not having playable clans such as the Nosferatu and Malkavian, in addition to the way the story at its core was changed, took away what made Bloodlines immersive and unique. If the game had kept these clans and the TTRPG mechanics, I feel as if it would have at least been an improvement. Not utilizing the strengths of what made Bloodlines 1 successful is what ultimately led to my disappointment in this sequel.

I Feel a Change in the Air

Upon entering Bloodlines 2 The differences were immensely noticeable. To start, we play as a Nomad, an ancient vampire, and a fixed character. Yes, you choose your clan later on, not at the start of the game like in Bloodlines 1. In Bloodlines 1, when you chose a clan, your outer aesthetic matched your chosen clan. In Bloodlines 2 its a very generic facial model. Plus, the male and female faces look almost identical. So there’s no uniqueness. Yes, there are outfits, but that’s about it.

In the first Bloodlines, we played as a newly-embraced vampire with customizable stats and clan at the start. The character sheet was also replaced by an ability tree, which I do not have as big an issue with, unlike other aspects I’ve mentioned. Bloodline 2’s combat was also different and a unique addition that I thoroughly enjoyed. The combat, combined with the different abilities you can acquire, makes for a rather enjoyable experience when wreaking havoc on Ghouls. This can give the game a stronger argument in its favor in that department.

Now, keep in mind that an ability tree is different from the character sheet. An ability tree allows you to unlock new powers and upgrade skills, allowing you to tailor your character’s abilities, even their fighting style. A character sheet is a tangible document primarily used in TTRPGS that records a character’s stats, inventory, skills, and background.  Although some aspects of both are similar, they have their differences. While the ability tree was a great addition in Bloodlines 2, the character sheet is more authentic to the TTRPG experience of Bloodlines in general.

While the plot was lost in terms of making it a true-to-form RPG, Bloodlines 2 did create its own narrative, something opposite of what the first game was doing. This is great for a standalone game, not so much for a continuation of a story.

It’s Not All Hopeless

While it seems a tad hopeless, there is a light at the end of this tunnel. I wanted to give Bloodlines 2 a chance to see if things changed down the road. I would see glimpses of hope in the writing as the story went on, and it was almost like a battle of attrition, getting to the heart of this game.

Bloodlines 2 has a lot of ideas and stories shaping it at once. Waking from a 100-year nap to Phyre, our main character in modern day Seattle, powers repressed, and looking for answers as to what the strange mark on the back of her hand is, and what it signifies. While this may seem like a very straightforward, almost linear experience, multiple stories are happening in Bloodline 2, which makes for a confusing time. From figuring out the mark on hand, to the power struggle in Seattle with the different vampiric sects, to a noir murder mystery. All of these are intriguing narratives for a game; however, when put together, they cloud things up. I felt confused about which story belonged to which character by the middle of the game.

These stories throughout the game leaned towards convolution and were messy in terms of the pacing and how each story weaves into the other. When I was investigating the mark on Phyre’s hand, we also had flashbacks to Fabien’s past, leaving me feeling confused at times as to how certain characters are connected to which storyline. Maybe if it hadn’t been titled Vampire: The Masquerade Bloodlines 2, it could have just been its own experiment, with a chance to shine on its own. There are times in the game (especially with Fabian) that I felt this game had promise and could easily exist without the famous Vampire: The Masquerade moniker.

Bloodlines 2, by the end, felt like a different game entirely. There was a really well-thought-out boss battle and a tear-jerking ending that showed what this game could have been and what its potential was. This vampire murder mystery departed from what Bloodline 1 was so much that I’m not sure what it was trying to be by the end. Yes, parts of it were good, but as a whole, nothing seemed unified or whole in the story and its approach. This game lacks an identity, which is crazy since it’s supposed be a sequel to Bloodlines 2. In reality its an experiment gone wrong.

In addition to what the game showcases, which is an unstable narrative, I felt as if the developers were trying to win nostalgia points by bringing in themes from the first game. Only two things, plus an easter egg, were put in Bloodlines 2, nothing to warrant it being a true sequel. The Sabbat, Damsel, and a picture of the Voreman twins from the first game. The Sabbat was an interesting concept that (with a nifty boss you could fight in Bloodlines 1) translated quite nicely to Bloodlines 2, going a bit more into their beliefs and behavior as a faction. The character Damsel had the same attitude from Bloodlines 1, still as rebellious and headstrong as I remember her. It put a smile on my face and was a happy surprise. 

A Personal Pet Peeve

Now we need to talk about the Nosferatu in Bloodlines 2, in comparison to the original game. Tolly’s character, while interesting, didn’t scream Nosferatu; there were no frontal fangs or pointed ears. Entirely changing up an established character design leaves a sour taste in my mouth. The original design goes back to the 1922 silent film Nosferatu. The design is eerie, unsettling in its approach, which is why it works so well in conveying a strong message. Nosferatu was the first vampire to grace people’s eyes and make them shy away in fear. When we think of “Nosferatu,” we think of a very specific creature, and when I look at Tolly, I don’t see a Nosferatu. That said, while I had my issues with his design, he was a joy to interact with as a character towards the end of the game.

There’s something to be said for keeping a certain consistency when making a second installment in a series. When I saw Willem, I thought, “YES, that’s the way you make a solid Nosferatu character!” Willem had the frontal fangs, pointed ears, and overall eerie approach to his character design. Tolly, in contrast, you would never be able to tell he’s actually a Nosferatu. In Bloodlines 1, the Nosferatu were distinct in their appearance, which is why they were only located underground. Tolly is out and about everywhere, which does not keep consistency from Bloodlines 1 to Bloodlines 2. Changing a character’s look changes their story, and doing that to fit the narrative is illogical. I would have loved it if the look of the Nosferatu were kept, and there were an entire underground area/city just for the Nosferatu. Another hub that Phyre could have as a resting point, possibly, so it keeps things unified from game one to game two.

Willem was amazing, but unfortunately underutilized. The Malkavian is another example where there could have been so many different dialogue options and ways to make a solid, albeit quite funny, character. I know that Fabien is a Maklavian, so maybe The Chinese Room decided to go in a different direction, but if that’s the case, again, don’t call it Vampire: The Masquerade Bloodlines. Change is only good when it’s in line with the story and the structure already built in the first game. If the second doesn’t follow suit, then it just feels like an arbitrary departure from the original intent.

A Mixed Blood Bag

Bloodlines 2 had its ups and downs, with inconsistent writing and a convoluted plot. By the end, it was an ok experience that left me still wanting a legitimate sequel to the first game. I was, however, surprised by just how much I enjoyed the finale and the final boss, as I said previously, it felt like a different game entirely by the end. The World of Vampire: The Masquerade Bloodlines is an unpredictable world that houses secrets and vibrant stories. It’s just a shame that the story from the first game, and the world of the TTRPG that inspired it, wasn’t respected enough to live on its own merit. Bloodlines 2  could have thrived in the world that Bloodlines 1 nurtured and brought to life, as a sequel. It didn’t have to do anything special, really, just respect the story, the characters, and The World of Darkness.

Arielle Danan
Arielle Dananhttp://arielledanan.wordpress.com
Arielle Danan is a freelancer at IGN who edits videos and does video guides for various games. She's also a games journalist, and content creator on YouTube who goes by the name Huggable Hipster. Arielle also holds a degree in Psychology, and her favorite games include: Death Stranding, Diablo 4, Resident Evil 1 Remake, Elden Ring, and Dark Souls. You'll find Arielle most days drinking coffee, writing, editing videos and plotting her revenge against Solas.

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