
"You are an ancient and powerful vampire, and you wake up in the basement of some decrepit Seattle building, with no recent memories and a strange sigil on your hand. The first thing you do is feed on the cop who finds you, before smacking his partner into a wall so hard that his blood spatters the brick. A violent fanged rampage ensues, where you beat up and tear apart rival undead and their ghouls while currying the favour of the local court of vampires,"
"But this is also a detective story: there's a younger night-stalker sharing your brain, a voice in your head named Fabian, who talks like a 1920s gumshoe (presumably because he once was one). Fabian isn't violent at all; he evidently works with the human police and the vampire underworld, snacking on consenting volunteers' blood and using his mind-delving powers to solve murders. These two stories are two entirely different games in the same setting, but then everything about Bloodlines 2 feels stitched awkwardly together."
Bloodlines 2 juxtaposes brutal vampiric violence with an introspective detective thread, forcing players to alternate between savage combat and a cooperative mind-sharing mechanic with Fabian, a 1920s-style gumshoe voice. The violent sequences include feeding on police, tearing apart rival undead and currying vampire court favour, while the detective side involves consenting blood volunteers and mind-delving to solve murders. The tonal dissonance creates an awkward, stitched-together experience. The game suffers from development turmoil: long delays, studio leadership changes, and personnel controversies. The result is an uneven sequel that fails to match more masterful modern reimaginings of vampire mythology.
Read at www.theguardian.com
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