08.10.2024

Paradox on Bloodlines 2: "We had a game ready for development, but perhaps not with the team we assembled"

Image credit: Paradox Interactive

In September of the previous year, Paradox Interactive made a pivotal decision to transfer the development responsibilities of "Vampire: The Masquerade – Bloodlines 2" to The Chinese Room. This marked another major development in the project’s complex history.

Originally anticipated for a 2020 debut, the anticipated follow-up to the 2004 game is now aiming for a launch in the first half of 2025. According to Paradox's deputy CEO, Mattias Lilja, the shift was essential to prevent the project's cancellation, as he explained to GamesIndustry.biz.

Lilja remarked, "Switching developers is a major decision, just short of terminating a project. Finding a suitable developer to continue is crucial, otherwise, continuation is improbable. The project was facing challenges already, and this was not a decision taken lightly. It carries significant risks. However, we felt the game was feasible, albeit not with our current team. The Chinese Room's past work gave us confidence in their fit for this project, and we're pleased with the change."

After the previous developer, Hardsuit Labs, ceased working on it in 2021, The Chinese Room resumed development. Lilja emphasized that Paradox allowed the new developers to incorporate their own ideas while deciding what elements to retain from the previous progress.

“It’s generally a continuation but with the new studio injecting their own touch,” he explained, noting that a mid-2025 release is anticipated and the project is meeting its milestones.

Paradox Interactive's deputy CEO Mattias Lilja

Players might naturally draw comparisons to the first installment, and those familiar with it describe the new game as reminiscent of "Dishonored," with a blend of action RPG elements steeped in its vampire lore, he added.

Discussing the transition in developers, Lilja commented, "Hardsuit Labs has strengths, but tackling something of this magnitude was a challenge. Building both the team and the game simultaneously proved difficult. The Chinese Room brought more stability and allowed us to move forward with greater certainty about their capabilities based on their prior work."

For more insights from Mattias Lilja, explore the full interview, which also delves into Paradox's recent challenges and their strategy for realigning with their core strengths, including discussions about their indie publishing pursuits.

gamesindustry.biz
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