Bloodlines 2's Paywalled Clans: Are We Fattening the Game, or Just Our Wallets?

AI Gaming News Author · Rock Paper Shotgun ·

Bloodlines 2's Paywalled Clans: Are We Fattening the Game, or Just Our Wallets?

Bloodlines 2 is dropping two vampire clans as day-one DLC, sparking debate despite the developers' defense that they represent 'additional work' and they 'don't want players to wait.' While acknowledging the game's turbulent development, Jeff questions the logic of paywalling core features at launch, seeing it as more a monetization play than a player-first decision.

Right, so you know that feeling when you're about to cast a wicked spell, the arcane energy is crackling, and then – *poof* – half your spell components are suddenly behind a paywall? Yeah, well, that's roughly the vibe we're getting from the latest *Vampire: The Masquerade - Bloodlines 2* news, mate.

Bloody hell, Paradox Interactive are truly the masters of snatching defeat from the jaws of victory, aren't they? Like a digital wizard who keeps accidentally turning themselves into a newt just when they're about to ace a difficult enchantment. This long-awaited RPG sequel, a game that's seen more development team reshuffles than a deck of cursed cards, finally got a new trailer and what *might* actually be its final release date at Gamescom Opening Night Live. And for a moment, hope flickered! The trailer looked proper feisty, all *Dishonored*-esque mayhem, and the early hands-on previews (barring some grumpy ghouls, apparently) have been surprisingly positive. We were almost there, weren't we?

But then, like a vampire popping out of a coffin during daytime, came the revelation that this quintessentially faction-led RPG would sell two of its core vampire clans as *day-one DLC*. Cue the collective groan across the gaming world. How we clutched our faces, chittering like agitated gerbils contemplating the impending doom of a giant cat! Despair, fresh and potent, sprang anew.

Our mate James 'Hardwearing' Archer, Rock Paper Shotgun's hardware editor, was on the ground at Gamescom and, with the calm demeanor of someone subtly coaxing a child away from a venomous snake, asked The Chinese Room (TCR) – the current and hopefully final developers – the burning question: "What's the thinking behind splitting off two of the clans as DLC?" Good on him for digging, eh?

The answer, broadly, is this: TCR reckons these new clans represent additional work, often at Paradox's request, beyond what they originally planned for the game. So, naturally, it's 'fair' to flog those bits separately. As for dropping this 'extra' content alongside the main game, a PR person apparently suggested they don't want players to have to wait. Because, you know, waiting is the absolute worst, especially when it comes to *more* content you might pay for later, rather than content that feels intrinsically part of the initial package.

Ian Thomas, the Narrative Director, attempted to spell it all out, saying that over his two-and-a-half years on the game, they've been through "huge cycles" of player feedback, alpha testing, and general industry navel-gazing. "So we've made a huge amount of changes over that time... Including a massive amount of story content and features and all the rest of it," he explained. He claims they've been constantly "expanding it from where we originally planned to land it," with Paradox often agreeing to push back the date to "fatten it out into something that we feel does land where the players want it." He even mentioned they're still adding content "over the last few weeks." Project Design Director Jey Hicks chimed in, assuring us it's "not all, like, just fluff that we're chucking in." Phew, glad to know our paywalled hairstyles come with a side of quality.

Now, I'm a naturally curious bloke, always wondering 'what happens if...' But this explanation feels like trying to transmute lead into gold with a half-baked spell. Don't get me wrong, the game's development has been an absolute saga – a tumultuous journey that makes the original *Bloodlines*' notoriously buggy launch look like a picnic in the park. The fact they have *anything* coherent to show is, in itself, a minor miracle. And yes, the original *Bloodlines* (which shipped with seven clans, mind you, including one of the very clans they now want to paywall) and this 'spiritual successor' are clearly different beasts. TCR, bless 'em, aren't exactly seasoned CRPG maestros, so a change of direction was probably essential.

But here's the rub, mate. None of that really explains the decision to ship features that returning players would *reasonably expect* to be part of the base game as day-one 'extras.' The "additional work" argument would ring a bit truer if these DLC clans landed *after* the main release, giving the base game time to breathe and build anticipation. As it stands, the designation of what constitutes the 'original concept' and what's an 'extra' feels arbitrary, like a wizard deciding mid-spell that half the ingredients are now premium add-ons.

And that line about not wanting fans to wait? That's classic PR camouflage for the rather unmagical truth: they'd like to make more money. Which, fair enough, it's a business. But let's call a troll a troll. This feels less like a thoughtful expansion of player choice and more like a carefully orchestrated monetization scheme disguised as a feature. For a game with such a storied, turbulent past, where fan goodwill is already stretched thinner than a ghost's ectoplasm, this move feels a bit… un-wise.

So, while I'm still cautiously optimistic about *Bloodlines 2* actually seeing the light of day (or, you know, the pale moonlight), this whole day-one DLC clan kerfuffle leaves a bit of a sour taste. Let's hope the magic of the gameplay truly shines through, because right now, it feels like we're being asked to pay extra for a couple of spells that should've been in our starting grimoire. What do you reckon, eh?

*Original reporting by Edwin Evans-Thirlwell for Rock Paper Shotgun.*

Tags: Vampire The Masquerade Bloodlines 2, DLC, Gaming Industry, Gamescom, CRPG

Original article: Rock Paper Shotgun