A few days after the announcement of the postponement to 2021 of Vampire: The Masquerade - Bloodlines 2, the video game developed by Hardsuit Labs and published by Paradox Interactive, comes more bad news for the development team and for the many fans waiting. Through a press release published in the last few hours, Hardsuit Labs officially announced the removal of two important members of the development team by the project, to be precise. Brian mitsoda, ex-narrative lead, Ka'ai Cluney, former creative director. The separation of these two personalities immediately frightened the public, who believe that their absence could jeopardize the quality of the project, its development and its history.
Brian and Ka'ai were instrumental in establishing the game's plot and its dark tones, helping to shape the true successor to the iconic Bloodlines. We thank them for their work and wish them both the best for all that awaits them in their future endeavors.
On the other hand, however, Mitsoda was a primary writer of the original Vampires: The Masquerade - Bloodlines presso Troika Games, and his presence on the development team for the sequel gave the project great credibility. Most of the marketing of Vampire: The Masquerade - Bloodlines 2 has in fact put Mitsoda at the fore, both in trailers and in events. Also for this reason the author has clearly expressed his frustration his concern, as well as the sadness of no longer being part of the project he had been in involved from the start.
I was suddenly wiped out. That this was a shock, of course. I have been working on Bloodlines 2 for almost five years, the story and main cast were conceived mainly in my living room, I helped develop the presentation of the game at Hardsuit Labs and Paradox in Las Vegas. I've been in charge of storytelling from the start, working long days and sometimes weekends to deliver a worthy successor to Vampire the Masquerade: Bloodlines. Obviously, I was also involved in public relations and marketing, although for me it was one of the hardest parts. I'm a rather private person - the press and crowds tend to heavily trigger my social anxiety. I did not participate in the conversations that led to the decision to delay production and, as far as I know, there was no delay caused by the narrative development of the game. I am confident and proud of the work my team and I have done. Although at the moment I don't know if how the final product will be presented.