GAME INFORMER: In Bloody Good Hands
From the demo they saw at E3 Game Informer had a very detailed write up. The bullet points and snip below if you don't want to read the whole thing but I suggest you do as it is quite interesting. The main aspect that stood out for me in this article was how they were stressing choices have consequences. Which is a excellent sign as a role player.
- The game is designed so that there are no right or wrong choices
- Bloodlines 2 will have a "crime-based drama" feel to the story.
- Like the Haunted Hotel in BL1, BL2 will have "weird" locations
- "If you have some favorite characters, (From BL1)" says Ellison. "We might try to put them in somewhere but we're not going to talk about it right now."
- "You might find some of the characters will reference events that happened in that game."
Combat Is More Dynamic This Time Around
Bloodlines has a lot of virtues. Its combat, with numbers leaping out of bullet-sponge enemies, is not one of them. Luckily, Hardsuit is aware of that issue and is making combat more dynamic. Leiker says "The first game relied on standard combat mechanics. We're more focused on giving the player the experience of being a vampire. It's focused on expressing your vampireness against different types of foes."
To the extent of our demo, "vampireness" seems to translate to "nearly indestructible killing machine." Most of the enemies our character comes up against are humans trying to hurt the vampire with knives and bullets, which do little damage. On the flip side, it takes mere seconds for the demoer to rip through four goons armed with assault rifles.
The combat is amusing to watch, with superhuman punches and kicks sending foes flying against the wall with bone-crunching force, only for them to goofily ragdoll to their deaths. During the demo, I also watched our vampire use blood magic to make enemies puke blood and lob sticky grenade-looking globs that deal damage to anyone caught in the goop. In other words, there's a lot in Bloodlines' toolset o' death to like.