An Update on the Bloodlines 2 Website
announces "Lead Narrative Designer
Brian Mitsoda and Creative Director Ka’ai Cluney are no longer part of the team
at Hardsuit Labs." These seem to be the organizational changes alluded to
Hardsuit Labs and Paradox Interactive announced Vampire: The Masquerade -
is being delayed until next year. They say they value the
contribution both of them made to the project, but do not explain their
dismissal, which they characterize as "a joint decision made by the leadership
of Hardsuit Labs and Paradox Interactive." They welcome aboard creative
consultant Alexandre Mandryka to act as Creative Director role for Bloodlines 2.
Rock Paper Shotgun
has a statement from Mitsoda on this news, in which we
learn he was actually fired over a month ago:
“Until recently, I was the
Narrative Lead on a videogame called Vampire the Masquerade: Bloodlines 2 for
Hardsuit Labs, Inc being published by Paradox Interactive (which owns 30% of
Hardsuit Labs). After almost five years involvement with the studio, I was
suddenly terminated on 7/16/20.
That this came as a shock to me is underselling it. I’ve worked on Bloodlines 2
for almost five years. The story and main cast was initially conceived in my
living room. I helped develop the pitch for Hardsuit Labs and helped pitch the
project to Paradox in Las Vegas. I’ve been in charge of the narrative since the
beginning, working long days and sometimes weekends to deliver a successor to
Vampire the Masquerade: Bloodlines, and I’ve never been led to believe that I
hadn’t succeeded. Very obviously, I have also been involved in the PR and
marketing side of things, even though it was one of the most difficult parts for
me. I’m a pretty private person – press and crowds tend to heavily trigger my
social anxiety (which, if you’ve ever wondered about the gloves, they are
“armor” that make me feel less exposed in situations that trigger my anxiety).
Bloodlines and the fandom of the game mean the world to me. So I lent my legacy
with the franchise, my name, and my participation in marketing efforts for the
game, even when it was intensely difficult and took a mental and physical toll.
This is all because I wanted to do what was best for the game and the team.
The pride in the work, the fan expectations, and the support from
co-workers who started out as fans kept me going through this long five years.
And I’m incredibly disappointed and frustrated to say that this is where it ends
for me on the project.
I was not part of the conversations that led to the decision to delay
production, and to my knowledge, there were no delays caused by the Bloodlines 2
narrative development. I am confident and proud of the work that I and my team
put forward. When that work will be seen and what form it will take is unknown
It was a pleasure to work on this game and with many people at Hardsuit Labs and
Paradox and I’m sorry I won’t be able to see it to the end. I spent years on
some of the best characters and dialogue that I ever wrote. It’s meant a lot to
hear from the Bloodlines community and I do hope that what’s finally delivered
is as satisfying as I intended it to be. Thanks to all of you who supported me
throughout the project.”