

Here’s hoping, though I can’t imagine they’ll command the same budget nowadays, which makes me wonder if the style will need to change. After 15 minutes or so, I adjusted to the stylization of Alita’s appearance and it didn’t bother me, but I have to imagine ditching that touch could save a fair chunk of VFX change. Making every frame containing your main character a visual effect shot can’t be cheap.










After VtM 1’s tumultuous release, not to mention the drama surrounding the sequel’s development, that makes sense to me.
That being said, I don’t think it’s quite as big a leap as the person above is making it sound. To use their words, The Chinese Room are known for “strong art direction, atmosphere, and story, [and] weak gameplay”. They also suggest that the games TCR make are “the exact opposite” of Bloodlines 1. Which is kinda boggling my mind, cause I’m pretty sure the critical and user consensus of that game is that it excelled in its art direction, atmosphere, and story, and fell comparatively short in its gameplay. In fairness, I think he was referring to the limited open world nature of VtM 1 vs the straight linearity of the “walking sim” genre, but still. I’d argue the most memorable section of VtM is the Ocean House Hotel, which is, basically, a linear walking sim level, and it’s not as though the og game did a ton with its open world.
Now there’s an argument to be made that Paradox made the wrong call by doubling down on the peripheral elements of the game, rather than hiring a team that has ARPG gameplay bonafides, but I think that’s only an argument that can be made with the benefit of hindsight. Additionally, is it true that the gameplay/combat of VtM2 is glaringly bad? I can’t speak for myself, but the handful of reviews I read characterize it as serviceable at worst. Which, again, seems right in line with the first game.
I’m very much on the outside looking in though.