Brian Mitsoda is “suddenly terminated” from his position as narrative lead on Vampire: The Masquerade – Bloodlines 2. “That this came as a shock to me presupposes it,” Mitsoda wrote in an email to RPS. Paradox Interactive have stated in their own statement that Mitsoda and creative director Ka’ai Cluney “are no longer part of the team at Hardsuit Labs.”
Mitsoda was a lead writer on the original Vampire: The Masquerade – Bloodlines at Troika Games, and his presence on the development team for his sequel made the project believable. Most of Bloodline 2’s marketing has placed Mitsoda front and center, both in trailers and at events.
The Paradox statement, posted on the Bloodlines 2 website, states that the change was a “joint decision made by the leadership of Hardsuit Labs and Paradox Interactive.”
‘We appreciate and appreciate the contributions of Brian and Ka’ai, who were instrumental in establishing the storyline and dark tone of the game and helped ensure that we create a true sequel to the iconic Bloodlines. We wish them both the best in their future endeavors, ”the statement continues.
In his statement to RPS, which is quoted in full below, Mitsoda says he is “incredibly disappointed and frustrated to say that this is where it ends for me on the project.” He says that from the very beginning he was involved in the project, responsible for telling, and that he was “never led to believe that I had not succeeded” in achieving the project objectives. He also describes the marketing of the game as something that was “intensely challenging and took mental and physical toll.”
Bloodlines 2 has been delayed several times during development, with the most recent delay announced last week and the game moving in 2021. Paradox’s statement about that delay called “other organizational changes” that they would announce soon and that ‘. t they would “provide the best gaming experience possible.” These are probably those changes.
Today’s announcement also says that Alexandre Mandryka is participating in the project as a creative consultant to fulfill the role of creative director and help complete the game. “Alexandre has been in the industry for over 20 years and has worked on iconic franchises such as Assassin’s Creed, Warhammer 40,000, Far Cry, and more.” It sounds like Mandryka is more of a replacement for Ka’ai Cluney than for Mitsoda.
It’s not uncommon for developers to abandon projects during development, but it’s uncommon for creative leads and public faces to leave, and especially uncommon for them to be fired. Even in cases where a development line could be seen to have disrupted or slowed the development, you would be more likely to work to minimize their role in the production process than to dismiss them completely. In any case, do not overtake the vampire cart if the vampires are on their way where you want.
Here is Brian Mitsoda’s statement in full:
“Until recently, I was the Narrative Lead on a video game called Vampire the Masquerade: Bloodlines 2 for Hardsuit Labs, Inc. is published by Paradox Interactive (which owns 30% of Hardsuit Labs). After almost five years of involvement with the studio, I was suddenly terminated on 7/16/20.
That this came to me as a shock is underestimated. I spent almost five years working on Bloodlines 2. The story and lead role was initially thought of in my living room. I helped develop the stage for Hardsuit Labs and helped repeat the project after Paradox in Las Vegas. I’ve been in charge of the story since the beginning, working long days and sometimes weekends to deliver a sequel to Vampire the Masquerade: Bloodlines, and I’m never led to believe I did not succeed. Apparently I was also 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 trigger my social anxiety severely (what, if you’ve ever wondered about the gloves, they are “armor” that makes me feel less exposed in situations that trigger my anxiety) .
Bloodlines and the fandom of the game mean the world to me. That I borrowed 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 fans expectations, and the support of colleagues who started as fans kept me going through these 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 narrative development of Bloodlines 2. I am confident and proud of the work that I and put my team ahead. When that work will appear and what form it will take is not known to me.
It was a pleasure working on this game and with a lot of people at Hardsuit Labs and Paradox and I’m sorry I can not see it to the end. I have spent years on some of the best characters and dialogue I have ever written. It means a lot to hear from the Bloodlines community and I hope that what is finally delivered is as satisfying as I intended it to be. Thanks to everyone who supported me through the whole project. ”
Disclosure: Cara Ellison is working on Bloodlines 2 and was previously an RPS columnist.
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