
With that being said, here’s what has been released so far:

She went ahead to state that delays are part of the gaming business, and that they were ‘something they’re used to handling.’ And hopefully, gamers alike. To wrap up, Ljungerud stated that some of Paradox’s unannounced titles will be subject to delays. These came as a surprise to both the designers in the same department and other spheres, as three of them were considered as part of the development team’s public image. Then, the departure of Senior Narrative Designer Cara Ellison, all these happened just within a week of the release date delay. First, it was the Lead Writer, Brain Mitsoda, and Creative Director, Ka’ai Cluney. Sadly, the firing of the narrative team at Hardsuit Labs earlier this year also contributed to the delay. And I’m pretty sure that both Sony and Microsoft were affected by the pandemic because they did not have that many development kits,” “To be able to develop for the next generation, you have to have development kits from the manufacturers. Here’s what Ebba Ljungerud gad to say on the matter:

Ljungerud also hinted that Vampire: The Masquerade – Bloodlines 2 was delayed due to having to build the compatibility for both Xbox Series S/X and PlayStation 5, which was not as the developers anticipated, as they got the devkits late. I do not think it will come in the first half of the year, but we will see. RELATED: WWE 2K Battlegrounds Producer Details The Game's King Of The Battleground Mode RELATED: Tekken 7 DLC #13 Adds Katsuhiro Harada Costume Set And New Practice Mode Featuresįor those who haven’t seen the come dance trailer, here you go: In a recent release to the press last month, Paradox Interactive CEO Ebba Ljungerud noted that she was amazed that Vampire: The Masquerade – Bloodlines 2 was going to eventually drop in the second half of 2021.įollowing the news, Ljungerud noted that a lack of development accessories for the Xbox Series X and PlayStation 5 has combined delays as a result of the covid pandemic, which daunted the speed of productivity across the industry as most game studios adapt to working remotely.
