I was just talking about this with some game dev friends while discussing the Bloodlines 2 news... and yeah, I wouldnt want to try to make a game like this today. Like, when we made the first one, our team size maxed out at like 35ish devs. No wonder it was buggy and delayed!
I feel like there was a bit of an underestimation of the work for taking a western style RPG into first person.
I work with a team size of like 150 now. If we had been the studio making Bloodlines 2... 150 isnt enough for that game with modern AAA expectations, unless the schedule is loooooooooooooong. Like Bloodlines 1 had like... 4 environmental artists? I think you'd need a world art team the size of our whole dev team from the first game, at least. There was a point on Vampire where one of the character artists did the shipping models for Janette, Therese, and Therette like... I dunno in an afternoon? That's literally weeks to months of work from multiple artists these days.
All that stuff is kind of basic all games are more expensive now shit tho. RPGs are an order of magnitude worse, if they are in anyway open to player choices and branching. Y'all know about how many big bugs Bloodlines 1 shipped with. You have no idea how many got caught before. I had doubts about beating the game as a Nosferatu so I did my own playthrough when we were "locked down" before going gold, and I discovered a haven bug that blocked progress, which I then fixed. Our QA team was pretty good, just not big enough, and our game had some many variables it was really hard to test thoroughly with the manpower we had.
I don't think it is super widely understood amongst gaming fans how much the constant push for higher fidelity costs, not in terms of money per se, but in terms of what AAA games choose fidelity OVER, because we have time to make it look good or we have time to add this other feature, but not both.