Twice Bitten

In the second visual novel game to help flesh out the World of Darkness universe, Vampire: The Masquerade – Shadows of New York puts players in the shoes of one Julia Sowinski. And this change of direction from Coteries of New York was a breath of fresh air. By providing a grounded character with an already established backstory and history and motivations, I found it much easier to slip into the role. Whereas with Coteries of New York, the new fledgling servant of Sophie Langley just felt like an extension of myself. 

With this new take of the world, while also advancing some of the plot details that came before in its predecessor, Shadows of New York manages to weave a vastly more interesting tale of cover-ups and political backstabbing. 

By providing a named character with her own share of troubles, navigating the masquerade was much easier. Yes, there was still plenty of exposition, but it was helped by the fact that Julia was a reporter. In this way, the writers could incorporate vivid descriptions of the world through a first-person narrative and tie it with the actual characterisation of Julia. I felt this quite refreshing because it was much easier to get into her head and understand where she was coming from and how best to shape her end goals.

Returning in this entry were several familiar faces. The Prince Panhard, the Sheriff Qadir, Hope, D’Angelo, Tamika and the lost pages of Agathon.

Due to Julia’s role in the hierarchy of the Masquerade – as an ambassador of the Lasombra clan, it also made it much easier to pick up the nuances of each clan and the specific phrases utilised by the vampires. The sarcasm and sass in the dictionary definitions were also great in personalising what would have been rather dull descriptions.

The investigation into the death of Baron Callihan was interesting and provided a much needed carrot to navigate. While Coteries was a lot more open-ended initially, with a particular focus on gathering party members, I felt that the more immediate objective, with a clear deadline, helped to ensure a much better narrative overall. I had an end-goal to strive towards, with occasional side distractions if Julia wanted to feed.

During my playthrough of Coteries of New York, I was vastly disappointed that I couldn’t do everything. The mystery timer ticking in the background didn’t help it either, as it made it hard to bond with all the possible teammates.

And, because Julia was more fleshed out, I also got a better sense of her relationships – both with Qadir and with Dakota, her human lover. So, when it was revealed that Dakota was dressing up as Julia and pretending to be her, it was a somewhat terrifying revelation. That she would immediately shun Dakota was understandable. Even though I wanted them to mend the relationship in the end.

Still, I think in the ending that I got, Julia’s reaction to Dakota’s death was a little tone deaf. I know that she didn’t see the relationship going much anywhere, but the blase nature of her acquiescence was much too quick and brutal for me to stomach. 

Of course, it made sense from a power-hungry standpoint – that the Julia I’d curated cared more about herself and getting a leg up in a world of scheming immortal predators, but tonally, it seemed a little too quick.

The humane ending where Julia accepts the cover-up for Callihan’s murder was also somewhat disappointing. Julia fought for so long to get that information; why would she simply let it all disappear? After the opening moments where her entire professional career imploded, I couldn’t let that happen either. And honestly, I felt for her in that moment. The despair of having all that research be all for nothing.

It was nice that there was some payoff for the Double Spiral story that had been buried, but I also understood that having Hope ride in to replace the CEO made Julia’s fight with big corporations anticlimactic. Unfortunately, these things happen quite a lot in the real world and justice is often out of reach of those that were wronged.

I also liked how Shadows of New York also referenced quite a bit of pop culture and current events. Although the vampires live in our world, they also seem vastly disconnected with their more medieval mindset. It’s very easy for a lot of video games to not reference the troubles people face and serve as escapism, but the very fact that Shadows of New York alluded to the pandemic also served to further ground the narrative in a way that helped me connect to it.

Vampires might be above us all mortals, but maybe they also need to be worried about virus outbreaks that thin the herd of those that they need to feed.

Say what you will, Dakota was great at dropping down truths about why people are starting to believe in crack-pot conspiracy theories. Time to deliver moral and metaphysical truths, people!

A Tentative First Bite

Ever since I could remember, I’ve always considered myself more of a werewolf rather than a vampire person. When Twilight released ever so long ago, I was definitely more Team Jacob than Edward. But when Vampire: The Masquerade Bloodlines II was announced, I was immediately drawn to the stories in the World of Darkness series. Maybe I had grown past my werewolf phase and could finally appreciate vampires to some degree. After all, I quite enjoyed Bram Stoker’s Dracula and after seeing so many representations of vampires in pop culture, I was ready to dip my toes into some more vampiric lore.

As for you, Anne Rice. I’ll get to you. Some day. I didn’t finish the Twilight saga, but if I want to crown myself Queen of Fantasy and Sci-Fi (which for some reason, has also been mixed in with horror at Kinokuniya), I’ll get to you.

With the delays to Bloodlines II, I was left bereft of my sudden need for all things vampire (and with the change in developers, I’m a little concerned it won’t live up to most people’s standards anymore). While I could have purchased the original Vampire: The Masquerade Bloodlines, I wasn’t too eager to play a game that was sixteen years old and was noted for a number of bugs. I wanted something quick and easy. A small morsel I could sink my teeth into without spending too long on it. Enter the visual novel: Vampire: The Masquerade – Coteries of New York

The game starts off with the option to choose three different characters with separate backstories. My choice, of course, was the fledgling ready to shake up the status quo. After visiting a night club and being taken to a shady hotel, I woke up to my new reality. Despite my thoughts about being a corporate drone, I dared not fight against the glowering man that threatened to give me the final death. Becoming a vampire had truly taken a toll on my psyche and I was still adapting to my new circumstances. One does not simply drink the blood of another and expect everything to be hunky dory.

Like a dog with its tail tucked between its legs, I closed myself into the prison my captor Qadir had taken me and waited for the next night. Presented before the court of the Prince, and still struggling to understand the world I had been thrust in, I was eager to find as many allies as I could. To ensure I survived, I gave up a lot of the values I held. What were a few radical ideas when I could live out my remaining days as an immortal?

From there, Vampire: The Masquerade – Coteries of New York (CoNY) eagerly thrust new players into the dense lore that comprised the World of Darkness. One of the many critiques of the game was that the choices barely mattered in the game. There was only one proper ending and the game steered players towards the conclusion after the first few fail instances. 

The narrative itself was simple. Sophie Langley, the vampire that saves you, is ready for a power play for control of the city. It’s a story as old as time itself. Along the way, players can gather allies and interact with a few side stories before they’re railroaded towards the ending. A minor gripe, true, but I would have appreciated the opportunity to learn more about the world and the hidden connections.

I also found it irritating that one wrong choice prevented me from gaining an ally. Going through it blind, I was dismayed to see my chances to recruit two potential allies reduced to ash before I could make the right overtures to win them back around. Though it wasn’t too much of a sticking point, it only made it clear that I ought to have followed a guide if I wanted to experience everything I wanted to from the very beginning.

And while the main story line wasn’t the most inspiring or original, I did thoroughly enjoy learning more about the complex world that World of Darkness had built. It was interesting to see the supernatural brought to life in a more modern setting. How creatures such as vampires might go around hiding in plain sight is a fascinating concept. And one that many of the more recent novels involving our favourite blood-sucking creatures might have taken inspiration from.

Allies such as D’Angelo and Hope were interesting. Getting to know how they interact with the world and adapt to their new unlives was also fascinating. D’Angelo’s detective shtick and his constant mutterings were both humorous and tickled the one part of my brain that wanted to solve a murder mystery. Hope’s imitation of internet chat forums and just twitter in general was both gimmicky and yet seemed to suit the person that she was. I also liked the complicated politics and intrigue that players had to navigate to complete the orders set by Sophie. More often than not, I was trying to play it cool and unaffected. Easy when it’s all a video game and clearly not REAL LIFE.

Alas, the game might have carried more weight if the choices players presented had far more far-reaching consequences. After the initial ‘plea for assistance,’ it hardly seemed anything else I picked would have resulted in a game over. The fact that my character wasn’t an established player in the world of the Masquerade was also a missed opportunity. A few lines about a girlfriend I knew nothing about did little to endear me to her when Qadir told me to break off all ties.

There are times, I’ve found, where playing a blank slate actually harms the game. And in CoNY, I definitely felt that it did little to contribute to the overall narrative. 

Ultimately, I did find CoNY a fun read for a few hours. The minimal music and ambient noise meant that I could easily play through it while I listened to Critical Role. CoNY was also quite friendly to newcomers. A codex helped catch me up on unfamiliar terms and it wasn’t long before I was immersed into the world-building and the rules that I had to live by in order to maintain the charade of ‘passing as human.’

If only there was something a little more meatier to enjoy…