Upholding the Masquerade

From having a vampire (correction dhampyr) as a team member in my superhero line-up, it was clear that the next game I played would need to feature a vampire. This it did in spades. Enter: Vampire: The Masquerade – Swansong, where I would play as three different vampires in the Boston Camarilla court over the course of three nights following a Code Red incident. Thrust into the shoes of Emem, Leysha and Galeb, I would need to figure out the events of the incident AND put a stop to the machinations of those that would put the Camarilla in danger.

Unlike the other Vampire: The Masquerade games that I have played before (just putting it out there that I’ve never played the cult classic Bloodlines that released in the early 2000s although I am tepidly excited for Bloodlines II), which were dialogue-heavy visual novel-esque games, Swansong was much more action heavy with 3D character models and fully realised locations that the game plays out in.

Additionally, it helped introduce me to much more of the World of Darkness mechanics that were absent in the other games I played. In Swansong, I was greeted by character sheets and having to select certain abilities and skills to level-up after each chapter. These included, but were not limited to, dialogue options, environmental skills and vampiric abilities such as dominate and presence.

Another change from the New York games was that all of the characters had been vampires for a significant number of decades, if not centuries. These were not recently embraced fledglings, unsure of their place in the world of vampires, oh no. These were vampires that had made their mark on the world of the Camarilla and were familiar with the ins and outs of court machinations.

But getting back to the game mechanics, Swansong even included in-game dice rolls to see if certain dialogue options succeeded or not based on a percentage. This meant that I could save-scum certain dialogue choices with the hope of a success.

Yet, even if a dialogue option were to fail, Emem, Leysha and Galeb could still level up their traits, which would allow for a more favourable result in the future.

Beyond dialogue, characters could also pick locks and hack into computers and telephones. To do so, they would need to expend willpower. Often, though, I found it easier to look for a key or a code to unlock something that I wanted to gain access to rather than expend willpower as it was the only real resource that I struggled to manage as items that could replenish it were not as plentiful as I would hope and it was always easy to accidentally waste precious willpower on frivolous conversations that provided no additional information of use.

The other skills they had were deduction and education While they didn’t offer much in practical use, I enjoyed certain dialogue options that cropped up that occasionally helped guide me to what would be the appropriate response in a given situation. That and the fact that certain ‘education’ checks were better able to flesh out the world that I found myself thrust into.

Gameplay aside, the story of Swansong was an intriguing romp through Boston as each of the three characters completed their missions for the Prince. As they pieced together the events of the Code Red incident, they stumbled upon members of the Second Inquisition that were attempting to eradicate, as well as eliminate, all supernatural threats.

This culminated in a series of missions that had Emem looking for allies among the Anarchs (a rival faction to the Camarilla) before infiltrating the base of the Second Inquisition to wipe out any and all information about the existence of vampires, to Leysha trying to rescue her daughter, and Galeb on the hunt for the leader of the Second Inquisition.

All of it was quite fascinating and there were many hard choices that I had to make – especially when it came to Emem seeking the aid of the Anarchs to help her. In all honesty, I probably shouldn’t have followed through with the Prince’s plan but I wanted to keep Emem safe, especially after her encounter with the Hartford Chantry made me very protective of the Clan Toreador vampire.

But while I would have preferred playing through the game blind, I often found myself stymied by poor game design choices such as a lack of guidance. True, not all games need a minimap or a HUD indicator telling one where they need to go but the fact that the default movement speed was a leisurely saunter had me fuming. It was only when I was in Chapter 4 and struggling to get past slowed down gates that I learned that the ability to ‘run’ was a toggle feature that activated when pressing CIRCLE of all things.

Also, the volume was initially so low on my TV that I was forced to head into settings and change it.

Without a guide, I doubt I would have been able to have enjoyed my time with Swansong as much as I would have liked. And yet, by using a guide, I removed some of the wonder and splendour that would have come from a blind playthrough. The fact that one needed specific abilities in order to advance only served to mire my enjoyment of the game – as well as learning that if you released the werewolf, poor Leysha had a chance of being killed before she could save her daughter, Halsey.

Despite my misgivings with several aspects of the game, Swansong was a nice dip once again into the World of Darkness, serving to whet my appetite for Vampire: The Masquerade – Bloodlines II, which, surprisingly enough is now being developed by The Chinese Room with a possibility of release in 2024.

It is still concerning that the game has had such troubled development but here’s hoping that it will turn out good and I can dive right into the complex world of intrigue, blood and vampires.

And even though I was always Team Jacob (granted, I never actually read anything past New Moon), I have to say I’m glad that VAMPIRES ARE BACK, BABY!

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…