It’s been quite a stretch since I last sank my teeth into a game featuring vampires, or anything with a horror tilt, for that matter. One can’t help but be captivated by these eternal creatures. They seem to pop up everywhere in media, from the hilariously ridiculous antics in "What We Do in the Shadows" to the eerie rebirth of classics like "Nosferatu," and even the intricate survival dance of "V Rising." The latest contribution from Draw Distance, a team hailing from the indie scene in Poland, is "Vampire: The Masquerade – Reckoning of New York," and I’ve decided to explore what this new chapter in the adored franchise brings to the table.
"Vampire: The Masquerade – Reckoning of New York" pulls you into the bustling, winter-clad streets of present-day New York. This is a slice of the larger world of Vampire: The Masquerade, originally a tabletop RPG, a universe I wasn’t well-versed in before diving in. The Kindred, as these vampires are known, are entangled in a landscape driven by survival and supernatural politics. In this third installment, you step into the shoes of Kali, a member of the Ravnos clan, renowned for her knack at deception. Her skills and layered background piqued my interest, and I was curious about the journey ahead.
Now, don’t get me wrong, there’s a lot to admire in the way "Vampire: The Masquerade – Reckoning of New York" handles its narrative, even though it leans heavily on visual novel tropes. Sure, it dips into the cheesy and predictable at times, but that wasn’t my biggest gripe. The connection to the characters felt absent, making it hard to engage. The lengthy paragraphs of text were dense and, unfortunately, rather sleep-inducing. The scarcity of meaningful choices left me wanting, as they barely affect the unfolding story or its cast. Essentially, calling this a video game feels generous—it’s more akin to being a passive onlooker rather than an active participant. As new characters emerged, the need for more background and deeper relational insights was palpable. For folks steeped in the Kindred’s lore, this might not be an issue, but for me, an emotional investment was out of reach.
Given the lack of traditional game mechanics—puzzles, combat, or challenges—the incorporation of the character’s vampiric abilities felt somewhat tacked on. The Logbook, which tracks completed chapters, felt redundant, offering no real detail, just a bland list of chapter names. While some might argue visual novels belong to the gaming sphere, perhaps it’s time to categorize them differently. The choices we’re given here don’t enrich or genuinely shape the narrative, leaving them feeling somewhat hollow.
Despite these shortcomings, the game does offer visual charm. The dark, moody art style is striking, with its fusion of deep blues and purples contrasting vibrantly against crimson hues, perfectly capturing the enigmatic, vampiric world. The characters come alive with semi-realistic flair and expressive designs, each dressed to mirror their unique personality. The urban backdrops mix modernity with the gothic, capturing the shadowed streets and bright skyline of the city in a captivating dance of aesthetics.
So, what do I take away from "Vampire: The Masquerade – Reckoning of New York"? For fans of the Masquerade universe and its lore, this might be a welcome addition. But for outsiders, like myself, it sadly misses the mark of delivering an unforgettable experience. This critique of mine is probably one of the harsher ones I’ve penned in a while, but as much as I wanted to, this didn’t enthrall me. I don’t see myself journeying further through the vampiric lens of Kali in NYC.
Vampire: The Masquerade – Reckoning of New York
- Gameplay: 4/10
- Plot / Writing: 5/10
- Design / Visuals: 8/10
Overall: 5.7/10
Summary: Not enough to sink my teeth into
Pros:
- Stunningly detailed art style
- Simple to engage with
Cons:
- Predictable writing
- Lack of game mechanics and inconsequential choices