It’s been quite a long time since my gaming adventures delved into the realm of vampires or even brushed against anything remotely horror-themed. Yet, who can resist these enigmatic creatures of the night? Vampires have sunk their fangs deep into virtually every corner of the entertainment world—from the comedic charm of "What We Do in the Shadows" to chilling classics like "Nosferatu," and right on into the vast landscapes of open-world games like "V Rising." Enter the Polish indie developers at Draw Distance, who have crafted a new addition to the enduring franchise with "Vampire: The Masquerade – Reckoning of New York." Naturally, I was eager to see how this new chapter stacks up.
Set against the backdrop of a frosty, modern New York City, this game draws its inspiration from the "Vampire: The Masquerade" tabletop RPG series—a world I must admit I wasn’t all too familiar with, perhaps impacting my overall experience. The game’s narrative centers around the Kindred, vampires who navigate a treacherous world driven by political intrigue and survival. Players step into the shoes of Kali, a charismatic con artist from the Ravnos clan—one of the thirteen intricate clans that make up this universe. Her unique talents and intriguing past sparked my curiosity about the journey ahead.
"Reckoning of New York" leans heavily on its visual novel roots, sporting a narrative that, while sometimes verging on melodrama, isn’t where my issues lie. Instead, I found myself struggling to forge a connection with its characters. Dense blocks of text played out in lengthy passages where I found my attention waning, yearning for more engaging interactions. The decision-making elements felt sparse and, frankly, made little to no observable impact on the unfolding story or its characters. While the narrative itself is serviceable, as a video game, it lacks the vital interactive elements that foster engagement. To me, it felt more like being an observer of events rather than an active participant immersed in its unfolding world. The sheer volume of new characters and plotlines introduced offered an intricate tapestry of storytelling, yet I craved a deeper understanding of their histories and their ties to the wider vampire lore. It left me somewhat detached, particularly as a newcomer to the series who was hoping for an emotional hook.
Adding to this, the absence of traditional gaming mechanics—be it puzzles, combat, or even a semblance of challenge—rendered the vampire Disciplines feel like a tacked-on afterthought. Meanwhile, the Logbook felt largely unnecessary, reduced to merely listing completed chapters without additional insights. While visual novels certainly have their place within gaming, this title’s choices felt forced rather than substantively enriching to the experience.
Where "Reckoning of New York" genuinely shines, however, is in its visual presentation. The art style captures a moody ambiance with a dark, atmospheric palette punctuated by vivid shades. This creative choice perfectly encapsulates the allure of a world rooted in vampiric mystery. Characters are skillfully portrayed in intricate, semi-realistic designs, complete with expressive features and distinct attire that celebrates their individuality. The backdrop of New York itself is vividly brought to life, seamlessly transitioning between modern and gothic, as you traverse its shadow-clad streets and glimmering skylines.
In conclusion, "Vampire: The Masquerade – Reckoning of New York" is rich in narrative depth and artistic brilliance that dedicated fans of the series might appreciate. However, for someone like me, stepping into this realm without prior knowledge, the experience fell somewhat short of expectations. In all honesty, this might be the most critical I’ve been of a game in quite some time, and, regrettably, it’s not something I’ll be revisiting as I explore New York through Kali’s perspective.
Review Summary:
- Gameplay: 4/10
- Plot / Writing: 5/10
- Design / Visuals: 8/10
- Overall: 5.7/10
Pros:
- Stunning art style
- Effortless to navigate
Cons:
- Clichéd writing
- Lack of impactful game mechanics and decisions.