It’s been quite some time since I’ve dived into a game with a vampire or horror theme. The allure of vampires is undeniable—they’ve sunk their teeth into every corner of entertainment, from comedic gems like What We Do in the Shadows to eerie classics like Nosferatu, and even sprawling survival games like V Rising. Now, Draw Distance, an indie game studio from Poland, has brought us Vampire: The Masquerade – Reckoning of New York, and I’ve had a chance to explore what this new addition to the franchise has in store.
Vampire: The Masquerade – Reckoning of New York whisks you away to the lively, frosty streets of modern-day New York City. This game takes its inspiration from the Vampire: The Masquerade series, originally a tabletop RPG. Given my lack of prior experience with this series, my journey felt a bit incomplete, I must admit. The vampires here, known as Kindred, are steered by their political ambitions and survival instincts in a cutthroat supernatural world. In this third entry, players meet Kali, a member of the Ravnos clan, infamous for her prowess as a con artist. Her intriguing abilities and backstory caught my attention, and I was eager to see where her adventure would lead.
The game leans heavily into the visual novel format with a strong narrative arc, albeit with a touch of cheesiness and predictability at times. However, my primary difficulty lay in connecting with the characters. The text can be quite overwhelming, with lengthy paragraphs that had my attention waning as I waited for something more dynamic to unfold. The choices presented felt scarce and seemed to have minimal impact on the storyline or character development. To put it plainly, this doesn’t quite qualify as a video game in the traditional sense. While the story itself is engaging, there’s an undeniable lack of gameplay that left me feeling detached from the experience. There’s a lot of potential for rich storytelling, with new characters and their complex relationships, yet I longed for more background and depth concerning their histories. More experienced fans of the Kindred lore might find this fulfilling, but I wasn’t invested emotionally.
There aren’t any real game mechanics, puzzles, combat, or challenges in Vampire: The Masquerade – Reckoning of New York. This made the use of the character’s vampiric powers feel rather like an afterthought. Then there’s the Logbook, which seems completely unnecessary. It merely lists completed chapters without offering any meaningful detail. While some might argue visual novels are a form of video games, I feel they occupy their own unique space. Unlike other games where choices feel significant, the choices in Reckoning of New York feel superficial and forced.
However, what Reckoning of New York lacks in gameplay, it makes up for with its visual appeal. The art style is enchanting, combining deep blues and purples with flashes of vibrant red that evoke the mystery perfectly suited to a vampiric world. The characters are beautifully illustrated in a semi-realistic style, their distinct clothing giving insight into their varied personalities. The cityscape itself evolves with each scene, offering a blend of dimly lit streets and glittering skylines that marry modernity with gothic aesthetics.
So, where does that leave my final take on Vampire: The Masquerade – Reckoning of New York? The game offers a tale rich with lore and characters that enthusiasts of the Masquerade series might appreciate. However, for newcomers like me, it might miss the mark as a memorable experience. This is possibly the most overtly critical I’ve been about a game in a while, but unfortunately, it just didn’t resonate with me. I doubt I’ll be venturing back onto the streets of the Big Apple with Kali anytime soon.
Review Summary:
Vampire: The Masquerade – Reckoning of New York
- Gameplay: 4/10
- Plot / Writing: 5/10
- Design / Visuals: 8/10
Overall Score: 5.7/10
Summary: Not enough to sink my teeth into.
Pros
- Stunningly detailed art style
- Simple and accessible to play
Cons
- Clichéd writing
- Lack of meaningful game mechanics; choices feel inconsequential