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Showing posts with label Big Bad Wolf. Show all posts
Showing posts with label Big Bad Wolf. Show all posts

Vampire: The Masquerade - Swansong Review

Vampire the Masquerade: Swansong by developer Big Bad Wolf and publisher NaconPC (Epic Games Store) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 8 minutes 



Vampire the Masquerade: Swansong is a roleplaying game based on the original tabletop RPG created by White Wolf Publishing. Like the tabletop game, the video game focuses on vampire political intrigue and investigation. Unlike many video games, Swansong features three different protagonists that intermingle throughout the story. To that end, the plot of the video game is interesting if not a little disjointed for many.

Gameplay

One of the first points about Vampire the Masquerade: Swansong is that the game is quite gruesome. Furthermore, the video game drops players in the middle of a story which is confusing to new players of the genre, and the hook I found to be somewhat strange.

As a player of the tabletop RPG and the Live-Action version, it’s quite apparent to me that this game is designed around players familiar with the World of Darkness. I know this because of the dialogue choices, cutscenes, political structure, and available character abilities. Characters mention clans like they themselves indicated specific traits. However, if players aren’t familiar with clan traits and backgrounds, Swansong provides a handy codex! To newer players, this is useful, but to experienced players, information is sometimes shoe-horned through dialogue.

Swansong features skills and disciplines familiar to World of Darkness fans. At the end of a scene, players gain experience based on their success rate which is where players can boost their abilities. In this way, Swansong feels very much like a tabletop game portrayed in video game format. During a tabletop or live-action game, players begin without knowing what they are walking into. It is only after certain events do players receive their experience points. 

Experience screen at the end of a story section

The Story

The storytelling in Swansong is done moderately well. Protagonists interconnect through their individual stories, which is fascinating. For the most part, while it seems to be disjointed at times, the character connections blend well together. That said, the beginning part of the story is what bothers me the most.

We answer the Prince's call because Vampire society is in the middle of a ‘Code Red’. The Prince indicates to your character Emem that you can be part of the Primogen Council. For me, this is the first problem. Emem, Galeb, and Leysha are all 12th or 13th generation. Thus, are all new vampires that have NO STANDING in vampire society. Beginning at such a low level without having achieved anything significant doesn’t mean players can be on the council. I expect that vampires between the 3rd and 7th generation would be selected, not any of these three characters! It just doesn't make any sense.

The Codex, featuring the Prince of Boston

Incidentally, that isn’t the only aspect of the introduction that irks me. Players begin in a large establishment that requires a good deal of walking around. And thus, it is easy to run around in circles. Also, there is no central database for collected information! Swansong requires players to write down information or simply remember. Thankfully, players can screenshot information - oh wait Epic… *ahem* Moving on...

Dialogue

The dialogue in this game often bothered me for a couple of reasons. Firstly, the introduction has cringe-worthy dialogue when clan names are inserted into a discussion like the names themselves are significant. My problem is often the wording. I chalk it up to the writers attempting to make significant points in a short time but they spectacularly fail at it. This aspect needs work, in my opinion.

Secondly, the voice acting felt a bit stilted due to the writing. I know that dialogue is challenging but sometimes Swansong misses the mark. Also, the pronunciation of certain words grates on my nerves. For example, I can't stand how characters pronounce Camarilla. It is also not the only example of a different pronunciation either, just the most obvious one. 

Galeb looking at a neat digital phone on the mirror

Regardless of those points, dialogue not only gives players key information but also gives them the option to use character abilities. Players can use psychology, persuasion, intimidation, or rhetoric to gain information. The more points players put into their abilities, the easier the late game becomes. I enjoy this aspect of gameplay because players are able to boost their success percentage when augmenting abilities using their willpower.

Confrontations

During dialogue sections, players will face a mechanic known as a confrontation. Confrontations occur frequently in real life, so including this element in dialogue not only makes information gathering interesting but makes dialogue much more dynamic. This is an element that I enjoy in Swansong since players can miss out on critical information should they fail. Even if players choose to focus on one of their abilities, there is no guarantee that players will be successful during a confrontation. As such, players must manage their willpower and blood usage at all times.

Confrontation box when the NPC uses their focus

Investigation

Regular readers know that I love investigation games. This one hooked its fangs into me rather quickly because I wanted to know what was happening. Having said that, I find that some of the clues to solving puzzles were too obfuscated for many gamers. Today, people rely too heavily on hints to progress a story where Swansong doesn’t hold the player's hand as other games do. Additionally, players can't save scum their progress. Since this direction was taken, I had hoped that there would be an in-game notebook or something to log gathered information because players are expected to solve puzzles themselves. Personally, I think the inclusion of an in-game logging system would be beneficial to Swansong. Or, you know, for Epic Games to have a screenshot function...

Character Experience

Unlike the tabletop RPG, the experience distribution is different. According to the 20th Anniversary Edition of Vampire the Masquerade's rulebook (shown below), raising an ability is double the cost of what it is going up to. If going from 1 point to 2 points, it will cost 4 points in the tabletop version. However, in Swansong, using the same example would cost a total of 30 points. This may be higher because of the lack of combat which allows for a much higher ability to spend skill points. While I find that these values are quite a bit higher than they should be, it forces players to carefully spend their experience. If players try to branch out too much, gameplay will become virtually impossible later on. However, the game always gives players one path to pursue, regardless of their skill expenditures.

The character sheet

Graphics

Swansong has some amazing graphics which span from elaborate prison cells to bloody crime scenes to large underground garages. The detail in many of the locations is breathtaking. I love the vacation area inside a building which feels like a player is in a whole other location. As such, players might forget they are inside a large apartment building. Also, the party location is quite immersive and rather gruesome because it is incredibly bloody. The developers certainly know how to create a dark atmosphere.

That said, of the main characters, Galeb is the one that is visually the best. The artists did a fantastic job of nailing a brooding and strong vampire with a piercing gaze. Emem has a fantastic rebellious nature and her outfit kicks ass. Even her expressions look great. Leysha, however, has a facial expression that just doesn’t sell the character's emotion well. Thus, while I generally love the look of the game, there are characters and graphical aspects that I wasn’t crazy about. Apart from that, the only other glaring issue I had was the lighting. In several locations, it was simply too bright, even after adjusting the settings. Having some options to reduce the bloom or the glare would be a fantastic addition, in my opinion. 

Leysha investigating the party scene

Final Thoughts

Overall, Vampire the Masquerade: Swansong is an intriguing RPG investigation game that just misses the mark. While I do love the game, some aspects need a bit of improvement to get players to sink their teeth into it.

Summary and Score

Big Bad Wolf did a great job translating a tabletop RPG into a video game format by showcasing disciplines and abilities in a way that works well in this medium. Having the ability to see what Auspex visually looks like is fantastic. Plus, the overall aesthetic of Vampire the Masquerade: Swansong is quite impressive if not different. I feel as though the investigation aspects could be fleshed out more, but they weren't too challenging for a puzzle aficionado to play without any assistance.

Swansong doesn’t scream game of the year, but it is visually detailed and grim, set within a rich world. I love it despite the minor flaws it has. 

Score: 8 / 10


Emem in a strange place

 


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The Council: Episode 4 - Burning Bridges - PC Review


One more episode until the end. Once more episode for things to really get good and climax. One more episode to… introduce brand new things? The Council, Episode 4 - Burning Bridges takes Louis’ adventure even further down the rabbit hole and maybe even winds up in Wonderland? There are a lot of spoilers coming up so if you want to stop here? Episode 4 ups the ante and is well worth going through.

*spoilers until the end*

There have been many choices made up until this point and as I’ve previously stated, I’m only running one save file at the current moment in time. I want my first time through to be a culmination of those particular choices and not of two or three different sets that could influence what I decide to do next from perhaps having seen things from a different points of view.

As such, weather for good or for bad I’ve continued down the path that I’ve started and either because of that, or because Episode 4 finally starts off where I personally left Episode 3, I started exactly where I left off. This is the first continuation that I’ve sat down to that starts where “I” left off and not from where the developers figured would be a good place to take back up which sometimes disregarded the choices made right up near the end.


Following my choices though, Episode 4 hits a climax of its own as it quite literally changes the name of the game. You arrived on the Island in order to find your missing mother. You’ve joined in a game of political intrigue. You’ve made alliances. You’ve made enemies. Maybe you’ve managed to stay impartial. Maybe you’ve pushed people away. Have you decided to take a lover? Maybe you couldn’t tell her apart from her twin sister. Who shot who?

All of these are choices that you, as Louis, have had to make but from now on? The visions that you’ve had? Those weird instances of seeing life through someone else? They finally all make sense as all of the hints of the supernatural come out to play as you find out that you are no mere mortal. You are a demon, and you’ve got the power to read the minds of others as well as take control of them.

Wait… back up… you’re a what? Yes, you are a demon. You’re not human. Everything that you’ve been lead to believe at this point is only true to an extent. Honestly up until that point I was hooked because you don’t really know what to believe. Are the ones telling you this truly serious? Or have they simply mastered the art of deception so well that you can’t tell if they are lying to you or not. The answer is they aren’t because not long after you gain powers to be used on top of the “abilities” that you already have. Just make sure to not use them on those that you already know are demons.


Introducing something like this so late in the game was definitely a curveball. While from a gameplay perspective it changes things to a degree, from an everything else standpoint I’m still not sure if it was the right move or not. I mean it makes things cool but the “not knowing” for sure factor, the sense of mystery behind all of these little details that don’t quite add up gave the adventure a mysterious vibe that sadly isn’t there anymore. From the way that things work out I’m also pretty certain that all roads lead to this one before branching back out for the finale. I’ll know for certain later on and write about it, but for the meantime, it’s cool but I’m unsure as to weather or not it was the right move. Chapter 5 will tell for certain.

All in all the series has been great so far. With plenty of choices leading you to events in which you’re not quite certain how they could have been avoided, you sometimes realize that in order to do something it would have needed to be done way in advance and by the time it came calling, it was already too late. Adding in the new gameplay mechanics and revelations was honestly the cherry on top of an epic frosting which just makes me hope that the final episode will be able to at least keep pace, much less surpass, what the fourth has done.

Game Information

Platform:
PC
Developer(s):
Big Bad Wolf
Publisher(s):
Focus Home interactive
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One

Source:
Provided by Publisher




Article by Pierre-Yves
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The Council: Episode 1 - The Mad Ones - PC Review


The Council, by Big Bad Wolf, is an episodic adventure where you guide a man named Louis on his search for his adventurous sleuth of a mother after she goes missing on a private island. Armed with choices and the ability to level up your skills after choosing a background profession, the rest is in your hands as you see the adventure unfold. Welcome to Chapter 1: The Mad Ones.

When it comes to experiences such as this one I'm not exactly the most versed as I've sat down to the first season of The Walking Dead and the first chapter of The Wolf Among Us. Outside of those two I haven't ventured too far into the style making my expectations for The Council somewhere between those and the brilliance that I found within The Little Acre's Point and Click style. Honest first impressions? Between the voice acting and the cinematic playout I was so engrossed that I forgot I was supposed to have my hand on the mouse for when the first of your many choices appeared.

The Council took me a bit by surprise as it's more than simply a point and click story on rails like the TellTale series. There's depths to the environments as well as how you decide to play out the adventure because of the implemented RPG leveling system that will grant you experience based on the decisions you've made. These decisions, at least for the first rounds of the title, will not quite be the same from one person to another because of two separate factors. The first, not everyone will choose the same background. The second, not everyone will make the same choices with that background or with what they plan to concentrate upon.


This is where Louis' adventure shines. Talking with various people like George Washington and high ranking Cardinals of the Roman Catholic Church amongst others, you can decide on what you want to focus on. Do you ignore the situation completely? Do you focus on the medallion around someone's neck or do you focus on the facial expressions and of how they have they jaw set? The options for focusing can vary and being able to only choose one will unlock factors of a person such as what they are susceptible towards and what they are immune to in regards to “interrogation” and information gathering.

The versatility of how you can go about each situation was incredible and oftentimes with hindsight being 20/20, frustrating. I say this in the manner that when thinking of which skills you wish to concentrate upon often I found myself improving what I already had or thinking that something else wouldn't be immediately useful only to find myself lacking that particular skill right after inserting my skill points at the end of the sub chapter where your experience is tallied and skill points are allocated.


Learning new skills is done through both point allocation and simply experiencing the story. As you make choices to do or to not do something, new skills will unlock allowing you to do more as the adventure moves on. Furthermore, as you explore the environments books can be picked up that will allow you to equip them for the next sub-chapter in order to unlock the skill once it's over as you've spent an adequate amount of time reading it. There's more than one way to get what you want.


With how well designed the first chapter of The Council was, I'm looking forward to the next entry. With up to three save files that can be kept per profile, there are a few options to be kept and explored for how you go about solving the mystery that you now find yourself within.

Game Information

Platform:
PC
Developer(s):
Big Bad Wolf
Publisher(s):
Focus Home interactive
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
Microsoft Xbox One

Source:
Provided by Publisher



Article by Pierre-Yves
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