Game of the Month: Vampyr
“What is a wall but
enslaved stone? What is glass but tortured sand?” And, indeed, what is October
but a month of increasingly chilly days and dark evenings, perfect for filling
with as many scary stories as you can cram into your eyeballs? As a devoted
horror fan, I hope never to find out, which is why this month I have not so
much doubled as tripled down on the scary games.
OK, so calling Vampyr
a scary game might be pushing it a bit, but it’s one of the most supernaturally
themed games on my must-play list of 2018, and crucially, the price has dropped
quite a bit since it was released in June; so I decided it was a perfect game
for the month of Halloween. Gameplay-wise it’s an action RPG in spook’s
clothing developed by Dontnod, a surprising swerve into the unfamiliar for a
studio whose output to date has been dominated by Life is Strange titles.
Vampire-based action RPGs have historically been my jam (Vampire: The
Masquerade - Bloodlines is my all-time favourite game), so I approached
this one with a mixture of high hopes and trepidation.
Before I begin, in
the interests of full disclosure I must admit that I still feel like I’ve
barely scratched the surface of Vampyr. October was a full-on month for
a number of reasons, and so my time with the game so far has probably been
around six hours; unfortunately, I chose this of all months to opt for a game
that’s reportedly around 30 hours long, i.e. the longest story mode I’ve played
so far this year. So what follows is a far from comprehensive review of Vampyr;
more like a first impression, really.
A week before I
bought the game, an update added Story Mode, an extra-easy game mode which (as
I understand it) cuts the combat down to a bare minimum. If I’d known how much
of October I was going to spend feeling ill or otherwise distracted, I probably
would have picked Story Mode. As it was, I went for the easier of the two
combat modes, on the basis that I’ve played enough decision-based games this
year and that it was time to change things up a bit before I forgot how to
wield a virtual weapon altogether. Growing up, I cut my teeth on some of the
clunkiest combat systems in gaming in the early 2000s - my three undisputed
favourites were Tomb Raider: Angel of Darkness, American McGee’s
Alice, and the abovementioned V:TM-B, which is like the unholy
trinity of good story/bad mechanics in gaming from that era. But because these
games and the muscle memory associated with them became the standard for me,
I’ve never become much good at games where the combat system was… well… good.
I’m a hack-and-slash melee brawler who can’t aim to save her life. Fortunately,
Vampyr’s combat system is also a little bit broken, so we actually get
along fine. Honestly, for me the most frustrating part is how long the game
goes between auto-saves, making it harder to perform my signature
trial-and-error fighting style without a lot of tedious backtracking in places.
But even if the weapons can be a bit hard to handle the vampiric powers are
on-point (I invested early on in the “blood dart” attack and was super glad I
didn’t wait for the game to prompt me to do so, as I doubt I’d even have got to
the end of the prologue section without it). However, knowing as I do now that
Story Mode landed as part of a response to the game’s narrative being praised
much more highly than its gameplay, I would likely have made a different
decision.
The game can be janky
sometimes. As I mentioned before, auto-save points are few and far between, and
don’t always turn up where you expect - for example, at one point I cleared out
a group of six or seven enemies; moved to what was definitely the next,
separate area; was killed by a new pair of bads; and was annoyed to find that
I’d spawned back before that big group fight, in contravention of
everything I thought I knew about save points in action games. The menus and
sub-menus and sub-sub-menus (this is not sarcasm; there really are sub-sub
menus) can be confusing and time-consuming to navigate. And occasionally the
graphics just go a bit weird. For example, I find myself endlessly distracted
by the fact that every male character Jonathan talks to suddenly becomes a head
shorter than him in the dialogue animations; this despite the fact that
Jonathan doesn’t seem to be much above average height in the regular
environments, or that female characters are a much more realistic couple of
inches shorter than him during their dialogue scenes. I keep thinking: is
this some sort of power-play? Is he maybe standing on something? Are all these
guys just really short and I didn’t realise? Were they slouching before?
It’s a minor thing but once I noticed it I couldn’t un-see it.
My enjoyment of the
character of Jonathan has been largely determined by what I’ve been willing to
bring to role-playing him. The character as he’s written is not terrible, but
neither is he necessarily all that great. The quote at the beginning of this
entry is from his opening monologue - he’s certainly got the moody tortured
poet vampire archetype down by his first night among the undead; and while he’s
processing a lot of legitimate trauma, he often comes across as a self-absorbed
rich boy who quite casually barks out questions and commands to the
predominantly working class characters around him, even when he’s not using his
supernatural powers to influence them. But I’m finding that playing up these
aspects of his personality is actually adding to his charm: his heart’s in the
right place and he’s clearly very brave and intelligent, so having some faults
to counterbalance his virtues - such as brusqueness and a hint of casual
classism - keeps him from being a bland Gary Stu. (I mean… he does sort of look
like a nocturnal turn-of-the-century Nathan Drake, doesn’t he?)
So what keeps me
coming back to Vampyr - at least whenever I have a couple of precious
hours to spare? It’s a cliche to say so, but so far what’s drawn me in most is
the atmosphere. London in the grip of the 1918 Spanish Flu epidemic is an
unusual enough setting for any story, and the run-down districts I’ve
encountered so far are so dingy and grim that it’s actually beautiful how
faithful the artists have been to the concept. It reminds me a lot of the
environments from my beloved Adventures of Sherlock Holmes games by
Frogwares; while the desaturated eternal night of Jonathan’s vampiric existence
calls to mind the way games traditionally visualise the worlds of Lovecraft. In
other words, I’d be quite happy to kick around with Vampyr for now, even
if it was nostalgia alone that I liked about it; though I suspect Call of
Cthulhu and The Sinking City might knock this one off its pedestal
once I get my hands on them.
Indie Horror at
Halloween: Simulacra and Layers of Fear: Masterpiece Edition
As a horror fan and
low-key goth type, I have a moral obligation to play as many scary games as I
can at Halloween. To tie this in with my completionist tendencies (or what I wish
were completionist tendencies…) I picked up two of the shorter indie horror
games I started earlier this year: Simulacra and Layers of Fear.
I’m still about half
an hour from the end of Simulacra - I know this as I’ve looked up some
hints because, dammit, I want to hook Anna and Ashley up and I will cheat
to do it if I have to! I don’t know much about the game’s endings, except that
there are four possible outcomes; but right now I’m more concerned with whether
Anna’s phone battery can die before I even get to the end game, or if that’s
another in-game trick. For a weird little indie FMV found-phone outing, this
one can sure make you paranoid.
Not only did I finish
Layers of Fear, though: I did so in just one more sitting (take that,
scary ghost lady who freaked me out so much last time I didn’t pick up the game
again for months!). I even got a conclusive ending - something I’d ruled out as
nigh-on impossible on a first run-through after seeing the ridiculously
detailed walkthroughs online. I’m still not entirely sure how I did it,
but I’ll take the win. It turns out that whether what I got was the “good” or
“bad” ending is up for debate, which is pretty ingenious. I got the one where
the artist lives and recovers his talent - but, potentially, never regains
custody of his daughter. For me, this seems preferable to the one where he
flings himself on a flaming pile of his wife’s portraits to symbolically join
her in the fire that disfigured her, but apparently this is the subject of a
heated debate among players, which seems… odd, to me. The way I see it, it’s
valid as a piece of full-circle storytelling, but it’s a romanticising of
suicide I’m just not comfortable with supporting. Anyway, because I don’t
believe in giving myself a break, I quickly moved on to the Inheritance
DLC and am now in the process of terrifying myself all over again!
It turns out my
parents love Supermassive Games nearly as much as I do
Last month I bought myself
a copy of Hidden Agenda - a PlayLink game for 1-6 players made by
Supermassive Games, creators of Until Dawn. (They’re also developing Man
of Medan, which I queued up to play twice at EGX in September and is
one of my most-anticipated games for 2019.) Supermassive are up there with my
favourite developers and, because you can’t get the full Hidden Agenda experience
with fewer than three players, I strong-armed my parents in to playing it with
me and my partner.
We got maybe
one-third of the way through the game during that visit, and they asked me to
bring it with me when I visited them for Halloween at the end of the month.
They also mentioned that since I’d be bringing the PS4 anyway they’d like me to
bring my copy of Until Dawn, which I started re-playing with them over a
year ago, and which I now believe to have been their hidden agenda all
along.
While they definitely
enjoyed the story in Hidden Agenda, they cited the use of personal
devices instead of controllers and the fast-paced nature of semi-competitive
multiplayer as making it a bit less accessible to them, both as older people
and inexperienced gamers. In Until Dawn, however, they get to make the
decisions and call out their instructions to me while I handle the QTEs and
remind them to review their totems. Because there are nine player characters in
Until Dawn it can be a very good game to play in a group like this,
giving the feeling of multiple narratives regardless of how many players there
are in the team, allowing some to focus on characters they prefer while others
take control of meta-game elements like trophies and clues.
Until Dawn is a game I would dearly love to
platinum, which can only be achieved through multiple playthroughs. While it’s
possible to do a meticulously planned run where you know exactly what you’ll do
and when to ensure a particular outcome, having someone else who’s new to the
game call the shots is a fun way to pick up some of the different trophies
without it feeling like a military campaign. The most difficult part is not
spilling the beans about some of the majorly cool twists that are coming up -
or letting on that my parents have so far for the most part managed to make
much better decisions than I did on my first play-through (they don’t know this
yet but everyone’s still alive, whereas I was two down by this point). I can’t
wait until I visit them at Christmas, when we’ll hopefully have time to finish
off both games and I can finally stop self-censoring all these spoilers!
The Council: Episode 4 - Burning Bridges (Minimal spoilers below, but best to
proceed with caution.)
The penultimate
episode of The Council was released on September 25th. I played it in
the days that followed and, while I’m still loving the story, there were a few
flaws in the implementation that will hopefully be ironed out in an update
soon.
My only big annoyance
with this game so far came in this episode: two of my allies got killed off,
which would be bad enough if it felt like my fault. But I later learned that
one could only be saved through a series of pretty counterintuitive actions,
while the other seems to have been the victim of what was basically a coin-flip
choice on my part that apparently went the wrong way. (The implementation
weirdness came when the player character, Louis, kept referring back to
spoiler-heavy information that those characters were supposed to have told him
in dialogue if they had lived, but that I hadn’t heard in-game and so
only understood after I googled them.)
But there is so much
more that’s good in this game. Louis is one of those characters who you can
learn to deeply enjoy playing as if you take his eccentric portrayal in good
humour. Like Ethan in Heavy Rain, he’s credulous in the extreme; like
Jonathan in Vampyr, he’s kind of an arrogant jerk at moments that don’t
warrant it. But he’s also a bewildered young man who’s suddenly lost the
guiding maternal hand (pun intended) that’s shown him the way his whole life,
so it’s very easy for the player to occupy this mindset as you fumble through a
story that’s always verging on too complex without ever quite crossing the
line.
Finally: who knew
how unsettlingly dread-inducing this game was going to get? Episode 4
introduces new, sprawling, unexpectedly Lovecraftian environments and - most
surprisingly - last-act additions to gameplay that make every decision feel
more powerful and more perilous at the same time. Even the most previously
benign of the surviving characters are starting to come across as eerie in the
extreme, making you suspect that they might turn out to be the real villain of
the piece - and yes, that very much extends to Louis himself, whose morality
takes a few turns this episode that he may not be able to come back from.
Needless to say, I’m
on the edge of my seat waiting for the finale; which I’m guessing will be
released around Christmas, judging from the schedule so far. Announcements tend
to only come a week or less before a new episode lands, though; so I’m not
expecting to hear anything before I’m a fair few chocolates into my advent
calendar.
The Sims Corner
I wanted to make my
Sims’ lives a little more supernatural for October, but I stayed strong and
held out; and eventually Origin blinked first, putting The Sims 4: Vampires
Game Pack and The Sims 4: Spooky Stuff Stuff Pack on sale. (I’d
previously sworn off Stuff Packs since they’re almost never value for money,
but this one was 25% off! OK, I still feel like I paid a little over the
odds, but you can host a Halloween costume party and dress as knockoff
Llama-themed Batman, so I’m happy.)
I’d originally
intended to create my own vampire character or play with the premade ones in
the new town of Forgotten Hollow, but after noodling around for a while I found
myself drawn back to the Goth family from the base game. Their whole aesthetic
obviously lends itself to the vampire thing already, so I’ve decided to make it
official. Spooky married couple Mortimer and Bella are now maneuvering to
seduce cute bisexual vampire boy Caleb Vatore at their Halloween party in the
hopes of becoming creatures of the night. Meanwhile, their teenage daughter
Cassandra is receiving some worrying yet intriguing midnight phone calls from
master vampire Count Vladislav Straud. And their young son Alexander seems
preoccupied with the fear of monsters under his bed - but with this family
set-up, who can blame him?
Destination: Star
Trek
With CoxCon and EGX
over, I’ve got no more gaming conventions coming up until 2019. I did, however,
poke my head in at the gaming booths at Destination Star Trek this October. The
jewel in the crown for me was Star Trek: A Final Unity (which Jesse Cox
and Octopimp recently did a hilarious let’s play series on). While I was
dropped in midway through the first mission with little idea of what I was
doing, I can definitely see the appeal, and it’s one I’d like to come back to
someday. It’s also impossible not to admire the technical and budgetary
achievement of having the entire cast of The Next Generation lend their
voices and images to a game with a branching storyline. Add the fact that the
game was released in 1995, long before that would have been simple to
implement (or indeed before a fully-voiced video game spin-off was necessarily
a wise investment). Tie-in games might still be a mixed bag to this day, but
this one looks worth the trouble of finding an emulator that can run it.
And finally, a Lara
Croft: Relic Run status update
Still stuck on Level 30, within spitting
distance of the next stage, which unlocks at Level 40. I’ve been playing this
game for most of the year and mainly enjoying it, but the “endless runner”
description is starting to feel a bit too apt...
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