Vampire: The Masquerade – Shadows Of New York Review

The set-up for Vampire: The Masquerade – Shadows of New York, the second V:TM visual novel following last year’s Coteries of New York, is irresistible. The protagonist, Julia, is a newly turned vampire whose life as a struggling freelance investigative journalist is now thankfully behind her. But instead of living a glamorous, exciting vampire existence, she essentially becomes a glorified immigration officer, overseeing vampire movement in and out of New York. It’s a rather drab existence until her background as a journalist gifts her an opportunity to head up an investigation concerning the locked-room murder of a high-profile vampire, and her future within New York’s vampiric society will depend on whether she’s able to solve the crime.

In practice, Shadows of New York is less exciting than this premise indicates. There’s a murder, yes, and Julia has to solve it. But you, the player, are barely involved. This is a five-hour visual novel that’s very low on meaningful choice and consequence, and while there will be some differences and unique elements to different playthroughs, your impact on the investigation is negligible. But even though it’s light on player input, Shadows of New York is an entertaining visual novel for the most part, with an interesting central character, solid script, and strong presentation.

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Shadows of New York is somewhere between a self-contained spin-off and a direct sequel to Coteries of New York. Julia and a few other characters are new, but most of the main cast carries over directly from that first game, including the murder victim. The main thrust of Shadows of New York’s story involves meeting with the four characters who you could choose to serve in the first game’s titular coterie, all of whom have some insight into the case and what happened… kind of. In truth, the investigation into the murder never really coheres into a satisfying whodunnit–you spend most of your time reading text that’s projected over animated backgrounds and character portraits, and occasionally you get to make a choice about what Julie says or does next. However, these don’t lead to meaningful consequences, with most of the major reveals happening right near the end. None of them are particularly surprising either.

But while the murder plot fizzles, Shadows of New York is more successful as a story about a young vampire coming to terms with what she wants for herself. Julie’s an interesting character, a young woman with commitment issues and a short fuse, and a sense of morality and spirituality that clashes awkwardly against her newly undead status. Julie is a relatively complex figure, and while the choices the player can make for her are few, getting to know her better over the course of the game is rewarding. The game’s writing shines best when it’s trying to unpack what is inside Julie’s head, and the script does a good job of balancing Julie’s personality against the choices you can make with her, so that no choice ever feels hugely out of character.

Julie’s vampirism is played down compared to the protagonist in Coteries. Sometimes, the options you’ll be given take her powers into account–vampires in this world have super strength, stealth abilities, and some hypnotic powers–but because the story is mostly set a few months after she’s turned, you don’t see Julie coming to terms with her powers in the same way the first game’s protagonist did. Her powers don’t affect gameplay in a meaningful way very often, either. You can make the decision to feed occasionally, but it’s no longer a mechanic–in the first game, some options would be locked off if you didn’t keep your appetite for blood satiated, but that isn’t the case for Shadows of New York. Julia’s vampirism is more important to her characterisation than it is to the choices you make, but it can still, sometimes, feel like an afterthought.

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At various points, you’ll get to choose which side story you go and experience next. These sections are largely inconsequential to the overall murder mystery, but can feature some nice insights into Julie’s life, and the vibe of the New York she inhabits. This does mean that you can’t experience everything in one playthrough, but Shadows doesn’t exactly branch extensively–if you play through the game twice, you can absolutely see everything. There are exactly five choices that really matter to the game’s story, dictating the “traits” Julie possesses, and the ending you get is dependent on the traits that Julie exhibits across those five two-option choices. One ending is much more satisfying than the other, but I ultimately didn’t feel like I’d had any real impact on the game’s events by the end.

Shadows of New York is set in early 2020, and it’s clear that the real-world COVID-19 pandemic affected the game’s writing–characters start referencing it midway through the game, and by the end it’s directly impacting the narrative, as Julie describes empty streets and characters discuss what this means for the city. This real-world accuracy feels slightly out of place in a tale about a vampire detective, and one of the game’s endings contains a brief acknowledgement of the fact that a character’s plan doesn’t really make sense in light of what’s happening, but it’s certainly interesting that the game doesn’t shy away from the very real shadow that has hung over New York (and much of the rest of the world) this year.

This isn’t the only element of the game that makes Shadows of New York feel like it was written over a short space of time, though. While the dialog flows well and feels true to each character, and Julie and some other characters are well-developed through the script, there are a lot of ideas and concepts that are rushed over. Strange details about characters are revealed casually and then immediately dropped, and numerous supernatural elements that are introduced don’t really play out in any interesting way, as though they’ve been forgotten. The in-game dictionary gives you full definitions of all the vampire and lore-specific terms that the characters use in their dialog, which is appreciated, but this also means that the player is bogged down with in-game jargon that needs to be kept in mind to totally understand what’s happening. Shadows of New York is obviously meant to be part of a larger Vampire: The Masquerade world and mythology, and if you’re not familiar with that RPG world, it feels like you’re missing out on some context.

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Shadows of New York has dramatically increased the quality of its backgrounds from the first game, with more details and animated elements. They look excellent, and while there’s a lot of repetition (and many returning locations from the previous game), the strong art and great, distinctive character designs help to keep the game engaging. The soundtrack, composed by Polish artist Resina, really stands out, too. It’s equal parts gorgeous and menacing, and the brooding, moody tracks that play under all the game’s beautiful images set the tone beautifully. The music is used to great effect, setting the tone and making it easier to picture actions that are being described in the script but not depicted. Every time I loaded the game up, I’d take a moment to enjoy the tremendous main title theme before starting.

Don’t go into Shadows of New York expecting a choose-your-own-adventure mystery, no matter how much it looks like one. This is a casual dip into another world, a game with big ideas that it doesn’t quite follow through on pursuing, but which remains moderately compelling thanks to some strong writing, interesting characters, and gorgeous art. It’s far from the definitive Vampire: The Masquerade experience, but it’s worth spending at least one long, dark night with.

Donkey Kong Country 2 Is Finally Coming To Switch Online Alongside Other New SNES/NES Games

While Donkey Kong Country has been re-released many times, Donkey Kong Country 2–which many view as the best game in the SNES DKC trilogy–is harder to get your hands on these days. But for Nintendo Switch Online subscribers, that’s about to change–the Diddy-centric sequel headlines a strong September line-up of retro games.

On September 23, four new games will be added to Nintendo Switch Online. Here’s the full list.

SNES

  • Donkey Kong Country 2: Diddy’s Kong Quest
  • Mario’s Super Picross
  • The Peace Keepers

NES

  • S.C.A.T: Special Cybernetic Attack Team

In DKC 2: Diddy’s Kong Quest (like conquest, get it?), Diddy teams up with Dixie Kong, whose helicopter spin ability lets her float short distances, to rescue Donkey Kong from Kaptain K. Rool. There’s a lot of pirate theming going on in this classic from Rare, and the game’s levels are tough but fair. It’s a true classic–one of the SNES’s best games.

Mario’s Super Picross will be a welcome addition for picross fans, and it features two-person multiplayer, too. The game has actually never been released in the US, and if you’re not familiar with picross, you might struggle–but thankfully, Nintendo has released a helpful instructional video for how to get started and how to play.

The Peace Keepers is a scrolling beat ’em up, with character-specific super attacks and a story that changes depending on your choices. It’s part of a loose trilogy of games, following Rival Turf and Brawl Brothers.

The lone NES entry, S.C.A.T., is a challenging action shooter set in the year 2029 (which used to be the far-flung future). You need to take down an alien menace, and it looks pretty fun.

If you’ve downloaded the Japanese Super Famicom collection from the Japanese Eshop, you can access a new SNES Fire Emblem title. Fire Emblem: Mystery of the Emblem will be added to the SNES collection in Japan.

You can play this game even if your Nintendo Switch Online account is not tied to your Japanese Eshop account; however, it’ll be difficult to play if you don’t speak Japanese, as Fire Emblem games are story and text heavy.

It’s a big month for retro classics on Nintendo Switch, with Super Mario 3D All-Stars releasing this week.

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Star Citizen Creator Says The Gameplay Is “Not A Pipe Dream”

Wing Commander creator Chris Roberts’ new game, Star Citizen, was announced back in 2012, and–though parts of the game have been released–fans are still waiting for the final product. Roberts has now written an in-depth forum post that seeks to address concerns about the game’s development status and why the project is taking so long.

“This is the game I’ve dreamed of my whole life. Now I am in a position to realize it, I am not willing to compromise it’s potential because it is taking longer than I originally envisioned,” Roberts said. “What I will commit to, and what is an internal priority is to improve the current gameplay and quality of life as we go, as Star Citizen is already fun in many ways, even if more buggy and not as stable as I would like, and just finishing off and polishing the basics will make it play as well or better than most other games.”

Roberts went on to say that the gameplay elements for Star Citizen is “not a pipe dream,” and he doesn’t expect it to take 10-20 years to deliver. “I described systems we either have working, or are working on; we’ve even shown early versions of some of this like fire on Inside Star Citizen. I can’t promise you exactly what quarter it will come together but once the new Road Map web work is done you’ll be able to see the teams progress to achieving what I describe in real time,” he said.

Although Star Citizen isn’t fully released yet, the alpha version is available, and it is very popular. Roberts said “tens of thousands” of people play it every day, and the peak userbase on an average day is about 30,000. During major in-game events, Star Citizen’s alpha has achieved 100,000 players in a single day, Roberts said.

“We are on track to have over one million unique players this year,” he said. “Star Citizen already has the main gameloops of a space sim; cargo hauling, commodity trading, mercenary, pirate, bounty hunting, and mining. Just spending time refining and finishing out these would make Star Citizen with all its detail and fidelity more engrossing than any ‘finished’ space sim you can play today.”

Roberts also used his forum post to speak about the current state of internet discourse and why he is frustrated by what he’s seeing online.

“My biggest disappointment with modern internet discourse is that there’s a significant amount of cynicism, especially in forum or Reddit debates, and a portion of people assume the worst,” he said. “If a feature is missing, late, or buggy it’s because the company or the developer lied and or / is incompetent as opposed to the fact that it just took longer and had more problems than the team thought it would when they originally set out to build it.”

Roberts went on to say that developers are usually themselves optimistic. While this enthusiasm might run the risk of a developer not anticipating a future issue, this is not a bad thing, Roberts said.

“Developers by their very nature are optimistic. You have to be to build things that haven’t ever been built before. Otherwise the sheer weight of what is needed to be done can crush you. But being optimistic or not foreseeing issues isn’t the same as lying or deliberately misleading people,” he said. “Everyone at Cloud Imperium Games is incredibly passionate about making Star Citizen the most immersive massively multiplayer first person universe sandbox, and everyone works very hard to deliver that. If we could deliver harder, faster, better we would.”

“We get just as frustrated with the time things take. We practice bottom up task estimation where the team implementing the feature breaks it down and gives their estimates of how long it will take them,” Roberts added. “Management doesn’t dictate timelines, we just set priorities for the teams as there are always a lot more things to do at any one time than we have people to do them. We are constantly reviewing and trying to improve our AGILE development process and how we estimate sprints. As the code, feature and content base grows there is more maintenance and support needed for the existing features and content, which can eat into the time a team has for new feature development, meaning you always have the push and pull of current quality of life in a release versus delivering new features and content. The same push and pull exists in the community as there is a strong desire for polished bug free gameplay now but also new features and content, often from the very same people.”

Roberts added that he hopes the Star Citizen community can do a better job at speaking to developers in a constructive manner instead of lashing out with ad hominems.

“If you want to encourage me or other developers to answer questions then it helps to not turn around and question people’s professionalism or make sweeping statements,” he said. “If someone did that to you in your job I am sure it would be irritating. I have a thicker skin than most of the developers at CIG, and realize that not everyone is speaking in their first language or realizes how they phrased things may not have been the best, but in general it is best to approach things with constructive criticism, leaving the ad hominems out. Just saying something sucks isn’t helpful. Explaining why it sucks for that user, and their ideas to potentially rectify it is helpful.”

The Star Citizen development roadmap is publicly available and updated frequently. Roberts acknowledged that people might not always agree with what the studio has chosen to prioritize, but he hopes it can offer a level of transparency to the community.

“This won’t stop people from disagreeing with our priority calls or how long something takes, but at least it will share the overall picture and people can see exactly what everyone is working on at any moment and how long it is projected to take,” he said. “They will be able to see it change when it does for us and hopefully appreciate how many people are working really hard to make Star Citizen a game like no other.”

In addition to Star Citizen, an off-shoot FPS game called Squadron 42 is in the works with some very big names attached to star in it. The cast includes Mark Hamill, Gary Oldman, Liam Cunningham, Gillian Anderson, Andy Serkis, John Rhys-Davies, Henry Cavill, and Ben Mendelsohn, among many others.

Star Citizen is the most successful crowdfunding project in history. As of September 15, the public funding campaign has exceeded more than $313 million USD.

Now Playing: Star Citizen – 1 Hour Of Squadron 42 Single Player Gameplay

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Fall Guys Devs Want To Remind You That They Made Over 100 Other Games

Fall Guys: Ultimate Knockout has been a huge success, but it didn’t come out of nowhere. In a feature interview with PC Gamer, Paul Croft, founder of developer Mediatonic, has spoken about the team’s history–and the many, many games that led up to Fall Guys.

As PC Gamer points out, Mediatonic had worked on about 130 games before Fall Guys, including many web and flash games–here’s an incomplete list. In fact, it’s not even the first game the studio released in 2020–that would be picross narrative game Murder By Numbers. Other games they’ve worked on include Monsters (Probably) Stole My Princess, Foul Play, Hatoful Boyfriend, Gears Pop!, Fable Fortune. The studio has also worked with Disney, Nickelodeon, Sega, Adult Swim, and other companies on major brands.

Croft talks about the studio’s first big success, 2008’s Amateur Surgeon–which was, on some level, much bigger than even Fall Guys. “That was a sort of huge moment for us,” Croft says. “It exploded online with 100 million players and that was a sort of turning point for us in terms of moving towards creating our own games as opposed to creating or porting games for brands.”

“We went from making flash games to making games on Myspace, then to making Facebook games, and then slowly expanded from there to console platforms and iPhones,” Croft says, reflecting on the studio’s journey as social gaming began to bloom. “It was easier to pivot and change direction because we weren’t locked into a three or four-year development cycle and we could keep pace with things.”

Croft notes that the studio started as two people, and has now grown to over 200 employees across four studios.

Fall Guys was first pitched internally in 2018 during GDC, Croft says. “Jeff Tanton, who’s our creative director and responsible for pitches in the studio, put a call out to the design team, and as part of that and I’m pretty sure part of his brief was no battle royales,” he notes.

He also notes, sadly, that because of social distancing it’s been hard to celebrate the game’s success. “We haven’t been able to get together and celebrate as a team with a giant party,” Croft says. “It’s been all online, which is what we have to do for now, but I’m looking forward to the day where we can all get together properly and celebrate the game.”

Fall Guys has just released its mid-season update, which has added a new huge hammer–which is, of course, called Big Yeetus.

Now Playing: Fall Guys Season 2 Trailer | Gamescom 2020

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HBO’s Lovecraft Country Episode 5 “Strange Case” Breakdown & Easter Eggs

In Episode 5 of Lovecraft Country, Ruby awakens in a different body, thanks to William. Tic (Jonathan Majors) discovers what Montrose (Michael K. Williams) has done and lashes out. Montrose seeks comfort from his secret lover. Christina gets Ruby to help her, and a secret about her is revealed. Tic bonds with Leti (Jurnee Smollett) as they try to decode the papers they found in the vault. Greg and Meg break down the plot points of Episode 5 and explain all of the Easter eggs and references to the Lovecraft Country novel, American history, literature and pop culture.

South Park Is Airing A “Pandemic Special,” Of Course; Watch A Teaser Here

South Park is returning for a 24th season, but ahead of that, Comedy Central will air a one-hour episode focused on, you guessed it, the pandemic. The episode is called “The Pandemic Special,” and it debuts on September 30.

In this episode, Randy capitalizes on people staying at home and smoking more weed than ever, while kids are heading back to school to find it to be a very different place. Here is the full description for the episode:

“Randy comes to terms with his role in the COVID-19 outbreak as the ongoing pandemic presents continued challenges to the citizens of South Park. The kids happily head back to school but nothing resembles the normal that they once knew; not their teachers, not their homeroom, not even Eric Cartman.”

“The Pandemic Special” will be available a day later on HBO Max. This will also be the case for Season 24, but a premiere date for the new season has not been announced.

HBO Max is said to have paid more than $500 million to get South Park on the streaming service. The show has been renewed through Season 26, so you can expect a lot more South Park in the future.

Pokemon Sword / Shield Crown Tundra DLC Trailer Shows Off Returning Legendaries

A new trailer for The Crown Tundra, the second part of the Pokemon Sword / Shield expansion pass, has emerged. Interestingly, it comes from Nintendo South Africa, and hasn’t been posted by the US Nintendo YouTube account.

The trailer, though brief, squeezes in several Pokemon and gives us a preview of some of the expansions’s new environments.

It also shows off Regice, Registeel, and Regirock, just three of many returning Legendary Pokemon coming in the expansion. These are three Legendary Pokemon that were first introduced in Pokemon Ruby/Sapphire, and finding them required readers to read and translate braille. Whether this will be the case for Sword/Shield remains to be seen.

There will also be new “Regi” Pokemon coming in this second DLC. You won’t see them in the trailer, though.

Pokemon Sword / Shield has been a big success for Nintendo, and is currently the third best-selling game in the series.

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Overwatch Tracer Comic Book Event Now Live On All Platforms

A new Tracer event is now live in Overwatch on Nintendo Switch, PC, PlayStation 4, and Xbox One. From now until September 28, you can earn a new Tracer skin and more by participating in matches.

Titled Tracer’s Comic Challenge, the event gives you two weeks to earn a total of nine rewards. Winning three matches in Competitive Play, Arcade, or Quick Play nets you a player icon. Similarly, six wins in either mode rewards you with a spray, and nine wins gets you the epic Comic Book Tracer skin.

In addition to playing the game to get new rewards, you can watch any Overwatch match on Twitch to earn additional cosmetics in two-hour increments. This means if you watch for two hours, you’ll get one new spray. Watch for four hours and you’ll get two sprays, and you’ll get three sprays if you watch Overwatch games on Twitch for six hours. You can check out the rewards below.

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The event is in celebration of the new Tracer comic series, London Calling. Blizzard partnered with Dark Horse Comics to release the series, illustrated by Babs Tarr (Batgirl) and written by Mariko Tamaki (Skim, X-23), which focuses on young Tracer as she navigates London’s streets. There are five issues in total, each one releasing on a monthly basis, with the first one available to read right now. Physical editions of London Calling will be launch in the coming months.

Now Playing: Top New Game Releases On Switch, PS4, Xbox One, And PC This Week — September 13-19, 2020

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Netflix’s Cobra Kai Star Reveals Season 3 Details

While Seasons 1 and 2 of Cobra Kai recently landed on Netflix after originally airing on YouTube Premium, we’re still a ways off from getting Season 3 of the Karate Kid followup show. Cobra Kai Season 3 won’t be arriving to Netflix until 2021. However, in a recent interview with Conan O’Brian on TBS’s Conan, Cobra Kai star Ralph Macchio revealed a few details about next season.

Season 3 will see Daniel LaRusso return to Okinawa, Japan–something that was revealed at Comic-Con in 2019. In the interview, which you can see below, Macchio discusses the choice and what it means.

However, what the former All Valley Karate champion is doing there is still a mystery. “I have been to Okinawa, for some shooting of Cobra Kai season three, which I cannot talk too much about,” Macchio said in the interview. “But I can say it dives into the origin of Miyagi Do Karate. We learn a little bit, some secrets of past history that is new to the audience, and to LaRusso, my character, and we actually went to Okinawa to shoot.”

While 1986’s The Karate Kid Part II saw LaRusso and Mr. Miyagi (Pat Morita) visit Okinawa, production never filmed there. Most of the movie was actually shot in Oahu, Hawaii. This is something Macchio pointed out in a video that O’Brien made for his producer Jordan Schlansky–who is obsessed with Macchio. The end result of Schlansky seeing this led him to say, “I can get to Macchio”–mispronouncing it Mahk-ee-oh–which Macchio said became a running gag on the set of Cobra Kai.