Vampyr: Review
It’s time to don your cloak, pick up your truncheon and
whistle, and ask “What’s going on ‘ere then?”, because we’re off to the East
End of London Town in Vampyr! A tale
of plague, murder, and secret societies, Vampyr
puts the player in the shoes of Jonathon Reid, a man whose name never looks
correctly spelt, as he struggles to cope with becoming a vampire and the
difficult choices he must make to survive.
Dontnod’s vision of London circa 1918 is a dark, foreboding
place. Very dark. Actually, maybe too dark, to the point where I’ve barely been
able to see enemies right in front of me in the sewers. But I guess this is
correct for the time: London’s slums were very real, still relying on gas lanterns
and sewage laying in the gutters, was an awful place to be at night. Crime was
rampant in these part of London, and the number of grisly murders had been well
documented since the Victorian era.
The music also really sets up the atmosphere to imitate the game's clear inspiration - cult horror films from the both the era the game is set in and of the 1950s and 60s, particularly Hammer Horror. The melodrama, the rising string instruments, and sections that heighten the dread really build up the world into more than just a generic near-apocalyptic urban hellscape.
One of the central themes of the story, that there are two
different classes of vampire, is a really interesting way of depicting the
class struggle happening around the world at the time. The Russian Revolution
had been raging for the past year, and the German Civil War in the wake of the
Kaiser’s abdication was just around the corner. Support for worker’s rights and
socialist policies was rising in the aftermath of the First World War in Britain
too, with workers striking over better pay and conditions, along with growing
support for the Suffragette Movement. So it is fitting that the Skals, the
lower class of vampire, and the Ekons, the vampiric bourgeois, are at odds
throughout Vampyr’s story.
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Dontnod, 2018 |
Vampyr has been
taking some cues from FromSoftware’s brand of hack and slash gameplay. Combat
is fun, challenging, and has an incredibly steep learning curve. Or at least,
it did, until I found a two-handed cudgel which made short work of basically
every low-level enemy the East End of Landan
tahn could possibly throw at me. Irritatingly, it does appear that some
enemy attacks can’t be blocked, as I’ve died multiple times with a Skal hanging
off my neck as I was in the middle of bashing his wretched little face in with
my big stick.
Something has to be said about the fact that combat moves
are tied to your stamina meter, which honestly I am not a fan of. Dodging blows
and light attacks, I feel, shouldn’t punish the player whilst in the middle of
a fight, as it has nothing to do with skill and all to do with making the
player lazily walking around in circles instead of outwitting their opponent.
I’ve also noticed that often times a high level mini-boss
will be place next to or nearby a “save-the-citizen” activity; a side quest
that has a limited time and directly affects the difficulty of the district.
This is an interesting piece of level and gameplay design as it makes the
player choose between lowering the overall difficulty of the game, or draining
the blood of the citizen to make the boss fight easier but making the area less
safe. It’s a really neat way of demonstrating consequence to the player, far
better than just altering dialogue options and slightly alternate endings.
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Dontnod, 2018 |
However, sometimes the game gets it wrong. Frequently I’ve
been given quests and side missions that are locked behind areas I couldn’t
access until I’d progressed to the next act of the story, or worse locked
behind a behemoth of an enemy that I had no hope of defeating. For instance two
characters require you to go to a pharmacy, which is stuck behind a level 19
character. I was level 8. You can work out how that went. But again, perhaps
this is a consequence of not treating Whitechapel as your personal juice
carton; I am on the fence with it though.
Thankfully, Johnathon has many character upgrades and
abilities to choose from, and the way they are presented is really, really
cool. The upgrade system drains the XP you’ve earned during the night, which is
mechanically the same as it would be in other games, but it’s just a really
neat way of tying it thematically to the rest of the game. Your choices aren’t
permanent either, with players having to confirm their choices before they are implemented,
and they can be reset at any time and reconfigured for a totally different
loadout.
The player gets access to various handheld weapons too, most
of which can be upgraded with better damage and some can even draw blood, which
is handy. How the player equips and changes them around is not very well
explained though, and I love how crafting is integral to the gameplay but many essential
parts verge on being non-existent.
One thing I wish the game catered for is stealth, which is
woefully lacking. You’d think a game about vampires and murder in East End
alleyways would involve more cloak and dagger (ha ha), but enemies switch
between being utterly oblivious to being a shotgun wielding Buffy Summers
completely at random.
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Dontnod, 2018 |
This lack of stealth makes traversing the map extremely
tedious, because there is no fast travel and enemies continue to spawn in the
same locations. Pathways around them often tend to be gated off and “locked
from the otherside”. There are some sewers that the player can access as a kind
of long way around, which is often beneficial as they contain some decent loot
and collectibles.
Vampyr though, is
not all about combat and treating Londoners like novelty shaped Capri-Suns:
Dontnod have their cake and eat it too by carrying on their skills in character
driven dialogue investigations from Life
is Strange (I’ll stop banging on about it eventually, I promise). Unlike LiS however, some of these do feel a bit
drawn out and dull. There’s the recurring problem of various voice actors
sounding bored and lifeless, but thankfully most really throw themselves into
their roles.
Utilising that convenient segue, let’s talk about Vampyr’s narrative. Its central plot
revolves around Johnathon finding out who made him a vampire, and discovering
the source of the vampiric plague haunting the East End. It’s a slow burner but
it’s enjoyably schlocky, playing out like an old Hammer Horror film with its
campy dialogue and melodramatic moments.
The relationships between Johnathon and the many NPCs are
key elements to the games smaller stories. By talking to NPCs the player is
able to learn more about the local area, discover secrets about other people,
and even accidentally complete side quests. There are speech checks too,
revealing or blocking off new ways to complete missions. But this chitchat can
become drawn out and tedious, especially with the aforementioned actors who
sound like they are half-arsing their role.
In conclusion, Vampyr is
a campy and promising game. Whilst flawed in both narrative and gameplay,
Dontnod’s return to their action adventure roots, combined with the dialogue
driven investigations, is as enjoyable as it is challenging. A pretty decent
Nosferatu simulator, would recommend.
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