Cup's Review: (Latest: Journey Into Darkness)

Hi, everyone.

Recently, I commented on An Imp and an Impostor, and some people suggested I write a review. That, together with some other review threads I like to keep up with here, led me to create my own thread to post my reviews. Unfortunately, I didn’t take notes while reading Imp, so I’m starting with the following game I read.

For what it’s worth, I’m an aspiring author myself (yeah, easier said than done. I haven’t written a single line of prose in months.), so I’m interested not only in whether a story is good, but also in keeping an eye out for tricks and techniques other authors have used. (Come to think of it, I should have started taking notes a long time ago.)

I’ll prioritize games with fewer ratings, and unless I say otherwise, my reviews will be based on a single playthrough. I’ll mention the character/build I took if it’s relevant, and since it’s hard to come up with a fair score, I’ll break it down into categories, and the final score will be the average. I’ll try to keep the categories consistent, but they may change. I think it’s relevant to mention that English isn’t my first language.

I know some authors frequent this space, so I should say that I believe reviews are for other readers, not the author. I’m obviously not going out of my way to be mean, but I won’t hold back criticism if there are things I don’t like. Read at your own risk.


Game Author Release Year Word Count Score Game Page
Hunter: The Reckoning — A Time of Monsters Paul Wang 2025 1M 5 Link
Journey Into Darkness Jonathan Clark 2020 110k 5.6 Link
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The first review in the thread will be posted shortly.

Hunter: The Reckoning — A Time of Monsters

Verdict

  • Final Score: ★★★★★☆☆☆☆☆

I played as a male Hunter with a strength/physical-focused build. I pursued Wil’s romance, though it didn’t go anywhere. Unfortunately, I came away with very few positive things to say about the game.

I’ve never played any game of the Hunter TTRPG, nor any game from World of Darkness in general, so I didn’t know what to expect from A Time of Monsters. I’ve never played any of Paul Wang’s other games either. However, the opening quote from Gramsci is the first sign of the tiresome, heavy-handed militancy pervasive throughout the whole work. This game leans hard and unapologetically to one side of the political landscape, with no nuance and no respite. The constant complaining from every character about every social issue possible is wearisome and takes away from the enjoyment of what would otherwise, quite honestly, be just an OK story. Even if I might agree with them in principle, I just couldn’t stand the characters. There were few elements to balance the annoyance, and if I hadn’t already decided to complete all the games in my library, I would very likely have DNF’d it.

Fuck the police! Yeah, the police fuck up a lot, but they also do a lot of good. I understand that these characters would have found themselves on the bad side of law and order more often than not, but there’s no nuance, and lacking nuance, there’s no stop to the constant complaining. My problem isn’t that the game addresses social issues or has a political message, but that too often it seemed to communicate a position rather than open a conversation. I was never given an opportunity to challenge or engage with those positions; all I could do — all I was allowed to do! — was sit quietly and listen. Look, Rent-a-Vice is one of my favourite CoG games, and it is as cyberpunk as cyberpunk can be. It’s about capitalism turning human lives into literal commodities, but I never felt as put off as I did here.

Writing

  • Premise: ★★★★★☆☆☆☆☆ (basic)
  • Development: ★★★★★☆☆☆☆☆ (no noteworthy character arc or plotline)
  • Prose Style: ★★★★★★★★★☆ (really good)
  • Theme Execution: ☆☆☆☆☆☆☆☆☆☆ (distasteful and annoying)

The premise is simple: you are a homeless person. You survive a vampire attack, become its target, and then join some squatters who do vampire hunting on the side for charity. Eventually, you go from the defensive to the offensive.

Maybe it has to do with the setting of the Hunter/WoD games, or maybe I glossed over the explanation, but I didn’t get why the vampire started targeting me. Was it wounded pride that a mark got away? Was it to protect vampire secrecy? But there are a lot of other people who know about the vampires, and, not to give away spoilers, the vampire targeting me didn’t seem particularly interested in upholding the vampire community; so why did I specifically become a target? It seemed silly that the vampire and his friends would keep coming after me when I was a nobody. I kept waiting to find out I had something special in me, maybe a special bloodline that made me highly effective as a vampire hunter, or something! But nope; it was just stubbornness on their part. I was really a nobody all along.

Also, for a game about vampire hunters, I was expecting to fight them with a bit more than just a flashlight and the power of friendship. In the endgame, they don’t even have a proper plan. They literally just go after the vampire clique and hope for the best. They are not very good hunters. I get that they’re supposed to be amateurs, but c’mon!, all you need is a bit of common sense. Even the way the climax resolves, with the fight going on for so long that the vampires are caught by surprise by the morning sun, would have been more palatable if they had actually, deliberately, planned for it. The way it happened, it was just a deus ex machina, saved by Lady Luck. Maybe, in a different branch, the story makes more sense, but certainly not in the one I played.

Wil mentions FIRSTLIGHT, but never properly explains what they are or why we shouldn’t reach out to them for help. This came up very late in the game, and I did spend a lot of time with Wil. It feels like, if it was that important, he should have mentioned it earlier, no? The way it happened felt contrived, like the author ran out of ideas for options to include. I managed to guarantee the support of the Taishanhui, but they didn’t even get mentioned during the climactic battle. (Where were they? They smoked faster than the damn vampires.) And despite giving you the option to side with Lydia, it’s an option just for formality’s sake. The game makes it very clear that it’s a bad option. So it’s not really an option, is it? I actually don’t understand why. Siding with the “civilised” vampires against the bloodthirsty, unscrupulous ones seems like a reasonable stance to take. But the game makes you feel bad for even considering that.

The game mentions I’m young, but how young? Initially, I imagined my PC in a similar age bracket to my own, which is early 30s. So, every time my character said something like “the vibes are off” or “let him cook”, it was a real effort not to roll my eyes. For me, that sort of language is associated with Reddit memes and TikTok; I wish my character didn’t talk like a teenager, or at least that the game made it clear from the start that I was playing as one.

I have to say, the prose is good. Wang clearly knows how to write, how to set a scene, how to weave a conversation… Unfortunately, it’s good wrapping around a bad product. Furthermore, there were a few instances of writing issues: missing quotation marks around dialogue, making it confusing to read; references to events that did not happen (I didn’t run when Lydia found us in the tunnels, but in Act 4 there’s a reference to Lydia chasing after us); messed-up pronouns; and continuity issues (a character’s reply had nothing to do with what was said before).

And as I said, the constant barrage of woe is me!, fuck the police!, speak truth to power!, they’re killing us!, society doesn’t care about the poor!, check your privilege!, down with capital!, yada yada yada, exponentially made the game less enjoyable. And I tried to like it, I really did. I have bought the entire Infinity series already, and it’s so hyped that I was looking forward to it. Now, not so much.

Cast

  • Cast: ★★☆☆☆☆☆☆☆☆ (miserable to spend time with)

Every character is constantly miserable. If you try to cheer them up, you’ll just end up depressed. I tried to help Wil, but it’s almost like he’s addicted to his own misery (more than to his liquor). Zheng is the most agreeable of the crew. Despite taking every opportunity to improve my relationship with both Wil and Zheng, I still had locked options by the endgame because we didn’t have a good enough relationship.

I spent a whole day that I could have spent preparing to stay with Wil and help him through alcohol withdrawal. In fact, I always prioritised spending time with him. I spent my precious little money to buy him pizza. I picked every dialogue option that would improve our relationship. I turned down the option to call FIRSTLIGHT just because he was distraught by the idea. I suffered through his endless self-deprecating, wallowing, defeatist remarks, but in the end, we didn’t have a good enough relationship for me to be able to help him. At some point, I picked an option that warned it would start a romance route, but there were no more romance or flirting options after that. I don’t know if I screwed up somewhere or if that was really the full extent of romance in this game. Maybe it was for the best, since I felt like I was playing as a teenager and he was a grown-ass man.

Same with Zheng: as much as I tried, in the end, I couldn’t help him with his son. Zheng was the most likeable character. I genuinely wanted to help him. I even took his Creed, even though I was going for a physical build.

I also wanted to spend more time with Jengles. But at some point, he just drops out of the narrative. We hear he’s sick, but there was no chance to visit him or help him, and at the end of the game we learn that he died. Maybe there is an alternative branch where we can pursue that plotline, but in my playthrough it felt like a very random development.

Because of Kate’s review, I didn’t even spend much time with Mandy, and Fleur-de-Lys just didn’t catch my attention enough.

I could empathise with the characters, but the game makes it hard to sympathise with any of them.

bilbo

Mechanics

  • Mechanics: ★★★★★★★★★⯪

In general, I do like the text descriptions for stats instead of graph bars. But as I mentioned, I was surprised I didn’t have enough rapport with Wil or Zheng. So, just like I had the option to toggle between text and bullet points for my skills, I wanted the same for the relationships. Maybe I’ve been conditioned by other games, but I like the immediate feedback that a choice is having an effect, and the easiest way to do that is by seeing the numbers go up. I also tried to hoodwink Lydia by flirting with and flattering her, but I had no idea if it was working. Her text description didn’t change at all.

(I suspect a lot of this is due to how fairmath works. I’m a staunch opponent of fairmath. No other game system uses fairmath. It’s not a concept widely recognised in game design. And I don’t mean just pen-and-paper games, but even video games where the computer can do all the arithmetic. Have you ever wondered why? It was an interesting concept, whoever came up with it, but it just doesn’t work in practice and actually makes the game harder to balance! For high stats, an increase of even 15% might not functionally produce any effect, whereas a push in the opposite direction can set you back by a lot. It’s not fair at all! It is not a player’s skill issue; fairmath is intrinsically unbalanced. You have to take into account different stats at different points in the game, and should one direction be easier than the other? At which point, it makes more sense to just use flat values. I believe we’re living in a spiral of silence. Every author uses fairmath because every other author uses it too. I greatly wish authors would break with this convention and move past fairmath altogether.)

The shining jewel of this game is the hub system (interludes). The only other game with a hub implementation this good is The Golden Rose. (Although, if you ask me another day, I might give you a different answer. I don’t have a good memory.) Hubs are the equivalent of an open-world design for text-based games. Intimately related to that, you have the action economy. In parser-based IF, part of the fun is figuring out what you can do. Can I pick up that crowbar mentioned in the first paragraph? Then you type a command and surprise! The author did consider that you might want to pick up the crowbar and accounted for that. In choice-based IF, all options are laid bare before you at once. You just have to pick the one that suits you best. It’s interactive, sure, but not very game-y. When you add an action economy, you add a layer of strategy. Now I have to pick three or four out of a dozen options before the story moves on. For that to work, all options have to be equally attractive; otherwise, they become just padding. At every hub, I genuinely had to stop and consider my priorities and make real choices about what to pursue and what to give up. Anyone who has tried to write a few different, equally interesting options for the same choice knows how hard that can be, and Wang delivers on it consistently.

The game’s page listing says it has 1 million words. I believe a lot of those words are in branches I didn’t explore. On that alone, I’d say the game has high variance and replayability potential.

My Takeaways

You can (and should) include a message, but don’t beat the reader over the head with it, and most importantly, don’t annoy the reader. No one likes to be preached at.

Hubs + Action Economy is a golden template to elevate the game side of a gamebook. It creates strategic opportunity cost in choice-based IF.

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This is a nice introduction to a review thread. It feels personal and honest without sounding overly promotional. I especially like the idea of reviewing games from the perspective of both a reader and an aspiring writer.
The category-based scoring system also sounds useful because it gives readers more context than just a single overall number. I am curious to see how your categories evolve as you review more games. Good luck with the project!

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I didn’t like A Time of Monsters too much myself but I didn’t find the political messaging nearly as obnoxious and in-your-face as you are making it out to be. I understand the complaint that there aren’t a lot of stances your character can take, but to be fair when you actually are destitute your primary concern isn’t going to be with the nuance of your socio-economic situation, it’s in resolving it, or at least in survival and to that end it’s logical enough that the protagonist’s mind is made up about working with criminals, about the rich, property prices and about the police and so on.

The actual political choice is at the end. You even get to join the rich and strive to dig yourself out of poverty.

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It was every other page. Even Zheng, which I found to be the most laid back in that regard, when he was talking about why he did what he did, he was talking about community, and it was a nice speech, and then he added an off hand remark about police brutality that did not even fit the tone and content of what he was saying.

Wil was always talking about his time in the Corp, how he was used, how nobody saw him or his people as real human beings, how he was only valued as long as he obeyed and didn’t question, how his people is persecuted.

Mandy was always saying rich kids this, rich people that… If it had happened once, I’d have written it off as a character quirk, but it was all the time. And I’m not even disagreeing with their plight; but it was just too much. It was everywhere, every time, every character… Quite tiresome. I’m not making it out to be, it was there.

What aspects of the book you didn’t like so much?

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The first of the hub segments which was important to establishing relationships and building yourself up felt too brief, and I didn’t vibe with the hunter squad because of their skillsets, but overall it’s just that i liked Glenkildove a lot more as a hunter experience: when it comes to that game I felt like the actual hunting part was too brief and you hunt even less in AToM.

A lot of people actually like a ton of branching in their game though (You, for instance) so I don’t hold the first part against the game too much. It’s basically just not to my taste in game design.

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Yeah, I agree. For a book about hunters there wasn’t much hunting. They didn’t even try to come up with a plan that made sense. They just decided to show up and see what happens.

I have Glenkildove in my library. But since I’m reading in order of fewer ratings, it’s some way off.

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Hey, Cup! I’ve been seeing you in my notifications a lot, so it’s cool to see you’re posting reviews of your own. I’ve been loving the influx of new threads lately.

Man, I felt so bad because I gave it a 7/10 but literally had no thoughts on it. I have no idea why—I just did not vibe with it at all. Like it was Perfectly Fine™️

Excellent! I like hearing more about hidden gems.

Could have fooled me; I assumed you were a native speaker!

Definitely give Night Road or The Beast of Glenkildove a try. I wasn’t familiar with the WoD setting before reading those, but I’m honestly kinda hooked now. And I consider A Time of Monsters Paul’s only goose egg. His Infinity series is terrific and, though political, not as heavy-handed (to me, at least). Top five author to me.

I’m going to show my ignorance here, but I thought that quote was just from Some Random Guy. I literally just looked him up now LOL

I really like the categories you put. Super clear, and it’s good to break down a topic as broad as “writing” into multiple items. And your images, too! It’s a nice break from text. Huh. I might have to steal that from you :stuck_out_tongue:

“The power of friendship” trope is unironically one of my favorite things in fiction. Yes, it’s played out, yes, it’s cheesy, but I love its optimism so much lol.

This is why I struggle with modern settings a bit. Slang is a part of everyday life, and such terminology is one I’m familiar with as a young American (not sure where you’re from). But in an attempt—I’m assuming—to make dialogue realistic, it comes off as cringy? I dunno. I don’t like slang when I’m reading, takes me out of the narrative. I say “bro” and “bruh” a lot, but I wouldn’t put it in my writing, and I dislike seeing it on the screen.

(And I wasn’t a fan of Wil, either.)

I’ve loved virtually every game that has a hub system. I think all the WoD games have one? And a couple others.

Anyway, excellent, thorough, honest review. Are there any games you’re excited to revisit or write a review for?

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I do have The Beast of Glenkildove in my library, so I’ll get there eventually.

When I saw the quote, I felt like I was back in University. (Not a good thing. :joy:)

I stole the stars from you. :sweat_smile:

Born and raised in Rio de Janeiro, I now live somewhere else. My only contact with English is through TV shows, movies, and the internet in general. American slang, in particular, is associated with internet culture for me, so it feels really wrong anywhere else. Especially if it’s coming from my character.

But I think what really bothered me was the implied age and how that conflicted with the image I had already formed in my head. It’s like when you picture a character one way, and the author includes a physical description only in the third book of the series, and you’re like “No the hell not!”

I only liked Zheng, but I figured (rightfully so) that Wil could teach me to fight.

Not so much? :sweat_smile: That’s what prompted this whole thing, I guess. I was looking through my library and thought, “Man, I bought so many of these games, but I don’t feel like playing any of them.” Then I decided to play them anyway, or I would never play them at all.

That said, both Avatar of the Wolf and The ORPHEUS Ruse are on my favourites list, but I don’t remember much of either. War for the West is one I have been postponing for the longest time, so now that you asked, I’m a bit curious.

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Good review overall (don’t agree with all of it - leave Gramsci alone! :laughing: - but I do think it’s a good review), but this point jumped out at me because I agree with it so vehemently.

I could write an entire article (multiple, even) about ‘hubs’, or ‘free roam’ sessions but they are so good, particularly for very long works.

I think making a truly satisfying one is deceptively difficult and takes a staggering amount of words, but I think the magic of them is that even one that’s only ‘decently’ implemented inherently achieves a lot of very desirable things and leaves the reader feeling quite satisfied that they have been given the freedom to craft their character and explore the world presented to them in the way that they wanted - the heart of IF!

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I am inclined to agree with this review. Some of the others were more gracious but this seems far more accurate. It was my belief when playing the game that the writer wanted to make a homelessness simulator with the intent of furthering a political message; the whole World of Darkness setting was an afterthought. If you simply remove vampires from the story it doesnt really change anything. It could just be a story about some homeless kid and a cabal of corrupt cops.

Im also of a mind to compare it to The Beast of Glenkildove, Night Road, and the Book of Hungry Names. All three gave us a world and characters clearly and cleanly rooted in the WoD. A Time of Monsters does not feel that it fits into the same world as these three exceptional entries and that alone is rather damning for the work.

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So I started with the worst of the WoD games? :joy:

I thought of toning down my review, only because I know the author is a member of this community and because there are a lot of fans of his work, but then I wouldn’t be honest about my impressions.

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Speaking personally, I’m glad you didn’t.

I try to always appreciate feedback which is delivered earnestly and honestly, no matter how negative it is. While positive feedback serves as validation, it’s negative feedback which creates better writing in the future.

One of the main issues, I think, was that I didn’t get anywhere near as much in the way of feedback volume-wise as I’m used to, due to the nature of the dev process for aToM in particular. While I was allowed to handpick a set of playtesters to go with me through the dev process, and I did try to pick people who were more familiar with the setting than I was, it wasn’t enough (and some of the ones I was relying on for WoD stuff in particular really dropped the ball).

I do think that a lot of the divisiveness here comes from the fact that my interpretation of the themes of WoD (coming in as a relative outsider) are considerably at odds with a lot of longtime fans of the other WoD titles, especially the VtM ones. I centred heavily on the themes of powerlessness specifically because I considered it integral to the punk aspect of Hunter’s “Gothic Punk” themes, which makes it a departure from most other takes on WoD.

It’s something which hits for some people, and is a miss for others, and I suspect a lot of it has to do with political priors and familiarity with the particular social dynamics of a city like Vancouver and it’s homelessness problem (which is ultimately the culmination of multiple other problems).

Personally, I’d say it would be a mistake to interpret HtR the same way as one would interpret VtM or WtA, but again, that’s also open to interpretation. The story I wanted to write was one which exists in a particular place and context, and my interpretation of the setting which I was given (in terms of HtR’s themes) made me come to the conclusion that the story had to stake out an inherent ideological and tonal space - which is only even adjacent to the one I personally inhabit.

Which is all to say that I understand where you’re coming from, and I appreciate the feedback, even if I don’t personally agree with it. Contemporary urban fantasy- anything is outside of my wheelhouse, and I took this project on at CoG’s behest. I appreciate the opportunity to have dipped my toe in it, even if it was just to discover that my expectations and those of a lot of the people who it was pitched towards are so vastly different.

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No, that would be Sins of the Sires.

I think the thing is that most people expected “a game about vampires, and also you’re homeless” and it feels more like a “a game about being homeless, and also there’s vampires”.

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That was kind of the intention.

Hunters, as I see them, exist on the fringes of society, but when people imagine that in the context of a setting like WoD, they tend to imagine a sort of romanticized drifter type with the resources to be a “hero” on their own terms.

And that’s not what living on the fringes of society is. Realistically, that means a life without formal resources, without meaningful institutional support, without any kind of backup which doesn’t need something out of you in return. Modern humans need to be social animals to survive as modern humans, and it’s only when stripped of the conventional supports of the modern human that a person truly exists as someone outside of society and its norms enough to do the shit that Hunters seem to be required to do.

Realistically, the Hunter-as-I-interpret-them is not a heroic rugged individualist, they’re someone who’s been driven so far into a corner that they’re willing to risk everything for a private war against something normal people don’t even accept as real.

I think that’s a key ethos for any kind of “punk” subgenre worthy of the name.

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I didn’t realise Vancouver is the backdrop. It’s not really my genre, but I might have to read it now. :laughing:

I’m curious if reading the discussion here will change my experience reading a bit, I think I would have gone in with the wrong expectations as well.

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Oh, I really like everything I’ve read from Theodoridou. :downcast_face_with_sweat:

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