Kate's Reviews (New: The Vampire Regent)

I was reading through some of your older reviews, and had to leave a comment just to express my agreement.
Creme was my introduction to the Choice of Games, and even looking back on it now, I can’t imagine a better starting point for the label.

Now, I’m not the sort of person who seeks out academy settings.
And after being forced to watch Love Actually (2003), I don’t touch romance movies with a ten foot pole.
Despite that, the sheer reactivity of the game’s design, with the engaging writing made me try, finish, and enjoy a genre I had zero interest in.

The stat system is impressive as you say. I think it was the most satisfying out of all the CoG titles I’ve tried, second to maybe VtM: Night Road.
It does a excellent job of explaining mechanics to new players, something I wish was standard for all choicescript games.

One point I have to disagree with you on though, is the ending pace.
If I had to guess, you’re supposed to end up wishing you saw more.
Imagining a happy relationship is always going to be more satisfying than seeing it unfold, and it’s in line with traditional narrative pacing rules as well.

Anyway, always love reading your reviews. I’ll be looking forward to the next one!

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Mmm, it depends on what you mean and how you play. That’s a common quirk of Gothic horror, right, that the unknowable happens to the cast, and they all accept it as usual. That’s pretty damn prominent. But you will also be facing spirits or evil Things™️ that you are frankly unprepared for. These enemies are dangerous, not your usual run-of-the-mill. You’ll spend quite a bit of time lost and/or confused. So it’s a bit of both imo.

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I haven’t played the game in ages, but in my opinion, this argument doesn’t really hold up with a gay helot MC. A gay helot MC has almost certainly already re-evaluated or at least thought considerably about their sexuality, as being heterosexual is seen as the “default” for helots. For K to try to get an a gay helot MC to “re-evaluate” their sexuality and frame it as some sort of revolutionary act makes absolutely no sense, because the MC being confident in the fact that they’re gay is already more revolutionary than engaging in the exact kind of relationship (a heterosexual one with another helot) that they’d normally be expected to.

So in a situation with a gay helot MC, K comes across as a creep and a loser who wants to push the same sort of relationship on the MC that the rest of the Hegemony does, just with the polar opposite reasoning used as a justification. Same shit, different toilet, as they say.

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A Wise Use of Time

By Jim Dattlio

:star::star::star::star::star::star:☆☆☆☆ (6/10)

Mmmm. Ehhhhh. Okay? Those words are pretty much my reaction to A Wise Use of Time after finishing it. My “meh” reaction is colored by Jim Dattilo’s prose. It’s technically able, and I haven’t seen any glaring mistakes, but (sorry to bro) I do not vibe with Dattlio’s writing style at all. I loved his other work, Zombie Exodus, despite his writing, not because of it. The mechanics were so deep and fleshed out. However, in A Wise Use of Time, there are no cool RPG-like mechanics to hide behind. It’s also a surprisingly slow, slice-of-life, and again, his writing is not strong enough to carry a slow-burning plot. His writing isn’t bad, but it was painfully dry to me. He has mini-character arcs, but they are so flat and unremarkable, I honestly did not care about their problems. On a more objective level, though, don’t go into A Wise Use of Time thinking you’ll get a thrilling, kooky adventure. In truth, despite your awesome time powers, the game is leaning heavily into a cozy, slice-of-life category. I didn’t hate it, but I was keenly aware of the more important (or fun) aspects of the story: FREEZING TIME, rather than angling for a promotion at a shitty job. I also had a frustrating ending, which led me to give the game a thumbs-down. Still, thanks to the staff for giving me a free copy!

Pros:
:white_check_mark: (Some) choices matter. I liked how Dattilo approached each situation. While you are forced to tell your roommates about your powers, you can control your goals and emotions. When robbers try to break into a jewelry store, for example, you can decide to leave quietly, afraid of getting hurt. Or you can decide to stop the robbers and resume time so everyone knows it’s you. Or you can even stop the robbers, then leave quietly as a Good Samaritan. There are many different ways to react to these moral quandaries, and I was pleased with the variety of my choices. There are also three important stats: Time Control, Stress, and Visibility. I liked experimenting to see how far I could push my Stress, for instance, and the narrative warned me when my Visibility was rather high. Pretty cool!

Mixed:
:yellow_square: Slice-of-life setting. I have mixed feelings about this design choice (clearly). It’s well-done and detailed—almost too much so. You are granted your powers early, but you can’t focus on them 100%. Instead, you’ll be stuck at your office job, which has its own plotlines. You can decide if you want to work towards a promotion or try to backstab your boss. The conversations with your coworkers, friends, and possible ROs are rather mundane. You’ll literally ask how their day is going, how their family is, how their health is, etc. I’m not sure how to feel. On one hand, this does help the characters feel like normal people rather than genre archetypes. On the other hand, the slice-of-life focus sometimes dampens the excitement that the premise initially promises.

Cons:
:red_square: Prose. I really don’t want to harp on such a subjective topic, but his prose feels workmanlike—clear and functional, but rarely evocative. The writing communicates events efficiently, but it doesn’t add much atmosphere or personality. To me, it’s very much “This happened, this THIS happened, and you feel sad, but you move on anyway.” I think the narration has very little voice; it reads almost like a neutral report of events. The prose lacks a distinctive narrative personality. This, incidentally, bleeds into the characters. I see the broad strokes of their characterization. You do get to spend time with them. But I didn’t connect with them.

:red_square: Ending. I got a bad ending, so I’m a bit peeved. In the final chapter, there’s an encounter with the Big Baddie, and you will have to fight him using skill checks. You can try to trick him, convince him, or use your powers. I passed one or two, but it seems I failed an important one. As a result, I died. I’m not opposed to this on principle—perhaps the choices could be clearer—but what I was opposed to was having to restart. And play through 11 chapters if I wished to see a proper ending. I mean, not even a checkpoint at the penultimate chapter? All right, pack it up, chief.

:red_square: Raj. I did not like this character (who is also a potential RO) at all. Frankly, I found him insufferable. Ah, yes, let’s tell my impulsive roommate with a gambling addiction that I can stop time. That will surely end well. Every character has their flaw and struggles—good! However, Raj’s gambling flaw was so preventable and irritating to me. I especially hated how he kept asking for help covering his OWN debts and got upset when I told him “no.” Bit of a me issue, I’m sure, as I’m quite opposed to gambling for personal reasons.

Next review will be Nikola Tesla: War of the Currents!

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Nikola Tesla: War of the Currents

By Dora Klindžić

:star::star::star::star::star::star::star::star::star:☆ (9/10)

Wow. I know I say this all the time, but Nikola Tesla: War of the Currents (“War of the Currents”) truly is an underrated ChoiceScript gem! I wasn’t expecting much tbh—(1) it only has 19 reviews on Steam, (2) focuses on science and history, two fields I am notoriously awful in, (3) and is somehow only 225,000 words?! But somehow, it’s become one of my favorites. You play as Nikola Tesla’s laboratory apprentice, and it’s just … everything. I’m not selling this very well, but when reading, I had an experience similar to Kevin Gold’s Choice of Robots. Yeah, THE Choice of Robots.. Both games have that same magic where you feel like you’re actually participating in the development of something huge. You’re not just watching history happen: you’re in the lab, experimenting, building prototypes, arguing about ideas, and trying to push technology forward. Just like Robots, War of the Currents spans your whole life, with the focus on your young adult to adult years. And along the way, you’re truly living in 1886. There are moments where you make a hot cup of tea, sit in a comfy chair, and debate politics or religion with Nikola Tesla, like you’re actually his friend. Dora Klindžić’s writing is some of the strongest I’ve read from ChoiceScript authors, and their writing bleeds into every topic introduced. There’s a healthy debate about the role of women, immigrants, and people of color butting heads with the capitalist status quo. There’s a subplot involving romance and sacrifices, if you prioritize science over your love life. There’s a rivalry between you and Thomas Edison. And, of course, there’s science.

The game is a love letter to science, and even me—the biggest science hater—found some delight in pretending to be an inventor. It’s hard to juggle so many subplots, yet Klindžić somehow manages to give equal attention to being a gay or black or poor inventor in 1886. It’s simply incredible how such a short work can be so full of life. My only quibble is that the romance and ending were a bit rushed. Thank you to the staff for the free copy, as usual!

Pros:
:white_check_mark: Choices matter. I love when a game makes me feel stressed, and boy, did War of the Currents deliver. You’re not just helping Tesla create awesome, cool new stuff. No, you’re his friend/assistant/therapist/accountant/priest/manager. You’re basically starting a business, honestly, because to fund your inventions, you need that sweet, sweet capitalist money. So, beg your rival for unlimited funds in exchange for giving up all future blueprints you create. Or you can follow the grassroots movement by asking for funds from the public. Ask a friend for a loan, perhaps, because it’s fine to mix business with pleasure! Or you might do as I did and allow a super-secret society to help you in exchange for a favor… I am boggled by the sheer amount of heavy choices presented, honestly. Plan to bring electricity to everyone, create powerful weapons, or even try to talk to aliens!

:right_arrow: I’m impressed with Klindžić’s portrayal of the time period. Issues surrounding immigration, class, race, and gender naturally appear throughout the story, particularly depending on the background you choose for your character. Like, I played as a Native American, and when I wouldn’t help with a protest, a character/potential activist RO just refused to speak with me afterward. Klindžić is quite open about their progressive beliefs, but it does make the story stronger! Edison’s elitism takes on a different tone, and businesses attempting to bankrupt or control Tesla’s inventions reveal how scientific progress is entangled with class power and capitalist interests.

:white_check_mark: Historical setting. One of the game’s greatest strengths is how convincingly it brings the late nineteenth century to life. The world of War of the Currents feels carefully researched without ever feeling like a textbook. I don’t know how else to describe it, but you are LITERALLY immersed: there are conversations about politics, religion, the excitement surrounding new inventions, and the social tensions simmering beneath the surface of American society. There’s also a neat newspaper heading that signifies the beginning of the next chapter that reads like a real one, too! I was never so into reading about copper coils and electric currents!

:white_check_mark: Prose. I believe this is Klindžić’s first published work with Hosted Games, but surely this can’t be their first work overall. Their prose is simply too polished and experienced to be a novice’s. Really, it’s stunning. Long-winded,—but in a good way!—delicate, and quietly beautiful is how I would describe it. The author’s love of their topics also bleeds into the prose, too. Science, history, philosophy—none of it ever feels dry or purely informational. Instead, it’s written with a kind of breathless enthusiasm that makes the reader feel the excitement of discovery alongside the characters. You can tell Klindžić genuinely enjoys exploring these ideas, and that passion gives the prose a rare warmth! At times, the writing lingers on details longer than most ChoiceScript games would dare to, but that patience is exactly what makes the world feel so alive. Rather than rushing from choice to choice, the prose invites you to sit with the moment: to enjoy the atmosphere of the lab, the energy of a debate, or the slow process of working through an invention.

Cons:
:red_square: Slight undercooked/rushed romance and ending. I loved the two female ROs, especially my girl Dot! When I saw she was the daughter of Tesla’s (and yours!) rival, I was SMITTEN. Her character is written quite well—she’s a coy, mysterious woman struggling with the weight of her last name—but her romance isn’t quite as fleshed-out as I would like. You get an option to choose your attraction to her, and there are some flirtatious scenes early in the game. However, the game does employ frequent time-skips, making the romance seem rushed. In one stage of my character’s life, we are uneasy friends and rivals who flirt (it’s complicated, okay?). Five years later, I ask for her help in taking down her father. Another time skip, and I’m having dinner with her and Edison! Now I’m in my 40s, and we’re semi-official without discussing it? Then we’re discussing CHILDREN when I’m in my 50s? I love her—but what happened to “Hello? How are you? My name is? Would you like to move in together before having children?”

:right_arrow: I have the same issue with the ending. I honestly do like it; my ending was very dramatique and heroic! But to me, it came too quickly. Most of your playthrough is spent building up your empire with Tesla and putting plots in motion. It comes crashing down quite suddenly in the last chapter. A natural consequence of Klindžić’s ambition, I think.

:red_square: I wish character portraits and biographies were updated. A really neat feature of War of the Currents is that it has nine character portraits and biographies. The art in this game is quite pretty: more of a stylized, painted design, giving it a classic feel. I appreciated the biography provided for the main cast, as I have a hard time remembering names and details. However, they remain static for the most part. The portraits are the characters in their early life, and no detail is given as the cast grows and is shaped by your actions. Just a small nitpick!

Next review will be Choice of Magics!

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Ooh, you’re in for a treat.

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It is not! I know she’s published in Clarkesworld at least, and she is a scientist! A space scientist actually!

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I’m a big fan of this one, it really drew me in. I found the characters sharply drawn and I very much enjoyed the feel of my character’s goals and emotional journey shifting over time. Dora Klindžić previously worked with ZA/UM and founded Summer Eternal, along with being a scientist - I’ve no idea how anyone gets that much done! :sweat_smile:

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Absolutely agree that War of the Currents is incredibly underrated. It’s so well written. Glad you enjoyed it.

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That I did not know

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OK, I’m intrigued. I guess I’m going to have to try this one out!

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This makes so much sense LOL. The science lore (or whatever scientists call it) goes craaaaaazy.

Man, what kinda Disco Elysium fan am I if I couldn’t recognize Dora Klindžić??? I remember following her/the whole ZA/UM debacle pretty closely a couple years ago.

Me either! Super cool.

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The frequency and length of the time skips really kill this book for me.

They work for me in Choice of Robots because that’s a book with huge variability and it’s all about making choices that have huge impacts on the world, things on the order of “you can prevent a world war or ensure your country wins it or ensure your country loses it”. The timeskips there are fine because it’s not really a character driven story, it’s a story about how you affect the world. The timeskips there are necessary for you to really see the long term effects of your actions.

I don’t think they work in War of the Currents because it’s tied to Tesla’s actual history and it wants to hit events from that history, and that really limits the ability to have your choices make big sweeping impacts on the game. I’ve only played through a few times, but I don’t get the feeling that there’s really any alternate history paths where you get to make significant changes to the world and see how they play out. And that means that you get the barely-there character relationships of Choice of Robots without the compensation of getting to see how your choices have remade the world.

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Forgive me for replying to an old review, but Heroes of Myth is one of my all time faves and I just straight up do not have enough opportunities to talk about it.

I find it interesting to see that you came away with this impression, because the impression I got is that Evander is clearly the “bad” choice from a political standpoint. He’s popular with the public because of his magical abilities, and that in turn also grants him more legitmacy than Despina, but the text also makes it clear that he has no real head for politics, and if put on the throne he will end up as a puppet of the academy, or you if you romanced him. Which makes him the ideal candidate if you’re a power hungry social climber, and less if you want what is best for the kingdom. On a personal level one of the reasons I love this game so much is that it allows you to be everything from a repentant goody two shoes to power hungry sociopath and everything in between while still making them feel valid, as opposed to most games where it’s fairly obvious that one of them has more attention put into them than others.

Yeah, I had the same problem too. I jumped into Stars Arisen because it was written by the same author and tried really hard to get into it, and I don’t know if it’s because my expectations were too high or soemthing else, but I just could not get into Stars Arisen. I was into the premise and the character from the start, but about halfway through the plot sort of stalls out when you reach the city and I just tuned out. The worst part about it is that I can’t even fully articulate why it doesnt click with me other than surface level observations. A similar thing happened with specters of the deep, though at the very least in the case of that game I can say it’s the slow burn, the walls of text and exposition it dumps on you, and not fully living up to the fantasy of being a long dead hero brought back to life centuries afterwards.

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Choice of Magics

By Kevin Gold

:star::star::star::star::star:☆☆☆☆☆ (5/10)

Yeah, I gotta be the only person not to enjoy Choice of Magics, the incredible Kevin Gold’s third work. It came as a surprise to me, too! Choice of Alexandria and Choice of Robots are two crowning jewels of ChoiceScript, and I thought Choice of Magics, with its longer word count, would knock it out of the park. But nope. What struck me was both the pros and cons of Choice of Magics were ones I pointed out in his past work. Which is actually kind of a sweet thought, now that I think about it. Gold’s writing is still so uniquely him. His strengths are the same: player choice, worldbuilding, and mechanics. However, his flaws are even more pronounced: stilted characters, flat writing, and abrupt pacing. Super abrupt pacing that took me out of the narrative so strongly that I could not return. That I got a bit annoyed. Sigh. Still, thank you to the staff, as usual, for a free copy!

Pros:
:white_check_mark: Magic system. The aforementioned magic system is honestly fresh and got me interested quickly. Put simply, every choice you make has consequences—as it should be! I used Glamor, Divination, and Vivomancy the most. Glamor can charm (or mind control) people, but it will make your body rot from the inside. Divination reveals visions or secrets, but will expose your own location or secrets to others. And Vivomancy can heal or change living things but not quite the way you intend. I thought this decision was brilliant. I usually min-max my way into the best ending, but I find myself settling for worse decisions because I didn’t want to use my magic. You’re constantly weighing whether solving a problem now is worth the long-term consequences. I can do pretty much everything, but should I? Listen, I LOVE a story about the price and burden of power.

:white_check_mark: Mechanics. For all my criticisms, Gold has consistently honed the gameplay part of Interactive Fiction. In this game, there’s: deep breath an Apperance section, where your clothes affect your stats; five Magic aspects you dabble in, using a unique bar graph image instead of numbers; four Skills; three personality bars; a Relationships section; a Kingdom Power and Adoration/Villification section; a whole ass Inventory section; a Pets section; and even a section on The Dead. Umm, am I playing an RPG or something? There’s so much stuff. Sometimes to the game’s detriment, yes (more on this later), but if you want choice, you’ll get it. My favorite part, however, was the Plot Points section, where the game keeps a sentence of the little or big choices you make throughout each chapter. My Chapter 1, for instance, had fifteen choices counted! The work that must have gone into this game is crazy.

:white_check_mark: Exploration of faith. There are some really cool ideas Gold is touching on here without falling into the simple clichè of “religion bad.” Without getting too into the weeds, you have the opportunity to become a saint. A real saint! I, of course, jumped at the chance. However, it’s revealed that the miracles the saints do are less miracles and more magic. Interestingly enough, the Church is aware of this and wants to restrict magic to a select few—not out of greed, but because you can’t trust the unwashed masses with magic. Or so it says. However, you can shape your own beliefs. Do you agree with the Church for practical reasons? Do you refuse to engage with them? Or are you a devout follower? My favorite part was when I got to act as a saint. You are called upon to perform healing miracles, resolve disputes by magic (or not!), and advise the queen. I need a Saint Simulator, basically.

Cons:
:red_square: The pacing is off. Really, really off. I genuinely don’t know how else to describe it except “narration happens, you react to a vignette, and that’s it.” The first five (out of eight) chapters are my best examples. A very short summary, but: the world is hostile to magic users like yourselves. However, in the span of five chapters, you learn magic. Okay, I can get behind that. Although magic users are persecuted, you are elected to be the town wizard. Hmm, okayyy. A bit odd, considering the state of the world, but the plot has to move forward. And then two dudes come to arrest you and take you to the city. Uh? Each of these could have been a full arc on its own, but instead they’re compressed into quick transitions with minimal buildup or fallout. My breaking point came when I was offered to become a saint. No real rhyme or reason why; it seems quite obvious to me that Gold wished for the reader to roleplay as a saint, so he made some vague excuse. But a saint. I’m a freaking SAINT in five chapters??? Girl. That should be a life-changing, world-shattering moment. But it’s over within a couple of scenes, and virtually everyone is quite chill with this unknown peasant becoming a saint.

:right_arrow: I really have to double down on this stilted feeling. It truly feels like Gold went for wide rather than deep—fine, but not fun to me. My own personal Chapters 4 and 5 were quite short, both lasting literally five minutes. I feel like it’s anti-climactic, or too dry, because there’s too much summary exposition. I don’t feel connected to the characters when the story fast-forwards and just vaguely explains what happened. This style was present in Gold’s past works, but it’s most egregious here, with months or years passing by in the blink of an eye. The story takes giant swings but never actually follows up with any actual development. You meet a romance option, the village mayor, and live there for a while, but after I left for the city, I had no interaction with him at all. Same for the other love interest. They show up once or twice, but once they’re done serving their purpose, they’re literally just gone.

:red_square: Poor romance. I did not feel emotionally connected to any of the characters, but I decided to romance the queen anyway—#girlboss, #milf, etc. But I was … less than pleased. No joke, in quick succession, I had: an intro scene, a scene to give her advice, then flirt, a dinner date, then a kiss. In like, five scenes bro. I don’t even KNOW this lady! To be fair, Gold does try. He gives the queen (whose name I had to look up, RIP) some backstory and an attempt at character development, but it falls flat. At the first chance at friction, Queen Thecla caves, possibly to appear more palatable as an RO. For example, there’s a scene with Tal, your childhood best friend, and the queen. Tal forcefully advocates for shapeshifters’ laws, and Queen Thecla replies “I knew you were a shapeshifter from the moment you asked about it. Just say what you’re going to say” and “The queen’s eyes widen as she contemplates the implication. ‘I suppose they are my subjects. . . .’” This might sound bitchy and/or nitpicky, but this scene encapsulates a lot of my irritations. The exchange is supposed to show conflict and growth, but it comes off as blunt and rushed. I found it hard to believe a queen who supposedly follows society’s ideas about royalty and shapeshifters would allow a relatively unknown shapeshifter to speak to her in that way. That makes the interaction feel less like a believable exchange between two people with different stakes, and more like the narrative fast-forwarding to the “right” outcome.

Next review will be Hunter: The Reckoning — The Beast of Glenkildove!

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brilliant breakdown as always. i know it’s said a lot, but a good, genuine review (incl. critique and praise both) really is so inspiring and thought-provoking. i really believe it pushes the medium forward and helps make better writers and players out of us. it definitely encourages me to think more/from different angles/more creatively about my own writing! thank you for all your work!!!

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This was such a sweet comment to read. Than you so much!!! You really encourage me writing long ass reviews haha

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I felt that the pacing worked (though I wasn’t going in with the baggage of assuming that a “saint” had to be extraordinary - the part where Saints are just church mages was kind of obvious from the first time I saw one) but I can see why you felt it was “oh, suddenly!”

But yeah, I really like how Kevin examined faith and religion with an even hand. He’s really good at making it clear what he believes (his examination of war in Robots and his examination of religion in Magics) and then making sure to give the other side the best possible shake.

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Hunter: The Reckoning — The Beast of Glenkildove

By William Brown

:star::star::star::star::star::star::star::star::star:☆ (9/10)

I am very, very impressed with Hunter: The Reckoning — The Beast of Glenkildove (“Beast”). William Brown must have some sort of academic background, because the game is just … quietly confident with its haunting atmosphere, bleak choices, broad freedom, and overall prose. I don’t even know where to start with this review, but I will always endeavor to do my best.

I try to get into the nitty-gritty and summarize the pros and cons of a work in the first part of my reviews. But with Beast, that kind of list almost feels beside the point. My biggest takeaway is the narrative as a whole. Sure, there are things I didn’t love—the frequent hard stat checks, some choices feeling more rigid than they should—but those feel small compared to what the game is doing overall. I wasn’t just making decisions based on strategy or outcomes; I was making them based on what I was willing to believe. And once you commit to a view, it’s hard to shake it, even when the game nudges you otherwise. It made me realize how quickly I default to certain assumptions, and how easy it is to justify them after the fact.

It’s rare when a game makes me think. And I found myself reflecting on what type of person I am. How far can I extend mercy? What is duty compared to safety or freedom? And, honestly, how much of my judgment is shaped by what I’ve already decided to believe? This game highlights the “interactive” portion. You shape the game, and it shapes you. Thank you to the staff for the free copy!

Pros:

:white_check_mark: Perspective. The biggest pro is how the game treats the Beast less like a fixed truth and more like a reflection. It’s basically a mirror: you get back what you bring to it. If you go in thinking the werewolves are just monsters that need to be put down, that’s what they become: violent, irredeemable, something to hunt. But if you’re open to the idea that maybe there’s still a person in there—someone who can think, speak, maybe even feel—then the game lets that exist too. It ends up feeling less like you’re uncovering what the Beast “really is” and more like you’re deciding what it means. Brown has created an interactive self-fulfilling prophecy. Is the Beast a monster or a man, or both? There’s room to play it cautious, even compassionate … but also to just decide, yeah, no, these are monsters, and I’m putting them down. Neither path feels like the game is correcting you. It just follows your lead, which makes it feel less like a morality test and more like a reflection of your own instincts.

:white_check_mark: Atmosphere. Other CoG/HG works, like Vampire: The Masquerade — Night Road or Hunter: The Reckoning — A Time of Monsters, are mysterious and suspenseful. But Beast has something the other titles don’t: the feeling of being spooked and uneasy. I’ve never been too afraid of werewolves—they’re furry-adjacent, right?—but god, Brown has woven a world that is so grim, so dark and dour. I mean, I knew I was in deep shit from the first line: “The moment you set foot on the trail up to the O’Donnell place, you know you are being watched.” This “watched” motif resurfaces in subtle and not-so-subtle ways, creating a lingering unease that never fully lets up. Brown NAILS a feeling of eerie, persistent dread that makes you feel like the monster is always one step behind you, even when nothing is there. Literally, you are both the hunter and hunted. Love that thematic shit!

:white_check_mark: The setting helps a lot with the tense atmosphere. I have absolutely no knowledge of Ireland, so I can’t speak to the accuracy, but I adore the ~vibes~ of it all. But the Irish countryside seems to lend itself perfectly to the WoD: long roads, rolling fields, nothing around, and then suddenly a house that looks like it’s been there forever. The town’s the same way. Small, close-knit, and you’re clearly not from there. People aren’t outright hostile, but they’re not exactly warm either. There’s a hint of otherness about you. There’s a ton of Irish folklore, some dabbles into Catholicism and Anglo-Saxonism, which helps flesh out the setting. If I weren’t playing a game called Hunter: The Reckoning, I would think everyone was NUTS with all this talk about superstition and fables.

:white_check_mark: Good introduction to the WoD. I quite enjoyed Night Road, but having … what, ten different vampire clans tossed at me at once was crazy. Beast, in comparison, is much easier to understand for a beginner. There are some vampires and werewolves, but no direct lore dumps or mention of the ten clans. The Society of St. Leopad is featured, but the focus is on werewolves. There is a mention of a pack, but again, nothing as in-depth as Night Road.

:white_check_mark: Good introduction, in general! The first couple of chapters switch from the present time, you as an adult going back to Ireland, and flashbacks to your youth with your friends. Usually, I find beginnings the most boring part of a story, but Brown’s opening is surprisingly strong, especially in how it eases you in before pulling the rug out. It starts light: just a group of friends messing around, exploring places they probably shouldn’t, the kind of setup that feels familiar enough to settle into! And then, bam. The game politely reminds you—one of your friends was attacked by the Beast. Not in a dramatic, over-the-top way, just dropped back in like a fact you’re supposed to sit with. It reframes everything from “this is fun” to “something is very wrong here.”

:white_check_mark: Emotional and tough choices that matter. There are so many decisions that feel genuinely important, not just in a “pick A or B” way, but in a “you don’t fully understand what you’re choosing between” way. You start off thinking in simple sides—werewolves vs. humans—but the deeper you go, the more it fractures. Alliances shift, histories overlap, and suddenly it’s not just A vs. B, it’s C and D and old grudges you weren’t around for but are still expected to navigate. I honestly lost track of who stood where at times, which is why a glossary or codex would’ve helped—but at the same time, that confusion reinforces how you’re just a puny human in conflict with forces beyond your understanding. A lot of decisions had me sitting there for a minute or two, hovering, because I could tell they mattered even if I didn’t know how.

:white_check_mark: Awesome ending. Major spoilers ofc, but here’s the ending I got: “You’re saying you’ll help me?” “Don’t get ahead of yourself, pal. I’m saying we’re going to talk. Not every sin can be forgiven, you know. There’s a reconing for everyone. Tonight, it’s yours.” She is looking directly at the vampire in the rear mirror. The vampire notices a scar running straight down the driver’s face, as though made with some horrific claw. And oddly, what the vampire feels at the thought of a recokning is relief. And a terrible kind of gratitude toward this Hunter, for taking on the burden of judgment. I haven’t killed anyone," he says. “But I’ve come close. And I’ve hurt a great many, in order to keep myself alive.” He looks out at the road speeding past. “Where are we going?” he asks, dully curious. “Where does this road go?” The Hunter laughs. "It’s somehow mocking and sympathetic all at once. “This road? The road goes wherever you want it to go.” And if that passage doesn’t fucking encapsulate my philosophy, I don’t know what the hell does!

Cons:

:red_square: Cryptic and difficult stat checks. While I admire the ambition to have a whopping 9 Attributes and 15 skills, it simply got too out of scope for Brown. I had this issue with The Magician’s Workshop, as well, where it seemed arbitrary as to what skills were tested when. For example, the first real stat check tested the following pairs of stats: Wits & Clandestine, Athletics & Dexterity, Intelligence & Science & Technology. To my great chagrin, I could not pass any. I had high Wits, Intelligence, Charisma, Leadership, and Resolve—and none of the above combinations. Why were those stats picked, especially when other stats were similar? Take Athletics. How is that different from Strength? Or Clandestine versus Subterfuge? Why could I not use the normal Intelligence + Charisma build to talk my way into the situation? I could forgive the one-off, but the whole game is filled with these types of checks. As a result, it feels like the game is promoting a build instead of, you know, having fun. It’s frustratingly punishing in comparison to other CoG titles! The game also features an XP system, but I don’t recall how to get XP. By doing, I assume? Still, if you’re already struggling, you’re going to be hard-pressed to scrape together enough experience to catch up.

:red_square: Hand-waving and (some) linearity. Bit of an odd con, I know, but Brown has a simple, straightforward cadence while still portraying vivid settings. However, his writing becomes clipped at times. Many times, the whole group will get together, and everyone will go their own way with their own plans. You are told “Claudia is researching monsters on the forums” or “Daniel is going to the fields to investigate and report back.” There’s a lot of telling, rather than showing, what’s happening. Flow-wise, it’s important to read what everyone actually said, rather than be told what I learned after the fact. Like, when did we decide on that? Don’t I get a voite? There are also some moments where you are forced to make suboptimal choices for the plot (I’m thinking of investigating the caves with fungi).

:right_arrow: Hand-waving pt. 2. There are some moments when I wish to discuss an important topic with a character, but am not allowed. For example, Kitty’s romance is a slow burn. There comes a moment in your youth when you can kiss her. However, she keeps brushing the topic away for years. Why can’t I talk to Kitty about our relationship at this moment? Of course, for the ~dramatic reveal~ that she is engaged. Still, it doesn’t feel good. There’s another instance that frustrated me, where your Aunt Marie picks you up from the hospital after losing a fight to the Beast. You get a gnarly, noticeable scar on your face and neck. However, she does not address this, and the narrative merely glosses over the aftermath by saying you collapse into bed, exhausted. Lastly, why do I have to hide Áine’s night escapades from Kitty? She’s right there! The information given should be shared at the moment it makes sense, not saved for dramatic effect later.

:red_square: Too many important choices. Did I put choices that matter as a pro? Yes. Am I saying there’s too many important choices? Also, yes. But to me, as silly as it sounds, some things are too important to be forced to choose between. For example, it’s difficult to be emotionally attached to the different plot beats and characters when you’re forced to choose between them. I can’t get to know Kitty, Marie, Claudia, Áine whilst preparing for the Beast. Some choices actually frustrated me: I was bummed when I had the choice to develop my romance with Kitty or see what her fiancé wished to speak about. Both seem important character development-wise, no? It’s vital to the story to bond with Marie’s daughter, but players usually prefer to focus on romance. It’s stronger for the story if we can do both! Many side characters and plotlines will go untouched.

I have some great games coming up to review … Vampire: The Masquerade — Sins of the Sires, Vampire: The Masquerade — Out for Blood, Werewolf: The Apocalypse — The Book of Hungry Names, Vampire: The Masquerade — Parliament of Knives, The Vampire Regent, and A Kiss from Death. I’m torn between The Vampire Regent, and A Kiss from Death. We’ll see what I review next :wink:

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Does Glenkildove get a star rating? :slight_smile: Sorry if I missed it – I skimmed the review bc I haven’t read the game yet.

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