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Considered Blood, Bureaucracy, and the Burden of Choice, and pondering the death of a vampire: The Masquerade – Swansong

Digitizing the Gothic

By atomic heartPublished 4 months ago 6 min read

Vampire: The Masquerade - Swansong is not a game designed for the mainstream audience. It is boldly esoteric, steeped in the rich lore of the pen-and-paper games of yore, and dedicated to a narrative structure that values dialogue, deduction, and consequence over combat and spectacle. Big Bad Wolf, who developed The Council, Swansong is a spiritual successor of sorts—a form and philosophy of interactive mystery. It swaps swords for syllables and bloodshed for bureaucracy, appealing to those who buy cheap PS5 games and enjoy unraveling intricate narratives.

But with all adaptations, there is the question: Does Swansong embody the spirit of the source material, or does it simply mimic the outer shell of it? As always, the answer is in the details.

Character Progression: The Weight of Scarcity and The Burden

Swansong is the first game that comes to mind when pondering the myriad of games that have the worst reputation in the history of the video game industry. Its character progression system is a lesson in utter and ruthless restraint. Swanson does not reward players with that, nor does it embrace the concept of a boundaryless skill tree. Progress is only achievable in between chapters, and only then, after the player has achieved some measure of success.

The three main characters, Galeb, Emem, and Leysha, each possess distinct characteristics and proficiencies, which include hacking, persuasion, psychology, and even deductive reasoning. All of which come at a hefty price. Not to mention, choices are final. There is no ‘grinding’, and certainly no safety ‘nets’. Upgrades gone wrong will completely bar players from alien dialogue and investigative routes, which will result in abandoned pivotal clues and narrative stalemates.

This scarcity, however, is not punitive. These choices are thematic. In the world of Vampire: The Masquerade, power is always a negotiation, and 'knowledge' is the currency. Each player of Swansong’s progression system will have to specialize, commit, and accept the ‘force’ of the consequences tied to their choices. It is a mechanic that mirrors the moral ambiguity of the setting, where every choice is a gamble, and each success comes with a risk.

Hunger: The Beast Within

The most thematically resonant mechanic in Swansong is certainly the treatment of Hunger. In this universe, vampires are not superheroes, and are, instead, predators, suffering with the Hunger that is cursed to them. This ‘Hunger’ must not be ignored. Using supernatural powers to dominate a suspect, or possessing the ability to untangle and ‘sense’ the hidden, increases a character's Hunger. If it rises too high, the veneer of civility is, in fact, doomed—an intensity that draws in players who buy cheap PS4 games seeking morally complex challenges.

When a vampire is hungry, there is a risk of him losing control and attacking and killing humans in a wild frenzy. This is not a loss. This is a permanent increase in the difficulty of the game, more likely than not causing NPCs to raise suspicion, and is capable of completely breaking missions. The player is free to use powers without any punishment, but they are often reminded that there is a cost to exercising those powers.

It is not just a feature of gameplay. It is a framework that is based on philosophy. The Swansong game appreciates the fact that the appeal of being a vampire is not in the power but in the difficulty that comes with being one. The system of Hunger enables the player to measure the significance of actions. Players are able to assess the value of taking a risk that might expose them in order to acquire information. It is a mechanic that makes every exchange a matter of ethics, and every triumph a sacrifice.

Fighting is speaking: The Council’s Legacy.

Swansong learns a lot from The Council, which is the previous game by Big Bad Wolf that focused more on conversations. In this game, fighting is speaking—multi-layered and complex encounters that are solved with a combination of tactics and skillful use of a predetermined set of abilities. Players are required to use their predictive abilities to come up with a battle plan to beat their opponents and then win the game by using resources such as Willpower and Focus.

Choices in dialogues go beyond aesthetics. They shape the story, transform the interpersonal dynamics, and even restrict the clues that can be accessed. Players can be ‘lost’ within story threads from which they can’t recover ‘remaining’ pieces to the story. There are clues that are accessible, and there are others that are unrevealed, and thus, the presence of sterile replayability in the design detracts from the expectation of the design to be more engaging. There is less passivity in the case of swansong. There is more unwillingness to play the game in which one has to keep on grinding to achieve. Multiple essays have even suggested that there is more hidden stuff within swansongs and lesser truths that are concerned.

In this manner, there is no more of an RPG dimension to the game than there is to a narrative puzzle. There are more players in the game who wish to approach swansong in the manner of a detective paying more in order to be less.

The Cycle of The Detective: Non-Lethal Investigation

Absence of fighting in the swansong is visible more than in other sections of the game, and it has been removed to achieve a goal. The game revolves primarily around the central spiral of the inquiry: scanning of the environments for clues within certain frameworks of logic, cross-analysis of the suspicious and potential witnesses, and structuring a narrative that, on a different planet, one could only figure out through logical exploration. The way each character goes about fulfilling these is different for each of the protagonists, each one determined by the characteristics of their cohort, legendary skill-set, and their psychosocial profile.

Emem flows within the higher and upper classes of her employment and is able to shrink the concept of direct thesis and conversation that is more logical than one would expect from swansong. Galeb, on the other hand, is far less social and relies on intimidation and more straightforward methodologies. The last character, morbidly speaking, is the most captivating. Rather than being socially adept, Leysha is more supernaturally insightful.

The way in which the narrative unfolds allows for multiple angles to embrace the mystery surrounding Swansong. The players do not engage in puzzle solving in the conventional way; rather, they piece together mosaics of motives, lies, and illusions. While there is no combat, tension does not go away; it shifts. The conflict is not physical; it is political, emotional, and existential.

Visuals: Beauty in Stillness, Awkwardness in Motion

The presentation of Swansong is split into two when it comes to the visuals. The game is breathtaking in some still shots. The character models are intricately detailed, the environments have an ambiance, and the lighting uses gothic styles that vampire games are known for. The game captures the blood-filled crime scenes and lavish vampire sanctuaries in the rich, decadent setting.

As characters move, the illusion, however, is broken. Stiff animations, dull face expressions, and a loss of emotional nuance characterize movement. Instead of a conversation that is full of tension and sensitivity, players receive robotic motions and empty gazes. It is not an issue that simply breaks immersion; it alters the emotional impact of the game’s narrative.

The disparity between the high-resolution visuals and the low rate is a bridge between ambition and execution. It is clear that the game tries to create the best narrative, story-rich experience. It is also clear that the game lacks in certain aspects, which ruins a certain part of the narrative.

Conclusion: A Flawed But Faithful Adaptation

While playing Vampire: The Masquerade – Swansong, the experience is not the same for everyone. The game is slow and mentally challenging, which not many prefer. There is little fighting and more talking, and subtlety is the rather than the easy path taken. To some, the game offers a bizarre experience that is rare. The game also has an adaptation that follows the source material not only in visuals, but also in its essence.

Swansong knows that vampire fiction is not about power, but about control, temptation, and the consequences of survival. It is controlled by a scarcity of skill points or the looming and constant dread of Hunger. It is the loss of anguish that permeates the narrative. It is drenched in choice and consequence, along with the absence of perfect clarity.

Of course, it does have some narrative pacing problems and some awkward, blurry animations. But it is these stumbles that are in search of something that has meaning. That recognition is what is needed in the overwhelming number of sanitized and safe adaptations.

As far as Vampire: The Masquerade goes, it might not be the most important one, but it is most certainly a Vampire: The Masquerade story. And that is a win in itself.

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