
Topple the vampires from the streets below! Will you unite the homeless, the gangs, and the secret hunter societies to defy vampiric rule? An interactive novel set in the World of Darkness extended universe.
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Topple the vampires from the streets below! Will you unite the homeless, the gangs, and the secret hunter societies to defy vampiric rule?
Hunter: The Reckoning — A Time of Monsters is an interactive novel by Paul Wang, set in the World of Darkness, where your choices control the story. It's entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
Welcome to the Downtown Eastside, a place Vancouver has tried its best to forget. Sandwiched between the steel and glass towers of the financial district and the gentrified tourist playground of the new harbor, the human detritus of the city keeps getting squeezed into a smaller and smaller box. Dispossessed, trampled, ignored…It will only take the right spark to set the fury ablaze.
Down on your luck, you’ve found yourself in a homeless encampment here. When a vampire masquerading as a cop attacks you, the misery of Downtown Eastside takes on a whole new dimension. Suddenly, you have a place to direct your rage: the world of shadow that preys upon the misery of your new neighbors.
But this first glimpse is just that: a first glimpse. A gash in the fabric of reality as you knew it. Soon, you find yourself torn between the street gangs of the Downtown Eastside, RCMP special ops, a coterie of Thin Blooded vampires, multiple secret hunter societies, and the Chinese Triads. The shadow world just goes deeper and deeper, and it seems like someone is ready and willing to betray you at every turn. Of course, each of them has something to offer you: a home, a job, a career? Money, glory, vengeance, or immortality?
Despite these temptations, you are not alone. In the short time that you’ve been here, you’ve met the fiercest defenders of humanity: your neighbors. You did not expect to find the camaraderie of the Downtown Eastside to be so strong, but now that you’re here, you can't imagine anything else. Together, can you and your new friends stand against the darkness? When the time comes, will you sacrifice yourself for your community, or will you choose to become one more bloodsucking predator of the night?
Play as male, female, or nonbinary; gay, straight, or bi
Scrounge for food, weapons, and allies in the back alleys of Vancouver's Downtown Eastside
Defy powerful vampiric foes lurking within the heart of the city—or become their willing servant
Help your found family to make peace with their inner demons, or manipulate them for your own ends
Set a vampire on fire
Hunted, broke, and homeless, your nights seem numbered. They have everything. You only have your guts, your wits, and a stubborn refusal to die.
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So in this one you doesnt have Stats like Resolve, Strength, Int, Dex, etc. But that doesnt make it less interesting. I liked the Story and the feeling - this game deserves its place besides the other two Hunter VNs. A good one!
ive played all of the WOD choice games and this is def one of the better ones, love it. lot of agency and stats matter, to a certain extent. i failed some things in my first playthru, but succeeded in others, and it didnt give me a bad ending, just different avenues. i recommend picking a stat and sticking to that one stat, as theres not a lot of chances to increase them. the characters all feel quite fleshed out, my fav is either zheng or wil. fleur de lys is kinda boring, almost seems like a character that was shoe horned in for pandering, not really much of a story there other than their sexual identity lol, the others seem to have motivations, weaknesses, and identities that come from their backstory other than "im such and such orientation and i just fight vampires for some reason!" i could have also missed out on dialogue, as ive only got one playthru in rn. the factions u can politick with are also very fleshed out and cool, other than the inquisition which you would not get any background info other than talking to one of the characters a lot. the creed and drive system is also very cool if you ask me. all in all, the choices feel like they matter, youre not shoehorned into anything you dont wanna do, you can be a goody two shoes, an ♥♥♥♥♥♥♥, or a grey area type of character and it doesnt mean you have to get a "bad" ending. youre not the chosen one, you have to actually interact with ppl for them to understand you and get to know you and like you/dislike you, noones youre best friend starting off. i feel like im rambling on a bit here, but its a very layered game if that makes sense, lots to do, lots to see, and it all matters in some way or another. also, the WOD theme doesnt take a backseat, its very prominent, which i loved.
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you are a member of the Peoples party of Canada you may not enjoy this. I majored in sociology and social stratification in college and reading this gave me the feeling i was back in school. There are vampires in the story but the back ground is poverty and institutional indifference to it. If you make a serious effort to succeed in the story you will do so. If this was placed in The U.S. my conservative friend would have a fit because they believe their is no grinding poverty here.
Good story, yet again, great writing from Paul Wang.
[h2] Introduction / TLDR [/h2] A Time Of Monsters is a fast paced and surprisingly funny Choice of Games book that has some rather interesting mechanical differences (and game saves!) compared to other World of Darkness CoG books. More than any of the other books the vibes feel like a relaxed and genuinely funny game leader presenting a typically bleak WoD setting. The book does however feel a bit too quickly paced in some ways; a large part of the book is dedicated to fleshing out characters and navigating downtime between missions, but the main story thread itself felt like it could have used more build up before the climax to really make it feel earned. However, I think that if you enjoy the tone of the writing and the characters that will make up for the briefness of the story. This has been a really fun read! [h2] Writing, pacing [/h2] What sets this book apart from other WoD works that have been released as of writing is the tone. While themes and setting are as dark as you can expect from the World of Darkness, there is an informality and humor in the delivery that gives an impression of a story being told at a roleplaying table more than a Narrator of a Gothic Novel (tm). I think this really works; while often being genuinely fun Wang still manages to be sincere presenting the narrative world and the characters within it. But at the same time I can imagine someone simply not enjoying this particular tone of writing, so this is definitely a case of "try the demo before buying". Pacing-wise I think this book is too quick for its own good, in particular in the main story line. The ending feels like it comes before it has been built up properly, and the party was introduced it felt like I blinked and then suddenly everyone were welcoming me into their family. To me this pacing robs the story of the narrative weight that could have been achieveved with more build-up. On the other hand, characters and downtime is given a significant chunk of attention that makes them feel really fleshed out. This makes the narrative world feel vivid, and if you happen to like any of the characters in the group then you get to see a rather satisfying amount of them in the story. It might also be worth mentioning that the game story branches pretty heavily depending on choices made, so while it's not the longest story there is plenty of replayability as far as CoG books go imo. [h2] Mechanics [/h2] A Time Of Monsters does a lot of interesting things with the mechanics. The character has three main stats, and added to this you can collect a bunch of different items (like a knife or a flashlight) that end up unlocking various options that can compensate for stat checks you cannot pass. I thought this was a very effective way to convey that the hunter is very dependent on what little resources they can acquire to make up for any innate ability that a vampire might have had. Add to this encounters that have many small choices that you have to succesfully navigate as opposed to a single skill check solving a given problem and you have a game system that really makes you feel like the hunter is vulnerable in a way I don't think the other WoD books have managed to convey. It takes preparation and probably a bunch of trial and error to navigate the first proper fight scene successfully with a low physical score, and that felt great. And there are saves! You can replay a chapter if you're dissatisfied with the outcome, which is an excellent Quality of Life feature. There is also a relatively basic resource management system where you have to find ways of procuring food to not suffer consequences of starving inbetween chapters, which takes valuable time inbetween missions that could be spent getting more gear or socializing with the team. This really made me feel like the hunter was in a really precarious position as I was trying to figure out how little foraging I could get away with, at least on the first playthrough. It's basic but very effective. The only thing I could complain about mechanics-wise is that due to the quick pacing of the story it feels like the mechanics don't get to shine as much as they could have. If the story had more segments from start to finish the resource management would have felt even more precarious, and I think more opportunities to encounter skill checks in a given playthrough would have made the consequences of your choices more palapable. But especially as someone who is a bit of a fan of the World of Darkness books I still think A Time of Monsters has provided an excellent and different take on how to work with stats and resources in a WoD story. [h2] Conclusions [/h2] A Time of Monsters really sets itself apart from other works in the franchise with its uniquely jovial tone and different take on the World of Darkness game mechanics. The result is a really engaging and funny book that feels fresh, but is at the same time laid out in a way that makes a given playthrough feel a bit too short to be really satisfying. It is still definitely worth at least checking out the demo if you think you would enjoy a Choose Your Own Adventure novel about a small bunch of social outcasts fighting supernatural monsters, or if you're a WoD fan in general.
Hunter: The Reckoning – A Time of Monsters is a text-based adventure game which allows players to create and develop their own Imbued characters (i.e. one character per playthrough) as they strive to fortify themselves against encroaching threats, from bloodthirsty vampires to secretive mages, in the crumbling streets of Metro Vancouver, Canada. Unlike Choice of Games' previous Hunter text-based game that was The Beast of Glenkildove, this game focuses more on the player's interactions between characters, from fellow Imbued to conspiring supernaturals. More specifically, the characters whom you choose to trust or suspect will not only shape how the narrative of your playthrough unfolds, but also determine which Creed you work by and how secure your Safe House may be, up to the climactic ambush from and/or against the vampiric antagonists. As an example, I played as a bold and burly yet discreet Martial Imbued, driven by Envy, whom befriended Wilson Royce, a paranoid ex-soldier whom was disillusioned by his past experiences on the Hunt. As a result, my initial character succeeded in climbing the ranks of the local narcotics gang and, more importantly, bringing Final Death to one of the vampiric antagonists by brawling with her until sunrise. Alas, because my initial character had no money and no food left, he ended up collapsing on the streets from his near-fatal wounds, rewarding me with a Bad Ending. In addition to developing your character's Attributes and social links, you will also need to stock up on Food and Money so that you can easily recover lost Health and Willpower. Earning Money can also help you buy useful tools, from handheld weapons to utility items such as flashlights, burner phones, and a mini-fridge. Every action counts in this game, and the flow of the narrative moves smoothly, both for better and worse. So, if you enjoy playing text-based adventure games, or are a fan of the World of Darkness franchise, A Time of Monsters may be the Hunter: The Reckoning game for you. But, as a fair content warning, this game contains scenes of moderately explicit language, bloody violence, gang violence, alcoholism, theft, drug abuse, and sexual harassment. So please do not play this game if you are easily offended and/or traumatised by these adult themes.
Another good piece by Cata
Purchased to support the author, though I'm not a fan of urban fantasy myself.
Paul Wang's done well here, and he's traded the sprawling epic writing of the infinity series to focus on some truly brilliant individual characterisation and writing for each of the main characters of the story. In-depth systems aren't really the game this time around, but enormous angst over the characters and decisions you'll face are inside. A really well done Choice of Games game.
I enjoyed AToM much more than the previous Hunter: The Reckoning CYOA title. While the story here takes place over a much more rapid time frame than the previous entry, it feels more focused and tense. I originally wanted to complain about how quickly the plot moved and how little time you get to spend developing your character stats and relationships, I ultimately came around on it for two reasons. One is that AToM feels less bloated than its previous entry, where many decisions and even some of the relationships that appeared to be weighty ended up being a binary yes/no with a relevant penalty/bonus. The second is that in the TTRPG this game is based on, hunters are the weakest characters, relying on their Drive and Desperation to give them so much as a sliver of hope against seemingly unstoppable monsters. So while the game has fewer relationships and a faster pace, everything ties into the story well. I would give it a 9/10 only because I do think it could have been a LITTLE longer, or given a little more "free time" during one or two of the interludes to explore multiple NPC relationships simultaneously. Out of all the World of Darkness text adventures, I would say this entry comes in third, behind Night Road and The Book of Hungry Names, which are also far larger adventures in terms of length and scope.
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