
Full moon. Cold night. Dark shadow. Warm gun. The Beast of Glenkildove has stalked Ireland for centuries. Now, you must hunt it. A text-based interactive novel set in the World of Darkness.
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About
Full moon. Cold night. Dark shadow. Warm gun. The Beast of Glenkildove has stalked Ireland for centuries. Now, you must hunt it.
Hunter: The Reckoning — The Beast of Glenkildove is an interactive novel by William Brown, set in the World of Darkness. It's entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
Eight years ago, when you were eighteen, the Beast of Glenkildove killed one of your closest friends. You've never returned to Ireland since that day.
It's difficult to remember what happened. As you'll soon learn, the human mind blots out the traumatic memories of facing a werewolf.
Now, you must stalk that werewolf across the shadowed glens and fogbound mountains of Ireland, hunting a shapeshifting killing machine with your friends, your wits, and a shotgun.
But you and your friends are not alone. You have entered a world of Hunters, humans who dare to challenge the dominion of the monsters who rule over them. Can you trust the fanatics of the Society of Leopold, the scholars and savants of the Arcanum, the ruthless Duffy crime family, or the enigmatic biotech company Fada?
Can you even trust your oldest friends?
Redemption for some. Retribution for others. A reckoning for all.
Play as male, female, or nonbinary; befriend or romance humans and supernaturals of any gender
Kill, study, capture, document or negotiate with the creatures you hunt
Craft your own traps, gear, and weapons to take the Hunt to the enemy
Find camaraderie and romance with the only people in the world that you can trust to fight alongside you
Adopt and train your own wolfhound to assist you in the Hunt
Build and maintain your own safehouse at the Wolf’s Head Inn in the Wicklow Mountains
Become the thing that even nightmares fear.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This is a very frustrating experience. On the one side is pretty good writing, on the other are infuriatingly exasperating skill checks. There is no need to so many stats and skills. Or at least stats have to be leveled up on their own if you use them successfully and skills with gained exp at the end of each chapter. Or maybe some other system because current one feels kinda broken. When you get past half the game you keep waiting and waiting to finally start feeling at least a little bit confident at what you are doing, but no... skill checks are slapping your face while laughing at you (or just silently judging you while rolling their eyes). The nonexistent save system contributes to that. I felt it especially painful when tried to roleplay as a pacifist. Otherwise your encounters will be just like "I ATTAC THAT THING!!!" - "Success!". Overall I enjoyed READING, but not enjoyed PLAYING.
Excellent, well-written, engaging text based game. Full marks. If you like World of Darkness, and especially if you like Book of Hungry Names or Night Road, this is a great buy with some light continuity. If you don't know what they are, it is still great - but turn Storyteller mode on for your first go, it's in 'stats' as this will tell you what is being tested, when. My only real complaint is that it feels a bit short and I wish some of the childhood traits had more impact later on. For example Drones gets used a fair bit, traditional music ...never? Thius aside, there's no save function, so choose your options wisely. On the upside, sometiems failing a check will reveal more than a success.
The Beast of Glenkildove is... a difficult game to recommend. It's got some interesting ideas in it, and it does scratch the particular itch to which Hunter: The Reckoning caters to some extent, but it's a pretty flawed experience marred by poor pacing, weak characters, and generally frustrating game design. Much like other Choice of Games titles, The Beast of Glenkildove is an entirely text-based role-playing game, this time written by William Brown. The story follows a group of friends in Ireland who are exposed to the World of Darkness' supernatural forces at a young age when a tragic encounter with a werewolf costs two of their lives. After spending years fragmented, each struggling to build a life for themselves after the traumatic ordeal, an unexpected call from one of those friends, long presumed dead, pulls you back to Ireland and ultimately into the World of Darkness itself. It's a decent concept and setup, but the execution leaves a little to be desired. For one thing, the prologue where you role-play your way through your teenage stints in Ireland overstays its welcome quite a while. I understand that it's necessary to establish both your character's skillset and relationships with the characters who later join you as fledgling Hunters, but I can't help but wonder if it might have been a better idea to condense the prologue to cover just the introductions and the decisions which determine your own strengths as a Hunter and hold some of the heavier bits off to be visited later on as memory segments. More than that, the characters themselves just aren't very interesting, I'm sorry to say. I could forgive the kind of one-dimensional characterizations early on, but by the time you meet back up with them as an adult it's unfortunately very clear that almost none of them are developed much further than that. Kitty, Claudia, and Daniel in particular mostly just seem to exist as personifications of certain Hunter archetypes and ideologies with little characterization beyond their own skills and their attitudes toward the supernatural forces that upended their young adult lives. The pacing issues really don't stop with the beginning of the story proper, either; there's an entire chapter that's dedicated to wandering around Dublin getting introduced to the various organizations you can align yourself with for extra support in your investigations. It honestly seems as if the game spends so much time introducing you to all these characters and factions that it leaves itself very little for the actual Hunter activities. It seems like the story's already just about over by the time you start getting yourself into truly dangerous situations with the supernatural forces at work in Ireland, and for a story that's about regular humans fighting back against supernatural beings immensely more powerful than them that's a pretty big shame. Finally, the game seems frustratingly punishing in comparison to other Choice of Games titles, even among those set in the World of Darkness and its various properties. It seems like a [i]lot[/i] of content is dependent on stat checks that are distressingly easy to fail, putting you at a serious disadvantage in the final chapters if you score poorly on just a few crucial checks, and it often seems like you don't have a lot of options for solving the various problems you're presented with, despite the wide array of skills at your disposal. Even checks that depend on your relationships with the various factions seem to pop up at a point where you shouldn't really have enough clout with them to justify calling in favours and seem to frequently fail as a result. To make matters worse, you seem to get better experience rewards when you succeed at these checks, so if you're already struggling to get anything done you're going to be hard-pressed scraping together enough experience to put into skills that are already strong enough to justify it. Out of the three playthroughs I've run as of typing up this review, I only felt truly successful in one, even though each of them survived and [i]technically[/i] succeeded in the narrative. All in all, I honestly feel kind of bad being as sharply critical of this game as I have been. It doesn't feel good tearing into a CoG title this hard knowing they're essentially the product of one designated writer with [i]maybe[/i] some advice and consulting from other writers in the network. I do wish Brown the best and hope their writing continues to improve. As for The Beast of Glenkildove itself I'll probably replay it every now and then, but I can't confidently recommend it to most people. If after reading all this you're still interested in giving it a go then more power to you, but if you're a newcomer to CoG and their writers' work I'd recommend starting with one of their other games.
Reviewing (mostly) every game (or DLC) in my library, part 621: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆ (9/10) I am very, [i]very[/i] impressed with [i]Hunter: The Reckoning — The Beast of Glenkildove[/i] ([i]“Beast”[/i]). William Brown must have some 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. Thank you to the staff! 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 [i]Beast[/i], 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. I found myself reflecting on what type of person [i]I[/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. ✅[b] Perspective.[/b] 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 [i]maybe[/i] 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. ✅[b] Atmosphere.[/b] Other CoG/HG works are mysterious and suspenseful. But [i]Beast[/i] has something the other titles don’t: the feeling of being [i]spooked[/i] and [i]uneasy[/i]. I’ve never been too afraid of werewolves—they’re furry-adjacent, right?—but [i]god[/i], Brown has woven a world that is so grim, so dark and dour. I mean, I knew I was in deep ♥♥♥♥ 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 ♥♥♥♥! ✅[b] The setting helps a lot with the tense atmosphere.[/b] 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 [i]Hunter: The Reckoning[/i], I would think everyone was NUTS with all this talk about superstition and fables. ✅[b] Good introduction![/b] 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.” ✅[b] Emotional and tough choices that matter[/b]. 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. [b][h2]Cons:[/h2][/b] 🟥[b] Cryptic and difficult stat checks.[/b] 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 [i]The Magician's Workshop[/i], 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. 🟥[b] Too many important choices.[/b] Did I put choices that matter as a pro? Yes. Am I saying there are too many important choices? Also, yes. But to me, as silly as it sounds, [b]some things are too important to be forced to choose between.[/b] 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 [spoiler]her fiancé wished to speak about.[/spoiler] Both seem important character development-wise, no? It’s vital to the story to bond with [spoiler]Marie’s daughter[/spoiler], but players usually prefer to focus on romance. It’s stronger for the story if we can do both! [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our [url=https://www.youtube.com/@IndieGems2]YouTube channel[/url] for more reviews like this one. [/hr]
Really loved the countryside/Ireland setting - a bit different for a World of Darkness game. Atmosphere was great and it was cool getting to play as a hunter.
超级超级好玩的互动小说!!!! 现在一周目通关来写一写评测。简要介绍一下这个游戏的背景是World of Darkness这个IP(Steam上是专门有这个IP的专区),大概背景就是人类从古至今一直和吸血鬼,狼人,妖精,元素等等一起生活在世界上,但是他们没有被绝大多数人发现,由此形成了一个World of Darkness。其中最有名的是这里的吸血鬼,为了不被发现需要维持Masquerade,还有长老派和无政府主义派的斗争,各个氏族等等。不过对这个IP没有一点了解(比如我)并不影响玩这个游戏,因为女主角(我只要玩游戏都是选女主的啦)和她的几个同伴一开始都是什么也不知道的普通人,在剧情的发展中逐渐接触到World of Darkness的一小部分,所以只要喜欢奇幻故事,就应该能理解是在讲什么。 主要优点或者说特点? 1.非常细致,优美和流畅的文笔,有大量形象丰满,不完美和有争议性的人物,组织,派系等等,包括价值观和哲学的冲突,对人性的探讨,犯罪,罪恶,爱,牺牲,友谊,善良,正义,以及如何应对创伤和失去,如何面对恐怖,如何面对不完美的选择等等的内容; 2.应该是有大量的分支剧情和结局,我在玩的时候就可以感受到。而且我们可以看到这个互动小说的成就有48个,而且绝大部分(或者全部)都是剧情成就,像我一周目只解锁了个位数个。 3.目前我看应该一共是有5个可发展浪漫关系的对象?可能还有其他人。可以选择主角的性取向是同性恋,异性恋,双性恋还是无性恋(我是女同啦。选无性恋可能就谈不了了,我不清楚)。这些可发展关系的对象都很有魅力,Aine我喜欢你!!!! 下周目打算试试Claudia。 4.大量不完美,互斥的选项,以及基于这些选项形成的剧情发展和人物build。很多时候都没有完美的选项并且要承担后果。[spoiler] 我一周目扮演的女主是牛津大学历史,民俗和宗教博士,然后枪法很好,最后和一个吸血鬼妹妹结盟杀穿了。但是为了救Aine和从小附体她的一个爱尔兰妖精女士(一种名称是Sidhe的爱尔兰的妖精)做交易让她转而附体女主,而代价是在7年间会逐渐被妖精取代和拖进仙境,最后所有人都会忘记女主,像女主从不存在一样(如果不这样的话就是Aine立刻会被拖进仙境,所有人忘记Aine,女主似乎是可以选记住她?然后我觉得应该是可以用其他东西换,但是可能当时没有吧,不会真的是得俩人选一个人吧)。然后在妖精的帮助下说服(欺骗)了吸血鬼自杀()。在故事结束把爱尔兰的那些狼人消灭,Cormac也在最后战死之后,女主带着女朋友Aine和Cormac的4岁的女儿Niamh回到伦敦生活,继续当Hunter杀吸血鬼去了,如果没有其他转折和后续之类的,大概7年后就会被忘记吧。总之是很悲伤但是也很浪漫的结局。[/spoiler] 5.有很多爱尔兰文化的内容,例如作家,诗人,民间故事等等,World of Darkness这个IP也很有意思。 6.补充一下,[spoiler]这游戏的反派组织是被一个狼人和一个非常性别歧视和反动的教授用毒品操纵的倒霉蛋们,主张什么人类应该倒退回猴子时代,为此杀人放火献祭小孩无恶不作,可以狠狠痛打他们一顿,也是非常有趣。补充一下:最近开始对极权主义产生深厚兴趣,我感觉这个反派组织的灵感大概就是现当代的一些准法西斯的新型极右翼运动,以及很有名的纳粹上台前的格奥尔格圈子。[/spoiler] 然后是一些需要注意以及我不太喜欢的地方: 1.用这个开发框架或者开发工具开发的互动文游都是无法存档或者说只有一个存档的,也不能退回去重选选项。但是这也是这类游戏的特色之一吧,做出选择就无法回退(除非重新从头开始)。 2.可能是因为Aine这个人在剧情中的位置的问题?我第一周目的恋爱的部分其实只占5%左右,但是很甜蜜和温暖,虽然和她的互动不算太多。也就是说这游戏中谈恋爱的部分可能不算特别多,但是以我体验看是写的挺好的。 3.我更喜欢那种锁女主,专门给女性开发的,大篇幅的女同性恋和谈恋爱的浪漫游戏,但是这问题不大,只是喜好不同。 4.英语是有一定难度的,我个人的话英语非常好所以问题不大,但是英语不好的话可能读起来就有些痛苦。而且这种游戏出合格的中文汉化的可能性微乎其微,但是理论上这个开发框架或者开发工具应该是可以外挂机翻的,可以试试。 5.最后这个游戏的阅读量是很大的,以我的速度一周目可以看到是14+小时,其中我犯强迫症重新开始了几次,但是排除掉这部分时间应该也大概有12小时。
Absolutely, (playtime is much longer I played it on the website first), fantastic HtR story that really captures the feeling of playing the game. The backstory/character creation being woven in as flashbacks works brilliantly, for most of the the story the tension is great and there are enough choices you can generally do everything you feel you'd want to. Absolutely recommend for anyone who likes horror, WoD or wants to hunt monsters.
Very refreshing and coherent. I felt like my choices mattered and it reflected in the way I interacted with friends and allies. The story also provided moral complexity and moral grayness without preaching at me, a rarity nowadays, major kudos to the writer (at least on first play through.) And the storytelling and world building, holy crap, it’s GOOD. The writer managed to put in a lot of elements and factions from not just Hunter, but WOD in general and still managed to keep the writing tight. It supplemented the story and never felt overwhelming. I’m impressed. I would play another game written by this author. It’s now my favorite next to Parliament of Knives and that is high praise from me. Also glad to see a setting that is not the usual three American cities. I would love to see more of these games written with European settings or even just small town settings. (Although I won’t complain if anyone wants to write one set in New Orleans.) Recommend and will be playing again.
I ultimately enjoyed playing this. It has a really strong start and I like the friend group characters. References to other WoD monsters other than the main ones and other Choice of Games WoD titles was also fun and didn't feel forced. I liked the use of the Hunter Creed and Doctrine to help you shape what kind of Hunter your character is. Overall I liked the writing and story. As for what I didn't like, I think there were some skill checks that screwed over certain builds. In these games I'm used to having enough variation of options for skill checks that no matter the kind of character I built, 9 times out of 10 I had an Attribute and Skill combination that worked for the scenario. In this game not so much, sometimes I just felt like I had nothing and it ended up being the case. That being said, if it's on purpose, I get the idea of having a focused character not being suited for every situation. Just didn't feel as rewarding as other games. Maybe looking under the hood to see the actual DCs would help me understand the game's expectations and how much I should bother investing in certain skill trees. But I do feel like that should be unnecessary to make a character who you want to succeed. Further criticisms I have with it are more spoilery so here's my warning beforehand. **MINOR SPOILERS** I think the final act felt rushed. A lot of plot threads that get set up just either get rushed to a resolution or don't get brought up again at all. I assume in different routes they get more attention, but it does feel unsatisfactory to not be brought up at all after they get established in some rather significant ways (Kitty's side plot being one that comes to mind). Character deaths that I assume are avoidable also feel very rushed and anti-climactic. There's a lot of "And this character explains this" especially near the end rather than actually writing out the conversation, which is a writing style I particularly dislike. Circling to what I said about skill checks, it being what it is meant that the final battle had some very specific skill roll options, and the outcome of the fight is going off of just one roll, so because I wasn't built for those skill combinations in particular, I got an unsavory outcome. Which was disheartening, especially since I was building a physical character and the final combat roll weirdly had no combat options (I remember the best I could roll was a Wits+Intimidate check).
The best Hunter the Reckoning Video Game out there at the time of posting, hands down, it may be off putting to those who want more from a game than a choose your own adventure style novel game, but it has some of the best writing, character work, choices, and simply depth when making your character out of any of the WoD choice of games games I've tried, it's a must play if you're big into World of Darkness and Hunter the Reckoning in paticular.
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