
Gather your allies to hunt the vampires that terrorize your town! Study their ways and exploit their rivalries, or you'll become a vampire yourself.
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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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Спочатку незвично було відігравати людину, але історія мене заінтригувала. Тож я очистила розум від упереджень, і потихеньку почала проходити главу за главою, аж поки не відчула вайби "Баффі - переможниці вампірів". Автору майже вдалося мене навернути на шлях мисливця за вампірами. Майже. Краще вам не знати, чим закінчилось моє останнє проходження. От що мені сподобалось, так це те, що в розповідь вплетені не тільки деталі про професію та вид діяльності головного героя, а також і його віросповідання чи відсутність такого. А якщо персонаж ще й прокачаний в окультизмі, він зможе бачити майбутнє. Плюс вам будуть доступні унікальні варіанти розвитку подій. Але тут прийдеться вибирати, хто ви: інтелектуал, спортсмен, медіум чи президент, бо прокачати все відразу не вийде, а для успішного проходження перевірки навичок потрібно, щоб вони були досить високого рівня, інакше гра буде вас нещадно тролити. Наприклад, одного разу мені [spoiler]вибили зуб.[/spoiler] Це насправді було дуже неочікувано і навіть кумедно. Тут 12 кінцівок і на кожну є досягнення. Не знаю, чи це рай перфекціоніста, чи пекло, але я відкрила 3 і отримала задоволення. Чого бажаю всім, хто захоче пройти цю досить-таки непогану новелу.
This isn't the worst VtM game, but it's forgettable in every aspect once done and its major flaws can't be ignored while playing. Characters in your vamp hunter team are superficially diverse, but lack real personalities and their "flaws" get completely glossed over when it's too inconvenient for the plot to deal with. For example, I can appreciate what they wanted to do with Adam as a disabled dude who pushes against his limitations; but he's not on a cane, he's full on paraplegic from the waist down and in a wheelchair. Yet in most endings they've got him rolling up on a vamp fight with a rifle in his lap, through a park/forested area, and your target (who is said to have precognition abilities and was waiting for you to show up with her hostile childe) is conveniently too fixated on her phone to notice. And no, he's not a mage; there's no glamour helping him out. Just super lucky plot armor. For all that people trashed Blade Trinity, at least THAT movie handled having a disabled vamp hunter realistically in that the blind scientist stayed at base to develop tech for field hunters, and her attempt to defend herself when attacked by the OG vampire ended realistically in her death. Other forms of media have done similar things for the character to be helpful, have badass moments, but not stretch credulity. If the writer REALLY wanted Adam to be in the field, a far more reasonable scenario of location and/or creative solutions for how he's getting around needed to be constructed. But wheeling on up outside the way he did, along with the rest of the amateurs, and it going down just peachy for a stealth opening attack against CELERITY *and* AUSPEX buffed vampires/ghouls, and then surviving the ensuing brawl after that?? Even when an enemy was sneaking up behind him and I decided to put the mission first by concentrating on taking out the head vamp for the good of the whole town? Not buying it. He's tragically dead and we all know it. And if, like me, you select the option to make your character bi/pan for sexuality, but then never flirt with anyone in a run because you don't find them interesting enough to bother, they'll still attempt to make passes at you if you're simply nice to them. Even if you pass on them and have low charisma, some keep flirting. You apparently inherited a rizz aura from your homewrecking, vamp-attracting grandpa that makes people spill their dirtiest secrets and toss themselves at you. As other reviewers have noted- the pacing is all over the place, with a ponderous start and then a baffling breakneck middle and end. I'm not sure what happened for this game's development cycle, but it feels like this was severely rushed. There's also a ham fisted reliance on horror genre tropes. Spooky disembodied voices. Missing teen vamp girl popping up your first night back with preternatural movements and being obvious about what she is. A cop being supernaturally attacked on the highway in front of you. Impossible moving shadows at multiple points. Windows open that you had closed, etc. HOWEVER, despite growing up with the rizzler grandpa who tried to prep you with survivalist and magicky lessons, and potentially taking background options that give high occult and intellect skills- your character will still initially shrug off all the blatant signs something is wrong on the supernatural front and make painfully stupid decisions just so the plot happens. Even if you pick all the options at the beginning to get a semi-naive, ignorant character despite your childhood, there's still no way they'd remain so oblivious as long as they did. And options to try remaining in denial even once you know you've been a vamp's midnight snack and outside people are saying vamps are real? That's just silly to include unless your character has an unnamed source of brain damage. If the game wants you to be the ignorant human who slowly wakes up to the possibility of vampires, it needs to only give background options that support that and not be hitting your over the head with the supernatural clue-by-four every other paragraph from the very beginning. The coding, even a few years and patches later, is janky. Example- despite not talking to Marcus at the party in my first run because I went into the game blind and didn't know he was a recruitable character, and him only showing up at my place later because of pre-teen shenanigans better fit for a Nickelodeon tv show, somehow I later end up scoping out the vamp manor with him... Without any plans to that effect having been made previously. Just suddenly being told while I'm running other errands that it's getting to be time to meet with him and then jump cut there. Tone is an issue. This game bounces between cliche horror beats, to aforementioned teenage shenanigans, to serious talk on a friend's mental health, to BDSM scene being stumbled upon, to getting a video message from someone AS THEY SUCCESSFULLY COMMIT SUICIDE- and the shift can happen in the space of a paragraph. Much of this felt like it belonged in that old episode of Scooby Doo that had the crossover with Johnny Bravo and was far more adult themed but still goofy AF. But as something that's supposed to be in the World of Darkness universe? No. Side note, writer of this game, should you ever see this: you have a fixation with featuring women who have strong jaw lines. No hate. Just commenting how often that very specific facial feature popped up in even the first chapter alone. Might want to branch out your character ideas. Unless we're to assume this town is made up of steel jawed locals for some cultural reason that was never explained. Maybe they have a yearly jerky chewing contest and they've built up those strong chomping muscles practicing for it? I don't know. Nor can I take this story seriously, Also, the "big bad" vamp might be a century old Toreador, but she's only a 13th gen vampire. She's not an actual Elder or the demon from IT who can simply will the entire town and surrounding world to forget about the missing people and weird bouts of "anemia" that so many inexplicably come down with and only one local doctor with sketchy practices is corroborating. Even with her "hacker" ghoul pulling some impossible ♥♥♥♥ for someone who isn't a mage, there's way too many loose ends over too many years for this to have not blown up long before you deal with it. The stats mechanics suck. Whatever you arrange your character to be in the first chapter intro, don't expect growth because it's a short game, you're a weak WoD human, so you only get a couple upgrades. As much as I usually hate min-maxing, you're best off going custom build and concentrate on having Dex and Cha or Manip for main attributes, with your skills being Awareness, Persuasion or Intimidation, then Combat or Clandestine. 2 attributes and 3 skills decently leveled are all you legit need for interactions and gain most all the "lore" within two plays of the plot. Get a BFG with fire rounds, obviously, or your weak self will get wrecked in melee combat. Faith or Occult can be the minor stat for flavor/endings options you spend you highly limited XP on. Trying other "builds" aren't worth the XP investment and loss of skill where it matters, especially when main options are usually also available to get basically the same result. Tl;dr: This game feels like a college student's first big project that they started making late because they forgot it was due, and they're publishing it on Itch for others to play and give feedback for quick tweaks before turning it in to their professor. If that was the case, I'd be far more forgiving and encouraging of a novice artist being a one person show and trying to juggle all their responsibilities. But that's not the case. This is on Steam as part of a bigger franchise and by a professional team, selling in average VN price range. I can't recommend it unless it's having a big 90% sale and you REALLY want a couple hours of subpar VtM media.
The game was alright but it has a problem of the choices having zero mentions during the epilogue. The relationships in this game are very pointless as during the ending every partner just ignores you. The story feels like it's missing something to it for it to be a better story. The ending felt very rushed and it felt as if it was mostly an afterthought but it's a 6/10 overall. I want to say that I did enjoying play it but it feels more rushed than the other VTM Titles.
Reviewing (mostly) every game (or DLC) in my library, part 626: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆ (7/10) In [i]Vampire: The Masquerade — Out for Blood[/i] (“OfB”), the protagonist returns home expecting to settle their grandfather’s affairs, only to slowly uncover his connection to the local supernatural scene. It’s much smaller-scaled and more grounded than Night Road, but it gives the story a more grounded horror vibe that works well for the setting. I’m really glad OfB has 173 Steam reviews at this time of writing. I’ve quickly glanced through all of them, and each review dismantles the game pretty well, so you should do your research and know what you’re getting into. I broadly agree with all the reviews, good and bad, making me settle on giving the game a 7/10. Dattilo’s strengths clearly lie in mechanical flexibility, atmosphere, and immersive detail, especially when depicting vampirism, violence, and the more intimate horror elements of the setting. At the same time, many of the criticisms are completely fair. The tone can feel uneven and unintentionally goofy, the cast often lacks strong personalities, several mechanics feel underutilized, and the ending feels noticeably rushed. [b]As always, thank you to the staff for a free copy![/b] [b][h2]Pros:[/h2][/b] ✅ [b]Broad choices.[/b] Dattilo’s biggest strength is probably mechanical design and player freedom. OfB gives you a surprising amount of flexibility in how you approach situations and relationships. You can agree, disagree, betray people, delay important decisions, or commit fully to a course of action without the game constantly forcing you into a binary morality system. Conversations often feel more natural because your character can hesitate, deflect, or partially cooperate instead of instantly picking a “good” or “evil” route. You also have to pick choices carefully; you have a wide variety of leads to investigate, but you can’t choose all of them. It’s neat! ✅ [b]Long, thorough descriptions.[/b] Not a lot of writers put this much detail into the setting, with paragraphs being devoted to the actual place you are in. There’s also a lot of description about getting bit by a vampire, some nasty scenes of violence, and the allure of being a vampire’s plaything. ✅ [b]Depiction of faith.[/b] It’s a small choice, mostly flavor text, but I really like how choosing to play as a Christian affected my playthrough. Quite often, Dattilo mentions completing morning or afternoon prayers. When encountering a dead body, you pray that they will find peace in the afterlife. Faith touches on romance briefly: an RO jumps your bones pretty quickly, and there’s a line about how your faith doesn’t allow premarital sex. I liked these thoughtful touches! ✅ [b]“Big bad.”[/b] Listen, all vampire writers will write the same archetype[spoiler]—evil villain MILF ooga booga[/spoiler]—and I will eat it up every single time <3 [b][h2]Mixed:[/h2][/b] 🟨 [b]Tone. [/b]This is my biggest “hey, wait a minute!” moment. The tone is much more lighthearted, almost camp, and it’s quite a stark difference from V:tM works. At some points, the relaxed tone works, creating a more intimate, focused horror vibe. But some comedic moments fall really flat for me. For example, [spoiler]your adult friend group is being led by a child into believing in and killing vampires. And the MC is also quite stupid! A vampire trying to use their power on you? Huh, must be tired. Multiple people saying spooky things? Eh. A vampire going through a glass door? Must be your imagination. Someone BREAKING into your home?[/spoiler] Must be the wind. [b][h2]Cons:[/h2][/b] 🟥[b] Underutilized “store management” aspect. [/b]I was bummed that there wasn’t a bigger focus on running your grandfather’s shop. In the initial chapter, you’re promised an opportunity to stock the shelves, market the place, advertise, remodel, etc. However, I only chose a couple options, so my store was under-stocked and poorly-advertised throughout the rest of the game. I felt like I didn’t interact with the store until at the very end. 🟥 [b]Flat prose and characters.[/b] Might just be a me issue, as I haven’t vibed with Dattilo’s writing in the past. The game introduces a fairly large cast and clearly wants you to feel attached to this little vampire-hunting community, yet I never really got the “found family” vibe the narrative seemed to be aiming for. Most of the cast simply exists around you rather than feeling like fully realized people with distinct voices, motivations, or dynamics. They show up when the plot needs them, contribute information or support, and then fade back into the background without leaving much of an impression. Honestly, outside of the two female romance options and a couple of central figures like Lam and Chastain, I struggled to remember much about anyone by the end. 🟥 [b]Rushed ending. [/b]For a beautiful eleven out of twelve chapters, the build up is delicious. Each chapter adds a new mystery, a new lead, and the pacing was a slow and steady march toward your inevitable death. But the critics were right, I discovered, after playing through Chapter 12. All this exhilarating buildup just … ends in a really deflating way with a couple deus ex machinas. I don’t want to get into too much detail, but the reveal of [spoiler] Damien and Uncle Allen was incredibly rushed to me. That part came out of nowhere and felt like “okay, we need to give the player a good ending if they fail.” And I didn’t love the villain’s sudden emotional softening near the end.[/spoiler] The emotional transition happens so quickly that it never really landed for me. ➡️ What really hurt the finale, though, was how little room the story gives itself to breathe. Huge confrontations, character resolutions, deaths, revelations, and epilogue material are all compressed into one chapter. The villain can die in an almost bizarrely unceremonious way, considering how much buildup surrounds her. Then the game jumps into ending slides so quickly that I was left wondering what emotionally happened between half the cast. There’s barely any time for fallout, awkward conversations, grief, reflection, or even processing what the protagonist just survived. After such a slow-burn buildup, the finale needed more space to emotionally land. 🟥 [b]Seems like Contacts, Influence, Resources were not relevant. [/b]I had high Influence, and it seemed like people liked me? But honestly, it seems better to spend your XP on skills or attributes. [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]
In my opinion it's overpriced. Every character is a new shade of annoying. Because the work is so short you don't really get to know them well so al of them seem shallow. Also the writing style is pretty immature: the story feels rushed and wattpadish at times.
It was decent, even pretty good for the first 5 or so hours. But in what looks to be the final act of the game, the game logic is falling apart and the fun of the game and my interest in the story is being destroyed. What's worse than a bad, poorly written game? A well-written, decent game that falls apart after you've gotten invested in the story and sunk 5 hours into it. And it appears from the comments (which I should have checked before buying this stinker) that the developer has never even bothered to try and fix any of the issues. I pushed through the logic failure and the game concluded with a reasonable ending. I guess it was okay enough that I'll change this to a very lukewarm recommend.
不推荐纯粹是因为不喜欢这部if挂在vampire the masquerade的ip下面,就很不vtm啊,作者大概是研究过规则书了想另辟蹊径但是没成功,在vtm里当猎人还不如当血仆呢,我想当猎人那我为啥不玩HTR。抛开vtm来说,故事本身也挺老套的,去世亲戚留下的遗产,只有小孩察觉真相而大人毫无察觉,失踪的青少年,真的有点三流恐怖片了。非ip粉的话纯粹当成普通青少年冒险故事来玩就行了,但可攻略对象也蛮无聊的,价格还有点虚高,呃建议还是算了。 现存的几部Vtm if 游戏个人喜好排名 night road> >Parliament of knives >sins of the sires>>>out for blood
[b]TLDR:[/b] I am absolutely recommending this to anyone who might like a Choice of Games game featuring a more slow burn mystery, just be aware of the uneven pacing and inobvious gameplay mechanics. Out of the three first VtM Choice of Games I think this one has connected with me the most. It has some strange pacing, and some kinda obscure game logic, and maybe I would have wanted a bit more depth to the characters, but the star of the is very much the amazing setting. There's a charm to the town and the story that to me entirely outweighs the parts that have frustrated me, and I've found myself caring about what's happening to the game world and its inhabitants more strongly than I did in Night Road or Parliament of Knives (that on the other hand have stronger narratives). Central to the gameplay or story flow in this game is discussion hubs where you're either talking with someone or researching something and you're given a set of actions and given the opportunity to explore most of them. This results in a slower pace than other games in the genre where it feels like you're making progress in chunks, and I've found it really helped make the world feel like a thing that exists that you get to explore, more than the backdrop to a story that is happening. I really enjoyed this! The downside to this, apart from if one dislikes the slower pacing, is that you as a player has very little insight into what's happening behind the hood. If you read along with the code you'll see that there is actually a whole lot of game logic happening as you're chugging through the investigation -- it reminds me a lot about Disco Elysium (it's the only game I've played D: ) on a much smaller scale with how there is a bunch of different small logic flags keeping track of seemingly minute game actions that impact the story in various ways. Even with save management and viewing the code (its available in plain text in the game folder, you can just read it in notepad++ or use a third party tool designed specifically for CoG games) it can be frustrating to figure out which game actions you want to take for a given outcome, much more so if you're just playing vanilla. If you're just along for the ride, excellent! If you want informed agency behind your choices this might be a struggle. The story being told behind these mechanics I really did like! The world feels alive, there are many appealing characters and even with the pacing being a bit uneven I really think that for the ending I got it was a really coherently told story all throughout. If you thought it was a bit alienating to dip into a bunch of disconnected locales in Night Road or disappointed you didn't get to see how Kindred society actually integrates into Ottawa in the Parliament of Knives, this game really delivers on the game world. And the perspective of playing normal human beings (gasp) that are the victims of vampires is handled really well in my opinion, even though if you're somewhat savvy you're probably going to figure out what's happening some 40 hours before the dense protagonists do. Oh! Let's not forget that there are many small details that just makes it [i]nice[/i], from the super cute graphics used for town signs and stuff in the start (wish they had budget for more of those) to the fact that the PC will change tone of dialogue depending on the disposition scores you get from the choices you pick. Where the story is lacking is pacing and character depth. When it comes to pacing, I agree with anyone saying that the mid point up to the climax feels a bit rushed. But I'm also missing some connective tissue between scenes and events within scenes that can make the reading feel jagged and uneven at times. It's not too ugly when you shrug off teleporting to Next Location (tm) but when you teleport into being a leader of a vampire hunting squad of five dudes and you have no idea why two of them are there it gets a bit unsatisfying! And while the main characters in this book are all quite appealing, I do feel like I'm missing some substance to them, stuff that sets them apart from each other. Salem is a very cute love interest! But emotionally speaking, I don't feel there is much setting her apart from your other childhood friend Adam who's also a curious and supportive love interest (guy flavour this time). Lacey does make a big impression from an exceptional introduction scene, but then there's Marcus who... has a gun? I think the story would have benefited if all major characters got more space to breathe (or there was more conflict in the group) or if everyone got more unique and present connections to the fictional world they inhabit. Oh, I should point out that there are a lot of interesting and memorable minor characters! The world very much feels human, it's just that there is an opportunity to develop the main cast further. Oh, if you enjoyed this one and haven't checked out Werewolf: The Apocalypse - The Book of Hungry Names that one is very similar in its exceptionally appealing medium size town setting but with consistently exceptional storytelling and characters. And Hunter: The Reckoning - The Beast of Glenkildove will give you more fantastic monster hunting, that goes even harder on making the threat of the supernatural feel personal to the player character and their coterie, and the characterization of the coterie is excellent.
K
Its what it looks like, low effort slop with just enough rpg mechanics to trick you into thinking its an rpg. Your character will pretty much decide for you what you think or what your intentions behind a choice is, want to kill all vampires? no you decided to say you'll help a group kill another so now your locked into the pacifist route, half of your choices don't even matter no matter how little that actually makes sense. Either because your character has decided your motivations for you or the plot acts like what you did never happened. It feels like I'm playing musical chairs with a marry sue protag on who is actually in control. TLDR: don't
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