Vampyr
mirta000 Jun 13, 2018 @ 1:59pm
After full playthrough - my review (in 5 minutes or less!)
I do these series on youtube where I try to sum up a game in 5 minutes or less. Vampye has been exactly what I wanted in an RPG, but I have to admit that it does have its faults. I tried to be as fair as I could.

In video format:

https://youtu.be/N5v0FK_Mvm4

In writing format (also known as my video script):

Vampyr is an RPG where you play a newly born vampire Dr Reid, the year is 1918 and he struggling to stop the epidemic that is spreading through London. I will try to divide this review into consice parts and then will do a short overview at the end.


Combat:

despite what others are saying, combat in this game felt rather fluid to me. Abilities were easy to read and understand, nothing too difficult, the whole difficulty lies in leveling yourself right, figuring out your build and what works against what. Closest games to this one combat wise would be Dark Souls and The Witcher 3. As I tried not to needlessly consume citizens and be semi-good, bosses wiped my ass into the floor, however I persevered, changed my strategies and beat this game. I feel like that gave me a huge feeling of satisfaction. I do however believe that not every gamer will be able to beat this game. Be aware.

Controls:

Pre-set mappings for keyboard are not that bad actually. Tab to read things, F to interact, space to dodge... You can set it to different bindings, but I'm afraid people have to do so from the ini file. The biggest issues with keyboard controls was my inability to comfortably walk up to enemies, bad lockon mechanic and sometimes awkward angles during cutscenes that I could not change.

Story:

This game prides itself on being unable to save-scum in order to avoid the consequences of what you chose. This is because all the choices that I was presented with were not black and white and it is easy to choose something that you think is good, only for it to have an awful outcome. This did not put me off, in fact I rather enjoyed it. I now have a reason to go back and play this game again seeing different outcomes and endings.

NPCs:

NPCs in this game have lots of dialogue and a lot of mini stories. In order to get a good ending, you will want to keep them healthy, but I don't think that it is necessary to do their little quests or uncover all the conversations. Thank godness because some of them are plain boring. Don't get me wrong, there were times when I was really interested in whom I was talking to, but in my 21 hour playthrough I had at least 2 hours of conversations that I hated. Completionists beware - if you want to know everything about a character, sometimes a hint about them is hidden underneath a multiple choice question and if you choose the wrong dialogue option, you may forever lose the chance to get that hint about them until you re-play the game again. As these hints are nothing but fluff, I was fine with it, but some people really were unhappy about it. Some hints also require you to over-see a conversation and some of these over-seeing events only happen once in game. I have failed one myself by accidentally opening a door before.

Overview:

Well, to me this game is Bloodlines reincarnate because it scratched a very special itch. I was yarning for a dark, moody, vampire game where life can go to ♥♥♥♥ no matter how hard you try not to let it for so long. Since 2004 in fact. And this game scratched it. A lot of publications named Vampyr as an "average" game, yet here I am feeling the happiest I've felt with a game in 14 years. And to all of you that will look at me like I'm mad for even comparing these games, remember that when Bloodlines released, nobody was happy with it. It was buggy and broken and the studio closed before they could even fix it. Yet here we are 14 years later and it's a cult classic! I'm going to accept that Vampyr could be better though and give it a 9 out of 10. Because for me, this IS the game and I don't know how many decades till the next one will make me feel this way again.
< >
Showing 1-15 of 27 comments
I disagree with almost everything here.

The closest example to this combat system would be the 2004 Fable. If you struggle with the combat, my condolences. Completed at level 24 and simply filled every boss with bullet holes.

All of the choices are black and white. Two choices that are "Wrong" and one choice that is "Right".
Sure, the game tries to lead you into making the "Joke" choice but lets not pretend its anything more.
Also pro-tip: You can avoid consequences by not resting. Which is what I did during and past the West End section. Consequences Avoided. 10/10.

The NPCs are simply one dimensional with nothing to contribute.

VtMB is an unfair comparison and it should not be made as they share almost nothing in common. Except Vampires.

Great you liked it though. You sing its praises to highly though.

Last edited by Fairy(Scary)TaleTimes; Jun 13, 2018 @ 3:03pm
mirta000 Jun 13, 2018 @ 3:12pm 
Originally posted by Fairy(Scary)TaleTimes:
I disagree with almost everything here.

The closest example to this combat system would be the 2004 Fable. If you struggle with the combat, my condolences. Completed at level 24 and simply filled every boss with bullet holes.

Never had ammo for that. 2-hand mace all the way. Some bosses took 40-50 minutes. Seen people on streams doing way worse than me. Requires one to be used to such games. Never played Fable. Played all Witcher games though and it does feel very fast paced and jumpy just like Witcher 3.

Originally posted by Fairy(Scary)TaleTimes:
All of the choices are black and white. Two choices that are "Wrong" and one choice that is "Right".
Sure, the game tries to lead you into making the "Joke" choice but lets not pretend its anything more.
Also pro-tip: You can avoid consequences by not resting. Which is what I did during and past the West End section. Consequences Avoided. 10/10.

Rests are enforced at certain chapter transitions. Multiple choices can be fine for the ending, or fine for the district. If you did not directly embrace a pillar, them mostrocityfying will not inpact the ending, just the district itself. At the same time sometimes them living or dying will not inpact the district that much and only inpact the ending. For example, with the West End guy, his district barely took a hit even though in my game he passed away. So technically it's 2 choices that you can fix from and one bad one.

Originally posted by Fairy(Scary)TaleTimes:
VtMB is an unfair comparison and it should not be made as they share almost nothing in common. Except Vampires.

Great you liked it though. You sing its praises to highly though.

How not one dimentional LaCroix was? Or that guard that's in love with you? A lot of VTMB characters worked on a single thought pattern and there were very few non-end of the game choices that affected the ending or the world around you, rather than just the opinion of those individual NPCs.
Viktor Jun 13, 2018 @ 3:28pm 
Nice review, I share a lot of the points said and I'm glad more people enjoyed the game as much as I did.
There is only a single point inwhich a rest was enforced and that was after defeating Mary.

The ending is not a meaningful consequence as it has no effect on gameplay so thats moot.
And yes.
A Pillar living or dying will not impact the district, thats why people are so annoyed by the Nurse Crane and Sean traps because it didnt sink the District and force a re-start. Wait... Thats not right...

Super Mario also has some one dimensional characters.
mirta000 Jun 13, 2018 @ 11:07pm 
Originally posted by Fairy(Scary)TaleTimes:
A Pillar living or dying will not impact the district, thats why people are so annoyed by the Nurse Crane and Sean traps because it didnt sink the District and force a re-start. Wait... Thats not right...

When I lost West End to natural causes all that happened when I rested in chapter 6 is that Penbroke sanitized itself. I have lost both Sean and nurse Crane as pillars, still kept their districts at stable and still got 2nd best ending (could have gotten a better one, but I ate one person).
I'm making several runs of the game at the moment to find oddities and such so I ran through Act 2 again.

After "Charming" Nurse Crane in ACT:2 The District took a major hit from "Healthy" to a few points within "Stable" I had made sure that everyone I could reach was not sick leaving only Mason Swanborough because he was locked behind Mesmerize 3 so remained sick.
Resting an additional time resulted in many Citizens becoming sick easily dropping it in the low "Serious".

But you are right it can be kept it within the narrow few points of "Stable/Serious" only if you enjoy grinding Skalls and mind numbing amounts of running around in circles everytime you dare to rest, know its about to happen and thus didnt bother collecting hints to gather EXP to embrace a Citizen.
It still remains that with the Pillar standing you can risk embracing a few NPCs however without the Pillar that District becomes nothing more than a chore to keep it healthy enough to be useful.
Yet that is only if you know what is going to happen so have prepared for it, most players upon reaching this point will not have the ingredients nor formulas to heal everyone, especially if they healed the NPCs at the Hospital.

As for your claim that Pembrooke Hospital "Sanitized" itself must be yet another bug in this game as NPC afflicted with an illness should only progress into the next worse tier of that affliction until healed.

Yet even then for all of its "Choices and Consequences" To admit that those choices were not met with any real noticable consequences other than a managable drop in District Health and "O noes. That Character doesnt exist anymore." pretty much deflates "Choices Matter".

Shocking News Just In: That is the same for most modern games that try to make their characters have any relevance.
Easy example off the top of my head would be Duex Ex: Mankind Divided. Who you going to save Jim Miller or Allison Stanek?
Last edited by Fairy(Scary)TaleTimes; Jun 14, 2018 @ 12:29pm
mirta000 Jun 14, 2018 @ 11:21pm 
Originally posted by Fairy(Scary)TaleTimes:
After "Charming" Nurse Crane in ACT:2 The District took a major hit from "Healthy" to a few points within "Stable" I had made sure that everyone I could reach was not sick leaving only Mason Swanborough because he was locked behind Mesmerize 3 so remained sick.
Resting an additional time resulted in many Citizens becoming sick easily dropping it in the low "Serious".

First rest after curing tends to remove their sickness status. I wonder if it's because at the same night the pillar had to fall so the game was trying to do both consequences at once. So after healing:
1 night of stability up, everyone that you healed is healthy
2nd night some will fall with a level 1 illness
3rd night some will fall with a level 2 illness, some will catch level 1 illness
4th night some will fall with a level 3 illness.

You have aproximately 4 rests before death from illness even becomes a concern. How many times a game do you rest? Not that many. At least it shouldn't be that many. The game encourages you to not level every time when you have 600-1000 exp, but rather pile that on.

Originally posted by Fairy(Scary)TaleTimes:
Yet that is only if you know what is going to happen so have prepared for it, most players upon reaching this point will not have the ingredients nor formulas to heal everyone, especially if they healed the NPCs at the Hospital.

2 of 4 of my pillars fell, I was a new player, somehow got through the game without districts in critical? Once again, it takes them forever to progress to level 3 illnesses.


Originally posted by Fairy(Scary)TaleTimes:
As for your claim that Pembrooke Hospital "Sanitized" itself must be yet another bug in this game as NPC afflicted with an illness should only progress into the next worse tier of that affliction until healed.

Or it was chapter 6 and Penbroke pillar could no longer die because he was embraced? Or West End's pillar death actually had positive consequences as he wasn't a nice person?

Originally posted by Fairy(Scary)TaleTimes:
Yet even then for all of its "Choices and Consequences" To admit that those choices were not met with any real noticable consequences other than a managable drop in District Health and "O noes. That Character doesnt exist anymore." pretty much deflates "Choices Matter".

How is district health and character death NOT a consequence? What should the consequence be? Giant "you lose" on your screen? Oh, wait, I know! A meteor strikes their ♥♥♥♥♥♥♥ house and you can no longer ever enter that area. Would that be a consequence enough?
I've spammed rest up to about 15 times and not had a single Citizen die to an affliction, other people have said they've had a Citizen die after repeating it 30 odd times.
But yes, I have never needed to rest 10 times in a single game.

I agreed with you, a District can lose it's Pillar with out sinking entirely.
Cherrypick that last part if you want but the answer is still written above it. I found the combat bad enough without grinding Skalls ontop of it just to heal an endless tide of Citizens that have such weak immune systems I'm suprised they've lasted into their twenties at all.
All so I can keep the District's Health teetering within "Serious".

The death of a character that has lost any value and relevence to the progress and the plot doesnt matter.
Save Sean, Kill Sean. Tell me, apart from the ending or District Health, where does it matter?
He may as well of disappeared the moment he ran out of chat options for all the impact he had.
District Health being such a minor form of "consequence" which is managable or avoidable, so unless it tricks you when you're new and dont know any better it loses all significance to the importance of your choices.
Note that the ending is not a real consequence as it has no effect on the character or to the playable world around the player.
V A X I Jun 15, 2018 @ 1:52am 
Saying this game is an RPG is like saying Elite: Dangerous is a Side-story game to Super Mario. Nonsensical and absolutely incorrect.
wildpeaks Jun 15, 2018 @ 3:22am 
You can set it to different bindings, but I'm afraid people have to do so from the ini file

I can change keyboard keybindings just fine from the in-game menu, so I'm not sure what you're referring to ?

And walking up to enemy also works fine for me (I don't recall what the default key was as I just always rebind everything first thing in any game), I've even bound this specific one to a mouse side button to be easy to access.
Last edited by wildpeaks; Jun 15, 2018 @ 3:24am
mirta000 Jun 15, 2018 @ 9:27am 
Wild peaks, for some new keybinds would not properly stick. I will have to add that part as a note into video description. Sorry for not being clear.

Originally posted by 💗Queen Vaxi💗:
Saying this game is an RPG is like saying Elite: Dangerous is a Side-story game to Super Mario. Nonsensical and absolutely incorrect.

It is called RPG on the store page, there are conversation choices, there are different endings and you can replay the game with multiple different builds. You may argue what an RPG means to you, but this game from the industry point of view and majority point of view is in RPG.
Lock Jun 15, 2018 @ 9:57am 
Originally posted by Fairy(Scary)TaleTimes:
Also pro-tip: You can avoid consequences by not resting. Which is what I did during and past the West End section. Consequences Avoided. 10/10.

The NPCs are simply one dimensional with nothing to contribute.

VtMB is an unfair comparison and it should not be made as they share almost nothing in common. Except Vampires.

Because you didn't rest and didn't see any of the consequences, the NPC's were one dimensional. You basically didn't play the game...
RPG is a pretty broad term when it comes to genre tags these days.
But Vampyr may as well be a Doctor Simulator and Crafting game too.
Generally having little to do with the conditions that you've listed, the only true prerequisite is that the Player Role-play through a set narrative.
Super Mario is an RPG. Pokemon is an RPG. Dark Shoes is an RPG. Diablo is an RPG. Payday is an RPG. Talisman is an RPG. Torchlight is an RPG. Black Desert is an RPG. Etcetc.
Lock. I... Just. What.
Sorry. That has thrown me from the context of what I said.

But how is that... What.
Its like you're agreeing with me but using sarcasm to do it...
Lock Jun 15, 2018 @ 11:40am 
Originally posted by Fairy(Scary)TaleTimes:
Lock. I... Just. What.
Sorry. That has thrown me from the context of what I said.

But how is that... What.
Its like you're agreeing with me but using sarcasm to do it...

It depends on what you meant.
I read it as you deliberately avoided having any consequences by not resting.
Was that right?

If that's the case, then of course the NPC's were all one dimensional, since your playthrough basically took 1 ingame night. I've noticed a lot of consequences to my actions when I rested, both in NPC personality/hostility shifts as in their deaths. If you didn't rest, there was no time to let your choices have any consequences.
< >
Showing 1-15 of 27 comments
Per page: 1530 50

Date Posted: Jun 13, 2018 @ 1:59pm
Posts: 27