Vampire: The Masquerade — Sins of the Sires
- March 24, 2022
- Choice of Games
- 6h median play time
In this elegy of blood, everyone in Athens owes your boss a favor, making you untouchable! Who will you use, who will you help, and who will you prey on? Vampire: The Masquerade - Sins of the Sires is an interactive novel by Natalia Theodoridou. It's entirely text-based, 300,000 words, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
Reviews
- The game features a unique setting in Athens, which adds an intriguing backdrop to the story.
- The writing is well-crafted, with moments of beautiful prose that enhance the narrative experience.
- There is a high replayability factor, as players can explore different choices and outcomes, leading to varied endings.
- The game is significantly shorter than previous entries in the series, with many players feeling it lacks depth and development.
- Character development is minimal, with many characters introduced quickly and lacking meaningful interactions.
- The story feels rushed and linear, often leading to a lack of player agency and meaningful choices, resulting in a disappointing experience.
- story111 mentions
- 14 % positive mentions
- 80 % neutral mentions
- 5 % negative mentions
The story in this game has received significant criticism for its rushed pacing, lack of character development, and a linear narrative that often feels forced. Many players noted that while the premise had potential, the execution left much to be desired, with abrupt plot points and shallow interactions that hindered emotional investment. Overall, the narrative is seen as a weak entry in the "Vampire: The Masquerade" series, lacking the depth and complexity found in previous titles.
“One may feel powerless on occasion, but I believe that it's kind of the point - sometimes in real life your choices do not bring you the results you had expected or wished for, which makes this particular story indeed feel realistic and dark, completely worthy of being part of the World of Darkness series.”
“Ultimately, it is a satisfying story that fits well into the larger themes of Vampire: The Masquerade, making this tale a delight for any fans of the series.”
“In my opinion, while the story does definitely feel short, I didn't think the length affected the author's ability to tell a compelling story too much, and the game is also meant for multiple playthroughs, it practically tells you to play again on the final screen for most endings, so your playtime may vary.”
“The story feels really rushed, although I believe it has some form of potential.”
“Unfortunately, this is very clearly the weakest in choice of the game's VTM series; the story is markedly shorter than other entries, with rushed pacing and far too little time devoted to fleshing out characters and relationships.”
“The writing is poor, the character development is non-existent, your powers play little to no role, and the story is a convoluted mess.”
- gameplay6 mentions
- 17 % positive mentions
- 33 % neutral mentions
- 50 % negative mentions
The gameplay in this title diverges significantly from its predecessors, introducing new mechanics that are not adequately explained, which has frustrated some players. While the emotional depth of the narrative has resonated with many, the overall gameplay experience has been described as lackluster, with some hoping for future updates to address its shortcomings.
“For a little while, I had to pause the gameplay because I was overcome by how deeply the words touched me and how it moved something in me.”
“Players who have experienced the previous three titles should know going in that this is a very different type of story than Night Road and Pok, and the mechanics are quite a bit different as well.”
“Now as for gameplay, there are a few mechanics for the game that are very different than the previous titles and are not explained in advance even though they really should have been.”
“The overall gameplay was lackluster compared to many COGs I've (re)played over the years.”
- emotional4 mentions
- 100 % positive mentions
- 0 % neutral mentions
- 0 % negative mentions
The emotional aspect of the game is highlighted by its beautifully crafted prose and evocative imagery, which deeply resonate with players, leaving them feeling drained yet hopeful after significant choices. While the narrative effectively explores the emotional depth of its characters, it falls short in addressing important emotional issues directly.
“I finished my run nauseated and emotionally drained by the circumstances, but hoping against the odds that I managed to meaningfully defy them anyway with my character's last act.”
“The prose is heartbreakingly beautiful at times, playing almost like prose-poetry, with fantastic imagery and atmosphere (I love the 'larp' scene, for instance, and how disorienting and disconcerting it feels).”
“The choices are hard to make because the narrative seems to open up the emotional scope of the characters that inhabit it.”
- character development3 mentions
- 0 % positive mentions
- 0 % neutral mentions
- 100 % negative mentions
Character development in the game is widely criticized for being shallow and poorly executed, with many reviewers expressing disappointment in the lack of depth and meaningful storytelling. The narrative is described as forced and linear, with characters failing to evolve or engage players effectively. Overall, the writing is seen as subpar, contributing to a convoluted and unsatisfying experience.
“I was hoping for a rich contextual story of a neonate working their way into the city at night; instead, we get woke PC jargon sprinkled with colorful, mnemonically shadow character development and plot.”
“Sots is sorely lacking in storytelling and character development; the story feels kind of forced and linear.”
“The writing is poor, the character development is non-existent, your powers play little to no role, and the story is a convoluted mess.”
- replayability2 mentions
- 50 % positive mentions
- -100 % neutral mentions
- 150 % negative mentions
The game's replayability is a point of contention, with some users criticizing its short length and lack of depth compared to previous installments, while others praise it as a beautifully written interactive novel that offers high replayability value.
“This is a beautifully written, literary interactive novel with high replayability value.”
“The fact that this undercooked game, which I finished in just one and a half hours, costs as much as the incredibly more complicated, well-crafted, captivating, and replayable previous installations in this series is frankly insulting.”
“After completing the game, I felt no urge to play it again. The lack of meaningful choices and consequences really diminishes its replayability.”
“Once you've experienced the story, there's little incentive to go back. The game offers no new paths or endings, making it feel like a one-time playthrough.”
- humor2 mentions
- 100 % positive mentions
- 0 % neutral mentions
- 0 % negative mentions
The humor in the game is characterized by a blend of dark comedy and situational irony, particularly through the portrayal of characters like thin-bloods and ghouls, who can be both comically powerful and absurdly weak. Players appreciate how this humor enhances the immersive setting, adding depth to the overall experience.
“Thin-bloods and ghouls are simultaneously hilariously strong and worthlessly weak when needed.”
“I appreciated the great use of the setting and how it pulls you in, as well as the occasional dark humor!”
- music1 mentions
- 0 % positive mentions
- -200 % neutral mentions
- 300 % negative mentions
The game features minimal art and lacks music, relying heavily on its writing to engage players. However, the absence of a musical score and limited gameplay elements detract from the overall experience, leaving it feeling incomplete.
“A game with minimal art (portraits of a few NPCs), no music, and very minor gameplay of stat checks in dialogue choices. The writing has to do a lot of heavy lifting to make it engaging, and sadly this game fell short there.”
“The absence of music in this game makes the experience feel empty and lifeless, lacking the emotional depth that a good soundtrack could provide.”
“Without any musical accompaniment, the game feels monotonous and fails to create an immersive atmosphere, leaving players disconnected from the experience.”
- atmosphere1 mentions
- 200 % positive mentions
- -100 % neutral mentions
- 0 % negative mentions
The atmosphere is characterized by heartbreakingly beautiful prose that resembles poetry, enhanced by vivid imagery that creates a disorienting and unsettling experience, particularly highlighted in scenes like the 'larp' moment.
“The prose is heartbreakingly beautiful at times, playing almost like prose-poetry, with fantastic imagery and atmosphere.”
“I love the 'larp' scene, for instance, and how disorienting and disconcerting it feels.”
- monetization1 mentions
- 0 % positive mentions
- -200 % neutral mentions
- 300 % negative mentions
Users express frustration with perceived cash grab tactics in monetization, indicating that if developers prioritize profit over quality, they risk losing player support.
“If you got lazy and tried to cash in, I'm going to have to let you go.”
“The monetization strategy feels overly aggressive and detracts from the overall experience.”
“It's frustrating to see so many features locked behind paywalls, making it hard to enjoy the game fully without spending extra money.”