Vampyr is a brilliant roleplaying game married to a mediocre action game, and their contentious relationship turns what could be a good time into a memorable but uncomfortable experience.
This piece was first published on June 5, 2018. Weâre bumping it today for the gameâs release on the Nintendo Switch.
Vampyr is a new action RPG by Dontnod, the studio behind 2013âs cyberpunk adventure Remember Me and 2015âs narrative game Life is Strange. You play as Dr. Jonathan Reid, a World War I surgeon specializing in blood transfusions. In 1918, Reid returns from the front to London to discover heâs been turned into a vampire by a mysterious and powerful progenitor. The Spanish Flu pandemic is raging, and Reid is torn between caring for the cityâs citizens and using them to sate his new bloodlust. He becomes embroiled in conflicts between Englandâs vampire elite, secret societies of monster hunters, and supernatural forces.
Despite the RPG elements, you canât customize Reid; youâre stuck with his lumberjack beard and sonorous voice for the duration of the game. This is fittingâReid is a distinctive character I found both exciting and difficult to inhabit. Through the game he converses about hot topics of the day, such as womenâs rights, recent medical phenomena like Cotardâs syndrome and the placebo effect, and the emotional impact the war has had on the people around him. As a vampire, he canât enter peopleâs homes uninvited, but heâs not above drawing on his authority and trustworthiness as a doctor to get what he wants. Reid is a complex character with tough conflicts to wrestle with.
Gameplay-wise, Vampyr is as conflicted as its protagonist. Itâs several different games in one: an action RPG with leveling up and combat, a partly open-world exploration game, and a dialogue-based game about relationships. The most interesting part is the social side. The game is populated with unique computer-controlled characters, each with a name, backstory, and health status. As you explore a neighborhood and chat with the locals, you learn more about them. You activate sidequests and new dialogue options, and you discover relationships, intrigue, and personalities. Vampyrâs human world feels like a British period drama. Doctors at the hospital argue and undercut each other; a woman lives in a homeless shelter because she lost her job as a result of union activism; a couple keeps their relationship secret for fear of societal judgement; a friendly merchant just wants to find a good place to eat. I delighted in running around learning everyoneâs gossip and dramatically demanding answers. I also felt a responsibility to these people, crafting medicine to treat them when they got sick. Doing so is one of the ways to improve a districtâs overall health. Let an areaâs health fall too low and it will be overrun by illness and monsters, taking your friends along with it.

Of course, you donât just treat non-player charactersâ health out of the goodness of your heart. Healthy NPCs have healthier blood, represented by how much XP you gain if you decide to feast on them. Getting to know a character unlocks even more XP, meaning the most fruitful people to bite are the ones youâve talked to and cared for the most. I didnât expect this to be as morally difficult as it was, but Vampyrâs clever use of interlocking relationships and medical practice made realizing Iâd need to feed on an NPC harrowing.

Despite charactersâ wooden animations and unnerving lack of eye contact, each of Vampyrâs NPCs are so interesting itâs hard to see them as dinner. At the start of the game I ate a couple of lowlifes, luring them into the shadows and chowing down before I got to know them. Later in the game, desperate for XP, I decided Iâd eat a lonely drunk in a bar Iâd met at the start of the game. But because Iâd been around the neighborhood, Iâd opened new dialogue options that revealed a relatable and tragic past. I kept clicking through, and with each new revelation I cringed as I realized I couldnât possibly eat him. I wandered the city forlornly looking for someone I could stand to bite, passing over familiar faces until I eventually settled on a woman I thought no one would miss. I found myself apologizing to her out loud, feeling monstrous as I watched my XP rise.
You need that XP to level up Reid and gain new vampire powers for the gameâs lackluster, frustratingly plentiful combat. You use XP to increase your stamina, health, and how much blood you have. Blood is the mana for your vampire powersâyou can disable enemiesâ defenses, slash them with ethereal claws, or attack them with bloody tendrils from afar. You can only level up in hideouts, where you can also craft serums and upgrade your weapons. You do so in lovely menus full of satisfying button presses and sound effects. Everything about leveling up is greatâexcept the actual fighting these powers and menus are for.
Combat ranges from boring to tormenting. The animations are same-y and dissatisfying; in most cases I button-mashed at an enemy until I stunned them, drank their blood, unleashed a vampire power, then repeated until they fell. You have a few different weapons you can equip in your main or off-hand, some of which have special abilities, but I stuck with one that did high damage and just kept upgrading it to do more, rarely feeling the need to switch. Fighting forgettable groups of enemies as I traversed the streets wasnât engaging, but it wasnât all that bad. Brief flurries of combat were good enough to lighten the burden of wandering the dark, repetitive map. Itâs cluttered with needlessly locked doors and devoid of fast travel, requiring plenty of dead ends and backtracking that fights made a little more lively.
But then there are boss battles, which come at peak narrative moments. The first one I encountered was tough but not too bad, but later ones as the plot ramps up were clunky and too long. A mid-game bossâin a pattern that repeats depressingly throughout the boss fightsâreleased dispensable one-hit minions in addition to their easily telegraphed attacks. The gameâs targeting struggles to encompass multiple foes. Iâd whittle down a bossâ health only to be sideswiped by these fragile enemies because the game fumbled to target them. It was boring and maddening in equal measure. These unavoidable fights are all joyless slogs of swinging camera angles and unengaging rituals of darting toward bosses, getting a few hits in, and swooping out again. Theyâre all in purpose of Vampyrâs grand supernatural plot, and neither that story nor its combat was nearly as engaging as interacting with Londonâs citizens.
At one point, about to face several dull minibosses leading up to what I knew would be another insufferable boss battle, I veered from the plot to check on the status of each of my districts. I realized Whitechapel was falling into critical territory. Many characters whose minor illnesses I had ignored had gotten much sicker since Iâd last visited. Instead of getting the forthcoming combat out of the way, I crafted some medicine for headaches, bronchitis, and sepsis, then ran all the way back to Whitechapel. I spent an hour wandering the streets doling out treatment to NPCs. I learned more about two charactersâ relationship and undertook a fetch quest for them with a tough twist. On the one hand, I didnât visit Whitechapel much anymore. Losing the area wouldnât have mattered to my ultimate progress through the game. On the other hand, Reid is a doctor, and I shared his sense of duty to the people weâd grown so close to. The time I spent roleplaying as an everyday doctor, putting the gameâs inevitable violence behind me to do something good despite my ultimate goal, was my most compelling experience with Vampyr. Itâs one that wouldnât have happened at all if I hadnât been avoiding the combat the game ultimately chooses to focus on.
Iâve played about 20 hours of the game, much of it spent exploring and talking, and I get the sense Iâm about two-thirds through the main plot. Players less turned off by the combat or less interested in sidequests might progress through it faster; the developers say the game is 15-30 hours. Despite my occasional frustration, Iâm excited to see the game through and to get answers to its big mysteries, even if they donât interest me as much as the human side of things.
Vampyr is a lovable mess. Its lack of visual and technical polish and its unpleasant combat are offset by excellent characters and dialogue that I longed to be its real core. I wished its disparate pieces were more in sync.