Pyramid Pick

Werewolf: The Forsaken (for the World of Darkness Storytelling System)

Published by White Wolf Game Studio

Written by Carl Bowen, Rick Jones, James Kiley, Matthew McFarland, & Adam Tinworth with John Chambers, Ken Cliffe, Forrest B. Marchinton, Deena McKinney, Wayne Peacock, Sean Riley, Matthew J. Rourke, & Ethan Skemp

Illustrated by Abrar Ajmal, Dave Allsop, Clint Langley, David Leri, Britt Martin, Matthew Millberger, Mark Nelson, Torstein Nordstrand, Michael Phillippi, Steve Prescott, Jeff Rebner, Jean-Sebastien Rossbach, James Ryman, Ron Spencer, Richard Thomas, Jamie Tolugson, & Conan Venus

Cover by Matthew Millberger, Aileen E. Miles, & Richard Thomas

322-page two-tone hardcover; $34.99

The arrival of Werewolf: The Forsaken and its unfortunate abbreviation continues White Wolf's effort of to reset and re-imagine the World of Darkness. The expectations for this replacement for Werewolf: the Apocalypse have been high, more so than for Vampire: The Requiem, the game that replaced Vampire: the Masquerade. In a way, its predecessor never quite had the impact of Vampire: the Masquerade, being less convoluted and more sharply drawn in black and white, resulting in more of a blank canvas for the designers and authors to work with. Of course, the new game has to overcome the perennial "superhero by night" aspect of the old, which Werewolf: the Apocalypse arguably exemplified from the start, with the player characters being the good guys. With all that to overcome, what everyone . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: August 26, 2005


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