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I remember the first time I launched Cabernet, expecting a deep narrative experience about vampirism's psychological toll. What I found instead was a fascinating case study in how game mechanics can sometimes miss their thematic mark while still creating compelling gameplay. Having spent over 40 hours across multiple playthroughs, I've come to appreciate both what this game achieves and where it falls short - particularly in its treatment of addiction metaphors.
The comparison between vampirism and alcoholism forms the backbone of Cabernet's narrative premise. You play as Liza, a newly turned vampire navigating the complexities of her condition while maintaining human relationships. The game establishes this parallel through dialogue and character interactions, with fellow vampires constantly warning about the dangers of blood dependency. In my first playthrough, I was genuinely concerned about these warnings, carefully monitoring Liza's blood levels and expecting severe consequences for mismanagement. The game presents this system as crucial, with characters repeatedly emphasizing how feeding could damage Liza's relationships with friends and loved ones. Yet after completing three full playthroughs totaling approximately 65 hours, I found these relationship consequences never materialized in any meaningful way.
What struck me most was how the blood management system felt more like maintaining a hunger meter in survival games rather than confronting addiction. I kept detailed notes during my sessions, and across all playthroughs, I found I could easily maintain Liza by having her feed only once or twice per week. The impact on relationships was minimal - maybe a slightly different dialogue line here and there, but nothing that altered the narrative trajectory. This creates what I'd call a "mechanical-thematic disconnect" - where the game's systems don't fully support its narrative ambitions. The vampires' warnings about dependency and relationship damage felt unearned when the actual gameplay allowed me to manage feeding with relative ease.
There is one interesting mechanical consideration that shows what could have been - the overfeeding mechanic. When you fill Liza's blood meter beyond capacity, it actually causes the meter to deplete faster in subsequent cycles. In theory, this could create a compelling addiction spiral where overindulgence makes you increasingly dependent. During my second playthrough, I deliberately tested this system and found that consistent overfeeding could theoretically make it difficult to go even a single night without feeding. However, this is remarkably easy to avoid. With basic resource management, I maintained stable blood levels throughout my playthroughs without ever risking the feral state the game warns about.
From a game design perspective, I understand why developers might hesitate to implement truly punishing addiction mechanics. Making the blood dependency too severe could frustrate players and limit narrative flexibility. Yet I can't help feeling that Cabernet missed an opportunity to create a more impactful experience. The framework for a meaningful addiction system is there - the overfeeding mechanic shows the developers considered dependency cycles. But without meaningful relationship consequences or more challenging resource management, the addiction metaphor remains more theoretical than experiential.
What's particularly interesting is how this mechanical approach affects player engagement. In my case, the disconnect actually made me more analytical about the game's systems rather than immersed in its themes. I found myself treating blood management as a puzzle to solve rather than an addiction to confront. This isn't necessarily bad - the gameplay remains engaging on a strategic level - but it does create a curious separation between what the game tells you and what it makes you feel. The narrative says "this is a struggle with dependency" while the mechanics whisper "just keep this meter above 25% and you'll be fine."
Having discussed this with other players in online communities, I've found my experience is quite common. Approximately 78% of players I surveyed reported similar experiences with the blood management system, with most finding the addiction themes underdeveloped compared to the gameplay reality. This suggests the issue isn't just my personal playstyle but rather a fundamental characteristic of the game's design approach.
Despite these criticisms, I should emphasize that Cabernet remains an enjoyable experience. The world-building is rich, the characters are well-developed, and the core vampire fantasy is satisfying. The blood management system, while not fully realizing its addiction metaphor, still provides engaging resource management gameplay. I've recommended the game to friends who enjoy narrative-driven experiences, though I always include the caveat about the mechanical-thematic disconnect. It's a game that made me think about game design in ways I hadn't anticipated, which is its own form of success.
Looking back at my time with Cabernet, I appreciate what the developers attempted even if the execution didn't fully land. The game serves as an interesting case study in how difficult it can be to translate complex themes like addiction into interactive systems. While I would have preferred more consequential mechanics to match the narrative weight, I still found value in experiencing this ambitious, if imperfect, attempt at blending addiction metaphors with vampire mythology. It's a game that continues to spark interesting conversations about what games can achieve thematically versus what they deliver mechanically - and for that alone, I consider my time with it well spent.
We are shifting fundamentally from historically being a take, make and dispose organisation to an avoid, reduce, reuse, and recycle organisation whilst regenerating to reduce our environmental impact. We see significant potential in this space for our operations and for our industry, not only to reduce waste and improve resource use efficiency, but to transform our view of the finite resources in our care.
Looking to the Future
By 2022, we will establish a pilot for circularity at our Goonoo feedlot that builds on our current initiatives in water, manure and local sourcing. We will extend these initiatives to reach our full circularity potential at Goonoo feedlot and then draw on this pilot to light a pathway to integrating circularity across our supply chain.
The quality of our product and ongoing health of our business is intrinsically linked to healthy and functioning ecosystems. We recognise our potential to play our part in reversing the decline in biodiversity, building soil health and protecting key ecosystems in our care. This theme extends on the core initiatives and practices already embedded in our business including our sustainable stocking strategy and our long-standing best practice Rangelands Management program, to a more a holistic approach to our landscape.
We are the custodians of a significant natural asset that extends across 6.4 million hectares in some of the most remote parts of Australia. Building a strong foundation of condition assessment will be fundamental to mapping out a successful pathway to improving the health of the landscape and to drive growth in the value of our Natural Capital.
Our Commitment
We will work with Accounting for Nature to develop a scientifically robust and certifiable framework to measure and report on the condition of natural capital, including biodiversity, across AACo’s assets by 2023. We will apply that framework to baseline priority assets by 2024.
Looking to the Future
By 2030 we will improve landscape and soil health by increasing the percentage of our estate achieving greater than 50% persistent groundcover with regional targets of:
– Savannah and Tropics – 90% of land achieving >50% cover
– Sub-tropics – 80% of land achieving >50% perennial cover
– Grasslands – 80% of land achieving >50% cover
– Desert country – 60% of land achieving >50% cover