One of this game's most recognized qualities compared to the Old World of Darkness is that it has a more unified, modular system, making it easier not only to make crossover, but also to come up with homebrew fan-games.
Many creatures, organizations or supernatural events in the setting (such as VII, the Aegis Kai Doru's true backstory, the Cheiron Group's director board, or some of the sample antagonists in supplement books) have their origins and motivations willingly left ambiguous so Storytellers can come up with their own explanations of what they are.
Fridge Logic: Spirits can subsist just by acting in accordance to whatever concept or thing they represent, but in order to grow stronger they must hunt, kill, and eat other spirits who represent similar or related concepts. If that's the case it's a wonder that things like love, compassion, cooperation, or procrastination manage to exist at all.
Belial's Brood in Requiem, the Hosts and Bale Hounds in Forsaken, Abyssal intruders in Awakening, the Pandorans and qashmallim in Promethean, the Gentry in Lost, the Kerberoi in Geist, the...everything in Hunter...
Screwed by the Network: White Wolf experienced massive layoffs by CCP because EVE Online was struggling due to the brilliant plan to sell monocles for real money that nobody could see.
The transition from Old World to New World was not well received by some fans. However, the new generation has gotten into the New World of Darkness, and the old guard has more or less gone from "Nerd Rage!!" to "Eh, whatever."
The God-Machine Chronicle rules revisions have been even less well received by an even smaller number of fans. One wonders if it's nerd rage concentration.
Woobie Species: Several supernatural species in this setting seriously have it rough:
Changelings used to be human until they were kidnapped by insane faeric beings from another plan, who then proceeded to reshape them into fae themselves and torture, abuse or otherwise use them as toys for their own amusement. They escaped only to find out they had been replaced by dublicates, and frequently are unable to return to their old life due to how much they have changed, forcing them to build a society of their own, where they live in constant fear of being caught by their masters again. They have grown so paranoid they can barely trust even each other (sadly rightfully so, because some of them are desperate enough to deliver their peers to the True Fae), forcing them to rely on Magically Binding Contracts as insurances.
Prometheans are Artificial Humans whose very nature cause both people and nature itself to hate them, meaning they can never integrate society and are forced in a Walking the Earth lifestyle. Their mere presence in mortal society causes a Hate Plague directed toward them (and other supernatural beings aren't immune), landscapes gradually warp and decay around them, and animals instinctively fear and dislike them. The only way out is a long quest to turn themselves into humans, and in order to do that, they have to create a new Promethean, thus ensuring more of them will carry their curse. Worst, monsters are out to devour their flesh, and the best way they can avoid said monsters is by hiding among these same humans who will instinctively hate them.