Harbinger Of all the
sci-fi genres, generational spaceships are probably the most
out-of-favor niche with current readers and authors. Spawning many
great works in the 1940s through 1960s, such as Non-Stop by
Brian Aldiss and Orphans of the Sky by Robert A. Heinlein,
the idea of spaceships as closed worlds that travel for centuries
was so popular that even an opera, Aniara, was composed based
on a poem about generational spaceships. Since the 1970s, the niche
has been all but dead, and so it comes as little surprise that it
has been ignored by computer gaming. That is, until now…
The story
Harbinger is the first game I've ever played that deals with
generational spaceships. In fact, Harbinger is the spaceship.
Formerly a survey vessel, the ship has grown. Taking resources and
slaves from planets it has visited, Harbinger, commanded by the
ruthless Overlord, has become the home to many species. Those who've
escaped slavery have created their own underground societies on this
vast spaceship, which are ignored by the Overlord most of the time.
Now, however, a new threat has emerged, sowing discontent between
the various species. A small group of humans and other outcasts is
trying to survive in this world, and they are about to welcome a new
member of their society - you.
Game mechanics
Graphically and gameplay-wise, Harbinger is a Diablo clone. You get
the same isometric view, roughly the same interface, and pretty much
the some way of fighting, running from the enemy, collecting items,
trading and talking to people. While there are some differences,
only few of them improve the original concept.
You start out by
selecting one of three characters - human, gladiator or a culibine.
The human character is
pretty much your standard, cynical and money-loving marine. While
quite agile, his main strength lies in being able to handle mines
and other explosives. He is also pretty handy with his rifle, which
he can use in close combat as well. As with the other two
characters, the human has only four statistics - ranged and close
combat, rigging and life. While the first two are self-explanatory,
rigging is required for handling the mines, and life determines the
amount of available hit points. Many of the weapons will require a
certain proficiency in one or more skills, so carefully balancing
the four statistics becomes essential.
The gladiator is somewhat
different, yet still closely related to the human. In fact, the
gladiator is still partially human - a consciousness of a dying man
transferred into a metallic body. He sounds a little bitter, but the
truth is that he simply does not care about death anymore. Under the
imposing hull there is a philosophical soul, which tends to comment
on the advantages and disadvantages of getting a second chance. As
the human, the gladiator has a ranged and a melee skill. He also has
a life skill, even though instead of drinking potions, he has to use
spare batteries to recharge his hit points. Where the human has the
rigging skill, the gladiator has the override skill. This enables
the gladiator to remotely control cameras in order to scout his way,
deliver a deadly explosive or equipped with guns or mortars,
directly attack his enemies.
Culibine is the last of
her race. She is a very unique character, able to manipulate the
energy around her. In fact, she is so good at doing it that even her
hit points replenish over time, and this healing process can be sped
up in areas of high radiation. She is unique in other aspects as
well. While sharing the life and ranged combat skills with the other
races, the culibine has a very special close combat attack, which
discharges energy in an expanding circle around her, wounding
everybody in her vicinity. In addition, her focus skill allows her
to control a few attack or defense globes, which circle around her
body by telekinesis. All of these skills have made her a little
presumptuous, and she likes to refer to humans as "monkeys".
Once you select your
characters, it is time to get into the game. The first thing that
may disappoint you is that you cannot adjust your characters in any
way. They always start out with the same level in all four primary
statistics, with the same equipment and at the same spot. Appearance
is also always the same, and can be changed only by equipping a
different armor or weapon.
You will be able to gain
levels when you get enough experience points for killing enemies or
finishing quests. Every time you gain a level, you will have to
allocate three points to your skills. The maximum level for each
skill is 50 points; expect to max out three out of your four skills
throughout the game. In another blow to the role-playing
conventions, however, none of your statistics or health will get any
automatic boost at new level; only your hit points will be
replenished. What makes leveling up especially cumbersome is the
fact that there is no way to undo your point allocation. While other
games allow you to take back the points and spread them over your
statistics differently, this feature is missing here, so each
mistake is costly.
As in Diablo, you will
have a central base of operations, called Torvus Junction. Here, you
will be able to receive quests and trade goods. The quests are of
the standard fare: fetch an item, kill an enemy or use an item in a
certain way, after traversing a long dungeon. The designers tried to
enliven this monotony by including various side quests, many of
which you will be given while you are inside of the dungeon. This
makes the game a little more interesting and unpredictable. To move
around, you will use the so-called Umbilicals. These are teleporters,
which will get you to the appropriate dungeon and back. This not
only increases the linear structure of the game, (as you will be
only able to go to predetermined dungeons at each mission) but also
makes it much easier to return back, as almost every quest ends with
an exit Umbilical to take you home. Unfortunately this also
introduces the only serious bug in the game: some quests will never
be acknowledged as finished if you take the wrong sequence of
umbilical jumps.
Once you are down in a
dungeon, the real fun begins. You will attack and be attacked by
many different enemies, often rushing you in great numbers. In fact,
everything that moves and is not attached to the floor (as well as
some things that are) is fair game. While I would welcome some
friendly characters in the dungeons, I must acknowledge that without
them, I had no trouble targeting enemies.
In what is one of the
most unique aspects of the game, different enemies have a different
level of vulnerability to one of the four basic energy discharges,
and it will be up to you to bring the correct equipment along and
use it against the correct enemies. In addition to the main energy
discharges - plasma, electricity, disruption and electromagnetic
pulse - there are four minor ones, which work as poisons, against
each different type of enemy. More advanced weapons will offer
several different modes of energy discharge. If that is not enough,
you will be able to improve your equipment with different add-ons
that can be found in treasure chests or purchased at the store. Each
weapon and armor has a certain number of available slots for these
add-ons, just like in Diablo II, but unlike there you can also
remove these add-ons and replace them with others.
The fighting varies by
the character and the level. While the human will most likely shoot,
run away and shoot some more, the gladiator can be deadly with his
knife, especially at higher melee levels and when using an add-on
that would make him fight faster. The culibine, on the other hand,
prefers to rush her enemies, drawing as many of them as possible
around her and killing them all at once with her radial energy
discharge. At the end of the day, however, the fighting style is not
all that important. With notable exceptions, everything that moves
will rush you, but you will be able to outrun them and dodge their
shots.
The balance is where the
gameplay really suffers. The developers had a unique chance here to
create a very tight and engrossing story, and adjust the difficulty
of each level so that the player would be challenged throughout the
game. Instead, some earlier levels are very hard, while some of the
later levels are boring. I have finished the game three times, each
time with a different character. Throughout the games, I have always
gained the same experience level in the same dungeons. I am sure
that the developers observed the same thing, which is why I am very
surprised that they put together such an eclectic mix of levels,
completely destroying the rhythm of the game.
Let me give you an
example. One of the early levels will bar your way back until you
finish it. In hindsight, I had a lot of fun in this level trying to
survive with only limited number of health packs, as I could not go
back and buy more. The final boss was quite tough, and I barely
survived. Emerging from this level, I fell into the same old routine
- killing enemies and taking damage until I ran out of health packs,
going back, buying more, and returning where I left off. Later,
about halfway through the game, I was swarmed by enemies, which at
my level were almost as hard to kill as the main boss - the
Overlord. The second half of the game was a breeze. While the
enemies were tougher, relative to my experience level they were
little more than annoying.
To make the game balance
even worse, there is a script that makes more powerful weapons
available in the store once you finish certain quests. However, the
growth in power is somewhat choppy. Through several quests, you will
only have inferior weaponry available, only to be presented with
some overkill later on. Considering that you will never have a
problem with money, each new weapon will be immediately available to
you, unlike in Diablo where budgeting played a role. In such a case,
it is surprising that the designers made these powerful weapons
available, apparently without giving too much thought of how it
would affect the game balance. All this, and a rather weak
background story, made me lose the interest in the game before I was
halfway through.
The story is a mixed bag.
On one hand, I must give credit to the developers for creating a
very realistic world with three major storylines and a lot of
background information. However, with the exception of one of the
storylines (the Om story), I found the rest to be a little choppy.
Imagine this: you are an adventurer wannabe who serves to fetch some
items to your boss. Next thing you know, you fight the Overlord's
lieutenant, only to try to destroy the whole ship and kill the
Overlord later on. I am used to a lot of bad stories, so I know when
I see one - just like here. Diablo has solved this much better:
there was a single storyline, and the progression was so slow and
gradual that it was only natural when I battled stronger bosses.
Here, however, the several stories (as well as quite a few side
quests that have nothing to do with the main storyline) have
resulted in a very unrealistic experience.
Cut scenes and dialogue
move the story forward. While the cut scenes are relatively decent,
employing an in-game engine and a comic book-like conversation, the
dialogue is less than stellar. Never having the option to decide
anything by yourself, the dialogue mimics the gameplay: it is
linear, only requiring you to push the mouse button to move forward.
The only option you will have is determining when to talk to people.
On some occasions, this proves beneficial, as you can gain a boost
to your statistics or additional experience points, but these
minigames do little to enhance the overall game experience.
Interface The
interface, while very simple, does all that is required in an
efficient manner. You will move wherever you click the mouse, and if
you hold the left mouse button you will move in the direction of the
cursor. When you hold the Shift button, you will shoot or fight in
melee mode, depending which mouse button you use. All keys can be
remapped, with a single exception: the Shift button. This makes
remapping a little useless, since the most important button is set,
so I used this feature only to switch to more traditional quick-save
and quick-load shortcuts than what the game offers.
Inventory works the same
way as in Diablo: all new items will be placed into your inventory
until you run out of space, and you will be able to click and drag
(or right-click) to move items from your inventory to that of the
shopkeeper, or to your external stash. This external stash, called "EZ
Stash" will be available throughout the game in several dungeons,
making it possible to replenish your inventory or get rid of some
stuff you are carrying until you are back at your base, ready to
sell these items. Because you will not be able to move back to
levels where you finished previous quests, EZ Stashes will become
your primary means of storing items that you plan to sell.
Technical
considerations Let me start by saying that the game is very
stable. I have experienced no crashes, freeze-ups or slowdowns, nor
did I experience any of the gameplay bugs that some players
complained about on the official message boards. However, there are
some problems I would like to mention.
The moment you open the
box, you will see the first set of problems. Apparently, the
designers were rushed at the end, and they botched the installation
file. As a consequence, every time you insert the CD the
installation sequence will start automatically. To make matters
worse, the installation procedure forgets to include shortcuts to
the game and the uninstall program, forcing you to do so manually.
The game offers several
graphic and sound modes, and I found the configuration program quite
reliable. However, I have experienced the loss of sound at random
intervals, and no setting has fixed this. In addition, the
configuration file allows the player to select a speaker
configuration in order to maximize the superb directional sound
experience, but one of the most used configurations, 2.1, is
missing.
On the other hand, I must
say that I am very impressed with the level of technical support
given by the developer. Members of the development team are
constantly monitoring the official message board, and often
encourage players to send them their saved games, so that they can
fix them.
Gameplay - 6
I wish I could give a higher rating to the gameplay, but due to the
severe balancing issues, the game ranks only slightly above average.
The lack of balance and the weak story are partially offset by using
a very unique game setting and successfully implementing varying
levels of weaknesses to certain weapons. In addition, the simple
interface and relatively flawless gameplay (once you actually start
the game) eliminate any frustration the player could experience.
Graphics - 8
For a game of its type, Harbinger features some of the best
graphics I have ever seen. The background is wonderfully rendered,
and the lighting effects are superb. While still using a 2D
environment, the game looks better than many 3D games, mainly
because of the textures featuring a lot of depth. As a nice
addition, each character features a unique interface designed along
the most appropriate themes. Where the gladiator's interface is all
blocky and machine-like, culibine's is curvy and organic, and the
human interface is somewhere in-between.
The only disappointment
is the relatively low level of animation, as all enemies and the
three man characters feature only several frames of movement and
fighting. To make matters worse, sometimes the characters get locked
facing a certain direction, and end up moonwalking across the
screen. There is still one positive aspect of the character
animation, though. With the exception of the human and the final
boss, no characters or enemies bleed red blood, which greatly
decreases the level of realistic violence and makes the game a
little more family-friendly.
Sound - 6
The background music is very appropriate. A little ambient, without
a distinct melody to remember, it still adds a lot to the
atmosphere. In addition, the sound of explosions and shots are well
made, and the directional sound is the best I've heard in a Diablo
clone. However, the voice-overs are less than pleasing. All three
characters sound like they were reading a script. There is no
emotion in their voices. While this works fine with the gladiator,
who comes across as a phlegmatic giant, it is particularly bad with
the culibine, who uses the same tone when she says she is enraged
and when she comments on the weather. The voice-overs greatly
detract from the overall experience of the game.
Replay value - 5
The initial run through the game offers up to 25 hours of gameplay,
depending on your character. However, the human and gladiator
campaigns are so similar, that there is little use of playing both.
Culibine offers some excitement, with an additional storyline and a
very different fighting style, but I managed to squeeze only an
additional 10 hours of gameplay out of the game. While the lack of
multiplayer does not concern me too much, the lack of an editor is a
more serious matter. The game already has a dedicated fan base,
which could create additional levels. Furthermore, due to the linear
character of the game, expect to play it once and shelve or sell it
afterwards. Still, at a $30 retail price, the game strikes even at
value.
Overall - 6.3
The game is certainly a good start for Silverback Entertainment. At
$30, it provides more entertainment than many titles priced at $50.
Its main strengths lie in a very unique setting and a few tweaks on
top of Diablo, such as making various enemies vulnerable to various
weapons. Due to the game being a budget title, I am willing to
overlook the bad voice-overs, weak character animation and technical
problems. However, the game fails when it comes to balance. The
designers had a unique opportunity to create a tight game, offering
suspense and challenge throughout the entire gameplay, thanks to the
linear nature of the game. They failed to do so, and thus sentenced
a title with a great potential to a short life of mediocrity.