Harmony: The Fall of Reverie Review
Unfortunately, while Harmony: The Fall of Reverie is a gorgeous, finely tuned visual novel with an affecting story and clear care put into every inch of the game, dissonant mechanics and sometimes confusing narrative choices are that more glaring. The result is, frustratingly, an excellent game dragged down by some of the same things that make it so excellent.
Harmony: The Fall of Reverie
Developed by: DON’T NOD
Published by: DON’T NOD
Platforms: PC and Switch (June 8), PS5 and XBOX Series X|S (June 22nd)
MSRP: unavailable at time of review
A well-made game like Harmony: The Fall of Reverie walks a dangerous tightrope. On one side, the time and care put into a game can make players instantly fall in love with its plot, characters, visuals, and narrative design. On the other, the unfortunate cracks (as we’ve seen with other titles this year) become glaringly obvious in a well-made game where they might be forgiven in jankier ones. The level of quality is high, but so are the standards. Unfortunately, while Harmony: The Fall of Reverie is a gorgeous, finely tuned visual novel with an affecting story and clear care put into every inch of the game, dissonant mechanics and sometimes confusing narrative choices are that more glaring. The result is, frustratingly, an excellent game dragged down by some of the same things that make it so excellent.
Polly returns to her childhood home after a few years abroad to look for her mother Ursula, who’s vanished without a trace. Finding only a strange necklace, Polly puts it on only to be transported to Reverie, a place where representations of humanity’s drives and underlying desires called Aspirations live and influence the human world of Brittle. Upon her arrival in Reverie, Polly takes up the role of Harmony, an oracle who can flip between worlds at will and see a little ways into the future. Harmony is meant to stabilize Reverie, leading it forward through a new cycle and aiding both worlds. As both the search for Ursula and Polly’s duties as Harmony continue, Polly finds her family drawn into an interlocking web of conspiracies surrounding old friends, enemies, and a sinister corporation called Mono Konzern. The time to choose the next cycle is at hand, but Polly must navigate both worlds to ensure that neither falls to chaos.
Harmony: The Fall of Reverie takes the form of a visual novel with a decision tree. In the story segments, you play Polly/Harmony as she learns about Reverie and bands together with family and friends to take the island and Reverie back from the evil corporation of Mono Konzern. In between story segments, you choose different paths through the Augural, a decision map that shows you potential consequences for your choices in a limited view. Navigating the Augural unlocks more choices, showing you the results of immediate decisions while offering hints for future ones. Decisions on the Augural also give out egregore crystals, a kind of currency that strengthens your connections with the various Aspirations, allowing you to choose the direction Harmony (and by extension Brittle) eventually take. It’s sort of like a narrative board game— you make decisions, move along the map, collect your crystals, and manage your relationship meter with the Aspirations. This leads to larger act-defining choices based on which of the Aspirations you support, and eventually the final choice of how to remake Reverie and save Brittle.
Harmony is gorgeous. The visual novel scenes are fully animated, with characters actually speaking their (fully voiced) lines. Reverie is a suitably bizarre landscape of mazes, floating houses, and in one case a motel that looks like a neon collage, while the island the characters call home is equally as vibrant, if a little more mundane. The cast is on point, with each voice actor bringing their A game, and absolutely no one sounds generic or phoned-in. Each character is unique, the various demesenes of Reverie are distinct and match the personalities of the Aspirations, and you get a greater sense of the world just by playing. There’s also an in-game codex that fills in the more information you get, informing you of history and backstory without info-dumping on you.
Your first-ever node. I didn’t want to spoil too much
The main interface of the game is similarly gorgeous. The Augural is set against a background the color of the night sky, with blue-violet nodes and any pathways and highlights laid out in gold. When you mouse over them, the choices light up, connecting past nodes to future nodes, and even giving you information on what choices are available. It’s an absolute joy to navigate, and it’s useful to see what consequences your choices will have. Want to plan out a path through the act for your desired outcome? You can scroll up and down the Augural and figure out what you want. Similarly, the relationships with the Aspirations are tied to how many crystals you collect, and how many of their decisions you enact. It’s an easy visual reference, even if the nature of the decisions does take some left turns now and then.
The problem with this approach is that you’re fighting the mechanics even as they’re supposed to help you make more informed decisions. Choices aren’t always telegraphed, and it’s unclear which direction you’re headed at times. It’s also sometimes not immediately clear which choices are blocked off, with some choices becoming “inevitable” nodes that you’re forced to play when you get to them, and some pathways looking like they’re multiple choices leading to multiple outcomes, only to lock you into specific outcomes instead. While there are some novel uses of the choice-based approach (one act sees you navigate an Augural map specifically mirroring Polly’s mental state at the time), it’s difficult to figure out somtimes which choices lead where. One map in particular had me following what I thought was a pathway to go with Truth and Chaos’s option for an act, only to end the act with Power instead and no idea how I got there. Similarly, the field of vision leads to issues figuring out where a choice will lead— A choice can arc off into the distance, but once you move your mouse, the links between choices will disappear, leaving you to figure out where it led on its own.
This also leads to an odd way of playing, where you spend more time planning out your choices, managing your crystals, and checking your route through the map than actually paying attention to the story. After all, the individual choices have no weight, just the outcome. It almost makes more sense for there to be a little more ambiguity in the augural, a little more uncertainty about the choices being made. Otherwise, the loop becomes just clicking nodes and collecting crystals, sacrificing investment in the plot for route planning.
Tied to this, (and unusual for a visual novel) there’s also no particular emphasis on playing the game multiple times. Your save file ends at the last choices you make unless you want to start over again, opening phases and all. It’d be a lot better if, like many others in the genre, you were able to fast-forward through the parts you’d already seen, or go through a chapter select after playing the game through once. In a game about seeing potential futures, it seems like an oversight to not go through multiple times and find out more about the plot without going through the process of a new game.
Which is a shame, because this is a great visual novel, one with a lovely story, engaging characters, excellent art direction, and one especially spoilery use of mechanics that’s absolutely brilliant. It’s imaginative, the node map is novel and well designed, and I would love nothing more than to recommend this game without caveats.
The longer I spent with Harmony, though, the more fragile it all seemed.
The Good
- Beautiful graphics
- Fully-voiced and animated visuals
- Distinct visual style
- Novel and intriguing choice mechanic
The Bad
- Route-based choice system means you spend more time plotting routes than caring about story
- No real encouragement to play the game more than once
- Occasional confusing pathways mean choices aren’t telegraphed even when they should be.
Final Score:
An excellent game with one glaring flaw, but an excellent game nonetheless
Out, Out, Damned City: A Mordheim: City of the Damned review
Unfortunately, City of the Damned isn't anywhere near as fun as the original product, and that's important to recognize. It tries so hard to get there, and maybe it even does in places-- the atmosphere, setting, and presentation are all fantastic-- but in the end, the mechanics are so byzantine and the gameplay choices are so confusing that it really doesn't make the end product particularly appetizing. Add to this an unfair learning curve that kind of shrugs and says "This is a difficult game and you're supposed to learn from your mistakes," and what you have is less a fun game, and more a byzantine slog for people who find Darkest Dungeon charming and too easy.
When I was younger, my brother and I got into the Warhammer games. We were already huge into board games (me less, since I lost frequently and would sometimes throw away a winning strategy I didn't even know I had) and Warhammer was just a bigger and more complex board game for us to waste away the hours on. But as I never had a head for large-scale tactics, I found myself drawn to the skirmish-based small-scale cousin to the Warhammer family of games, a game called Mordheim.
When the Mordheim: City of the Damned computer game was announced, I was ecstatic. Finally, a way to bring the gang warfare of the Old World's most wretched hive to a venue where I wouldn't have to keep track of all the rules. It looked excellent, too, with a variety of warbands and races, a massive city map, and a squad-based campaign feature. I couldn't wait to load up with a few of the people I played miniatures with and have at it.
Unfortunately, City of the Damned isn't anywhere near as fun as the original product, and that's important to recognize. It tries so hard to get there, and maybe it even does in places-- the atmosphere, setting, and presentation are all fantastic-- but in the end, the mechanics are so byzantine and the gameplay choices are so confusing that it really doesn't make the end product particularly appetizing. Add to this an unfair learning curve that kind of shrugs and says "This is a difficult game and you're supposed to learn from your mistakes," and what you have is less a fun game, and more a byzantine slog for people who find Darkest Dungeon charming and too easy.
So the basics. Mordheim takes place in the city of Mordheim, a wretched pre-industrial European hive where people grew corrupt and decadent while the lands around them fell to a state of total war between the forces of Chaos, the Orks, and numerous other factions. That was, until the massive twin-tailed comet known as "Sigmar's Hammer" struck the earth in the center of the city, making it an even worse hive, a home to violent cults and sickening Chaos abominations, and a haven for treasure hunters and those seeking the valuable mineral known as Warpstone, able to release massive amounts of magical power and energy.
You play a band of these hunters from one of five factions: The Sisters of Sigmar, there to cleanse the city; the Church of the Pit, a Chaos-worshipping cult that formed around the comet's crater; human bounty hunters; the Skaven, rat-people driven above-ground by the city losing its grip on sanity; or Witch Hunters, driven to remove the supernatural influence from Mordheim and have a fun time doing so. The game is split into two sections, the "camp" screen, where you recruit and outfit your squad to take on missions, and the "mission" section, where you deploy into the city to do battle with other warbands and scavenge for goods. Each skirmish has an objective and a series of sub-objectives that you can complete if you so wish, strengthening your gang and your position in the city.
And here's where it starts to go wrong. The game is played in a style similar to Valkyria Chronicles: You move your characters around in real-time third-person viewpoint using their movement points, then place them into stances, take actions, or attack enemies if there are any in range spending action points. While there is a tutorial, a lot of it is unclear on what each action actually does, requiring you to navigate a confusing series of stats and menus to figure out how to carry out actions on your turn.
Complicating issues immensely is the lack of a minimap, forcing you to zoom out to a larger map that doesn't seem to record your place in the city whatsoever. You can see the general area of things on the map, but finding your own people and planning moves is an exercise in frustration. While this helps with the "desperate struggle" atmosphere, as a game mechanic it's just another arbitrary hindrance in the way of enjoying the game.
But in the end, it's just that there was a better way to do this. A turn-based tactical over-map way. XCOM2 showed how much fun a gang-based skirmish game where you have to scrabble and squabble and desperately fight for resources could be. With racial modifiers, multilevel terrain, and an RPG-style system of advancement, this could be the game to blow the doors off the entire tactical genre. At the very least, it'd give us one of the few interesting Warhammer Fantasy games, a thing that hasn't happened since Shadow of the Horned Rat, or maybe Blood Bowl: Chaos Edition if we wanted to get technical.
While Mordheim: City of the Damned tries very, very hard, in the end, it just falls short. It's a game with a ton of great atmosphere and ideas, but the frustrating mechanics, dense barrier of entry, and low reward for a high level of effort make this completely missable. By the end of my time in the city, I just wished I could leave these people to their squabbles, and maybe pick up Valkyria or XCOM again.
Final Score: 3/5. There is so much right about this game, and then the barrier of entry just knocks it down from perfect. It's a game I want to play, but not necessarily a game I can play.
The Reviewer received a copy of this game for review
Overfall Early Access Review
Overfall is a game with a lot of good things going for it. It has a distinct art style, an excellent modular story engine, some interesting tactical combat, and a very dynamic setting. It's a game that promises a staggering amount of depth, especially when one gets into it. It's a big, expansive game with a big expansive map and big expansive ideas.
Overfall is a game with a lot of good things going for it. There is the distinct art style, an excellent modular story engine, some interesting tactical combat, and a very dynamic setting. It's a game that promises a staggering amount of depth, especially when one gets into it. It's a big, expansive game with a big expansive map and big expansive ideas.
Unfortunately, this is where things fall a little flat. For a big, expansive game world with an easy to use storyline editor and a lot of cool stuff going for it, the game doesn't exactly deliver on the bountiful promises that it set out to make. It's that failure to deliver that makes everything that much more difficult. What should be an awesome game is only an okay one.
And this is the issue with Overfall. But as always, more below.
Overfall is a tactical roleplaying game with procedurally generated elements. In it, you guide a team of adventurers around a series of islands, stopping off at each one for a different story fragment or adventure. The object is to build enough of a reputation to find the lost king who can reunite the world against a group of terrifying barbarian invaders streaming out through a portal. Your heroes solve various problems through a mixture of diplomacy and turn-based hex-based tactical combat, gaining reputation points that slowly build a rapport with various races. This in turn means the races are more likely to help you against the barbarians, and so on and so forth.
Time is also kept by way of a clock in the corner of the screen, as the invaders set up bases and begin to siege the various islands throughout the vast archipelago. The game becomes more difficult as you go, with new challenges and different ships. Overfall makes an effort to make sure the player feels like there's a world, with various factions, ships, fights, and various other factors. You can actually watch wars going on as you sail from village to village and the Vorn become a bigger threat, and that's really cool.
When you die (and your characters will die), the game plops you back at the portal with more options unlocked: different party members, new trinkets, various abilities, and other things like that. Thus, the game becomes easier and also gains depth as you go on, with new abilities unlocking and old ones shifting, as the player goes along. The player also gains new classes and characters to unlock as the game goes along, and as your ship becomes more renowned, you can hire new characters for your party to make battles a little easier. You also unlock new weapons, relics, and a ton of other things.
Unfortunately, while there is a lot of depth and the game is fun enough, it's very slow. All your unlocks are tied to in-game progress, which is based on the quests you get. As the quests are completely random, it's difficult to make much headway in the plot. You can get completely screwed over just as easily as you can run through a series of all-important reputation missions that allow you access to a faction's homeland. One run may see you getting inconsequential quest after inconsequential quest, others may see you racking up rewards faster than you can spit, and that luck kind of causes the game to bounce off it's players.
Which is a shame, because if you can set up a rhythm, the game is really good. When it's firing on all cylinders and lets you see its depth, it's something amazing. As a shallow time-killer, it can also be pretty cool. But when all you're doing is finding the quests that mean you get minimal rewards and there's no sense of progression, it's really annoying. The game becomes an exercise in gambling and tedium, neither of which really make for a good roleplaying game, as anyone who's played Chinese MMOs can tell you.
And then there's the story editor. The crown jewel of Overfall's engine, the story editor is a crown jewel in the game. A Twine-like interface, it allows you to craft your own miniature narrative and add it to the possible random generation in the game. Furthermore, it allows you to download community adventures, play them, and rate them as you see fit. It's the kind of democratized storytelling that more games should have. It's simple to use, has a lot of applications, and can be used to tell any number of awesome mini-stories.
But between the luck-based content, the tactical battle system that takes a lot to get used to (seriously, some kind of manual would be a godsend), and the just weird nature of the game, Overfall just seems like kind of a mess. In the end, I'd wait for a sale or see how much it's going to be before going out and buying it. It's a good game, but it lacks the vital spark needed to make it a truly amazing one, and I can't fully recommend it based on that.
Final score: 3/5
Full disclosure: The reviewer received a pre-release early access copy for review.
The Weaponographist Review
When I sat down to write this review, I found myself at a loss. With a game that fails this way on so many levels, what could one possibly address first?
It's pretty clear the game isn't good. There's not really a unifying theme, a lot of the mechanics are better implemented in other games, the weapons boil down to "mash attack as hard as you can," there's no real way to pick a loadout other than blind luck, and the near-constant waves of enemies are actually numbing at a certain point. I found my sensory input dissolving into generic music and bright colors as my fingers tapped the attack keys for reasons I could no longer understand.
But, even with all of that, it's hard to pinpoint somewhere to start. Somewhere to point out where in the horrifying and sad mesh of monstrous machinery things begin to go wrong.
When I sat down to write this review, I found myself at a loss. With a game that fails this way on so many levels, what could one possibly address first?
It's pretty clear the game isn't good. There's not really a unifying theme, a lot of the mechanics are better implemented in other games, the weapons boil down to "mash attack as hard as you can," there's no real way to pick a loadout other than blind luck, and the near-constant waves of enemies are actually numbing at a certain point. I found my sensory input dissolving into generic music and bright colors as my fingers tapped the attack keys for reasons I could no longer understand.
But, even with all of that, it's hard to pinpoint somewhere to start. Somewhere to point out where in the horrifying and sad mesh of monstrous machinery things begin to go wrong.
But if it wasn't clear from the paragraphs above, I'd give The Weaponographist a wide berth. Despite the occasional good joke, there's really nothing to recommend the game when there is a glut of roguelikes that do it better and with more style than this one.
The game at its most distinctive
The Weaponographist stars Doug, a jerk of an adventurer who refuses to help the town of Hellside, and so is cursed to have all his weapons and gear disintegrate after repeated use. To save the town and weaken the curse, he must journey repeatedly into a dungeon full of strange monsters, clearing out each level with a variety of weapons he finds on the bodies of his foes, and the occasional chests that gallop across the screen. While death sends him back to the town above, Doug can weaken the curse and strengthen his abilities by giving the various denizens of the town "demon goo" in exchange for upgraded weapons, abilities, and chests.
The game is a top-down arena shooter with elements of a roguelike. You charge into the dungeon, lay waste to as many monsters as you can with the weapons you can pick up, die, and then are resurrected in town to spend goop on upgrades and do it all over again. At the end of each "depth" of the dungeon, there's a big boss fight against a large enemy and a bunch of smaller ones, and then it's on to the next one. Lather, rinse, repeat. It's a formula many games use, and when you play a roguelike, it's half luck and half learning the systems through trial and error, then applying what you know to future delves into the dungeon.
But the game doesn't seem to be able to make up its mind. It gives you procedurally generated rooms, but limits them to the same three basic types per area, with little variation. It fills the dungeon up with monsters, but the enemy designs are kind of plain and have no real ties to any overall theme. The weapon degradation mechanic is interesting, but since not all enemies drop weapons, it's possible to face down an entire room of people armed only with the fists that serve as an ineffective default weapon. It feels like a lot of thought went into the idea of these systems, but not very much into the implementation of them.
Get used to this screen. You'll see a lot of it.
This is a problem that extends to the art, too. While the drawn art is well done with distinctive styles and ideas, from a top-down perspective, it looks like you're fighting clipart. Between the generic dungeon design and the painfully generic designs of ninjas and tommy gun-toting mobsters, The Weaponographist's visual style is best described as "boring cartoon fantasy". In fact...actually, I have the perfect way to describe this.
One of the better rooms, but still not great.
It looks like a lazy online game. It plays like a lazy online game. In fact, if this had shown up in some form or another on Kongregate or Newgrounds, I would have killed an hour or so playing it, then promptly forgotten about it entirely. It's not a particularly good arena shooter, as waves of the same four or five enemies careen around an empty room until you kill them all and a door opens to do it all over again and hope you're closer to the boss. It's not a particularly good roguelike, in that there's no strategy or skill or discovery. There's just persistent wave after wave of shooting. It gets frustrating after a while, because no matter how long you play, there's no appreciable difference in the gameplay.
In case you're wondering, this is from Depth 2. Look how similar it is to Depth 1
To compare and contrast, I loaded up The Binding of Isaac recently. Isaac, a shooter/roguelike hybrid released in 2011, plays in some respects similar to Weaponographist: It's a dual-stick shooter with RPG elements where you go from dungeon to dungeon fighting monsters and bosses with a variety of weapons. But the difference is that Isaac is actually a lot of fun to play, combining a bizarre atmosphere with a vast weapon variety, distinct artwork, some interesting strategic quirks in gameplay, and haunting, discomforting music. Isaac feels like you're going somewhere even when you lose. The Weaponographist feels like you're going nowhere, and then slightly further into nowhere when you win.
In the end, I'd say I don't recommend The Weaponographist very much. The Binding of Isaac is currently on Steam for a little cheaper. If you want a better roguelike or a better arena shooter, both are in ample supply. I suggest playing any of those, and leaving this one alone.
Score: 1 out of 5
Full Disclosure: The reviewer received a review copy of this game
Victor Vran Preview
Victor Vran , the new game from Tropico developer Haemimont Games, is an ARPG like Diablo or The Incredible Adventures of Van Helsing. It's set in a crumbling castle somewhere in Europe, filled with all manner of creepy and crawly creatures. While many people have noted similarities to other ARPGs out there, Victor Vran adds a new element to action-RPGs that most other games have ignored: Height.
Victor Vran , the new game from Tropico developer Haemimont Games, is an ARPG like Diablo or The Incredible Adventures of Van Helsing. It's set in a crumbling castle somewhere in Europe, filled with all manner of creepy and crawly creatures. While many people have noted similarities to other ARPGs out there, Victor Vran adds a new element to action-RPGs that most other games have ignored: Height.
What sets Victor Vran apart from the other games mentioned above is the ability to jump over walls, wall-bounce to hard-to-reach points, and otherwise navigate the battlefield in a wholly different way. It adds an element of platforming to the game, as well as a level of tactical control-- Why get swarmed by a horde of spiders when you can get to higher ground above them, or stand on a nearby hedge to avoid their attacks? Why not leap over your enemies and get the drop on them from another angle?
Victor faces down a horde of the undead.
While the game is still in early access and so there's placeholder art and enemy variety is a little low, the game's combat system is completely functional at this point, and many of the levels are finished, so you can go tearing through castle gardens, crypts, and caves with a variety of swords, scythes, hammers, guns, and demonic powers. Adding some variety to things, there are a series of challenges for each mission, urging players to consider exploring all of an area to hunt down secrets, chests, and bonus bosses to defeat.
Two area of effect attacks clash
I'm excited to see how Victor Vran develops into a full-fledged game, and while I know there's definitely some missing pieces right now, what they have already is reason enough to keep watching this.