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The game caters to single user play and because of this fact it is a difficult game to play on a continual basis. The quests are quite long and although the character stories intertwine, they are basically linear and static. This game reminded me a lot of Starcraft but because of the fact that it does not offer multiplayer, online action it cannot be placed on that same pedestal. The game includes very simplistic game play. The idea of an RPG set in space sounds very promising but Harbinger produces a game that follows the same old dungeon style RPG traditions of the past.
Similarly to Diablo 2, there are a variety of weapons that one is able to pick up and use in the game. However, as previously mentioned, Harbinger is not offered in an online multiplayer setting. Due to this fact, one is more inclined to focus on the completion of quests and tasks rather than finding items. The varieties of gadgets and items that can be found and eventually purchased in this game also seem to have very little effect on the progress of game play. The idea of collecting items seems very silly for the fact that you will not be exchanging/using them on a multiplayer platform (as you would in D2) and have little to no significant affect in the way you complete each quest.
The gameplay and controls in Harbinger are simple and consist of a "point and click” style similar to D2. The gameplay involves choosing items and weapons as well as ways to heal depending on which race you are. The style of gameplay is quite simple and nothing really unique or special. Although, there is quite a great deal of detail in the art and settings of the ship but more focus should have been placed on more enthralling gameplay. A multiplayer mode would have been a wonderful feature of this game but would not make up for the overall lack of creative RPG gameplay.
The gameplay involves a wide variety of outer space creatures that you must encounter however you are not always obligated to fight them. During gameplay, one can click and run through levels without actually confronting an enemy. This allows for the player to run through a level but also causes an accumulation of enemies, which can cause the difficulty to rise. The enemies lack distinctive characteristics and one is often left struggling and squinting to tell the difference between each character and what weapon would be appropriate. The easiest way to distinguish each individual enemy was through color recognition. If the enemies were designed in a way in which one could easily tell them apart from each other, whether it be because of their movement or looks, this game would have been a lot easier on the eyes. |