Tags: Harbinger
<a href="http://www.netjak.com/">Netjak</a> has posted a <a href="http://www.netjak.com/Reviews/windows/harb.htm">nifty review</a> of <A href="http://www.harbingergame.com">Harbinger</a>, giving it a <b>6.3/10</b>, and faulting many problems of the title including the flow of the game:
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<blockquote>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. </blockquote>
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I could halfway understand this issue popping up in an open ended CRPG where you're allowed to go where ever you'd like, but given that this game is utterly linear with no chances to gain any extra experience anywhere and skip things for the most part, it's just not good.
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Spotted this at <a href="http://www.ve3d.com">VoodooExtreme</a>.
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<a href="http://www.netjak.com/">Netjak</a> has posted a <a href="http://www.netjak.com/Reviews/windows/harb.htm">nifty review</a> of <A href="http://www.harbingergame.com">Harbinger</a>, giving it a <b>6.3/10</b>, and faulting many problems of the title including the flow of the game:
<br>
<br>
<blockquote>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. </blockquote>
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I could halfway understand this issue popping up in an open ended CRPG where you're allowed to go where ever you'd like, but given that this game is utterly linear with no chances to gain any extra experience anywhere and skip things for the most part, it's just not good.
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Spotted this at <a href="http://www.ve3d.com">VoodooExtreme</a>.
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