http://img820.imageshack.us/img820/5295/hav2.png
It's hard to fault an indie game for its engine. Especially an indie game made by a single developer whose had less than a year's experience. However, [user]Cleril[/user]'s games can't be completely exempt from this criticism. Although the low development time could play a factor into how the game ultimately flows, the true fault plays into the very nature of its author, and titular hero.
Haven 2 is a sequel to the original, an abandoned project whose full length could perhaps be gracefully set at an hour. Given that it was the creator's first foray into the world of game-making, and in a perpetual state of alpha, this could almost be forgiven. Factoring in engine only adds to the reasons the original game has for being less than stellar. This is understandable, if not wholly comforting while sitting behind the keyboard to experience the game.
Haven, and its sequel Haven 2, pride themselves in being "Non-Combat RPGs," which for the sake of this review, fills the same role as a visual novel. This means that the majority of the game is hinged on the writing. Haven was a spectacular failure in that aspect, as the writing was mono-dimensional, and the effects and map design failing to compliment the sprite work and music, none of which suited the writing except that the whole thing played out like a pessimist's wet dream.
The titular character, a severely schizophrenic poet, has been locked away for his incomplete actions in the first game, and is facing a life sentence in solitary confinement. The game begins with Cleril being roughed along a hallway, and ultimately flung into his cell for crimes unnamed and unclear. The beginning plays along as an interactive cutscene, where the player controls but has no influence on the events.
This scene sets not only the tone for a majority of the game's writing, but also for the general interactivity of the player within the narrative. A majority of the points in the game offer the illusion of choice without the true presence thereof. It ends up feeling like a slanted experience, in which the player would be better off reading these events in a book. This would enable the writer to manipulate perspective, sequence of events, and atmosphere. However, as a game, it enables the player to play, but gives them no choice, no control, and ultimately pads the gameplay and experience to a similar if repetitive adventure. The current alpha, allegedly 90 minutes of gameplay, would likely drag monotonously for the duration.
However, my build lead me to an impassable room half an hour into the game. Make of that what you will.
The story, as it was, centers around Cleril's instantaneous devolution into insanity, and his mind's metaphors and visuals to help cope with the monstrous decline of a departing mind. This tone is uniform throughout, and ends up bogging the game down with a pessimistic attitude that was omnipresent in the prequel, and frustratingly more so in this title. The Jester went from being a light-hearted and affable character, if occasionally over-enthused toward his chosen profession, into a demented mind of humor and madness. The parallels between this character and the Joker are possible, but vary in the methods of the characterization. While the Joker has a light tone but a demented setup, the Jester offers a harsh and demented dialect, but a relatively tame series of consequences.
The Stranger, a character meant to be the cold, aloof, and distant part of Cleril's mind is played to represent the sociopath inside the poet. His lack of face, and lack of facial recognition in general, seems to allude to the strange and unknowns within all minds. A marriage of the unconscious and conscious minds. This character has little representation, as his screen time is quite short, but his message's subtleties were lost to the game's tendency to over-write.
The Writer is the light-hearted and poetic part of Cleril, whose pleasant disposition from Haven seems to have taken a permanent vacation, liberal and often cheery musings having been replaced with blind obsession with Cleril's repressive pessimism and unending arrogance. His character goes from observational and poetic to bland and wishy-washy. Considering this is a fourth of the world's representation, he leaves a sour taste in what is already a sub-par experience.
The Flirt, the fourth and most confusing of Cleril's personalities, is a female whose form seems to center in the romantic snippets and obsessive libido. This character plays out like an abstracted form of sexuality and romance. Her problem, including Cleril's own insanity, is lack of depth. The Flirt is characterized by her lust for the indulgences, which is both physical and chemical in nature. Her character's sequences are the most unique within Cleril's mind, but lack any depth, and alternate between stereotypical and flat.
http://img17.imageshack.us/img17/9408/haven2screen3.jpg
Part of the problem with the game is the over-reliance on the effects. These added a certain "beyond control" feeling for an earlier (and chronologically, later) title by Cleril, Peakaboo, but ends up hampering the player's ability to experience the world in Haven, rather than in the world that Peakaboo better represented.
These effects, coupled with the dark and brooding tone, exist to direct the player's impression of the prose. The insanity is centered in an off-color mind, where a majority of the narrative takes place. The direction makes it so that the player only experiences a specific set of circumstances, and the writing takes further pains to include poetry and riddles that cement the feel of the game, regardless of what mood the player may bring to the experience.
This speaks to a flaw within all of Haven and Haven 2 that went unaddressed. The writing is too introspective, and in its single-minded purpose loses the influence of the player to the narrative. It's hard not to fault Haven for its short-comings, but the biggest flaw comes in repeatedly telling the player something, rather than showing them. Aside from occasional snippets of characterization from the Jester or the Stranger, there is little character growth. Cleril's mind and tone remain unchanged from one title to the other, and across a year of development spanning two titles, the character has learned nothing. If anything, his regression into one mind is even more pervasive as time goes on.
As a primarily philosophical and psychological horror novel, Haven 2 completely fails to accurately probe the depths of the human mind. It insists on a single, solitary world view whose failings are illustrated by the result of the narrative, but not within the narrative itself. Each word, poem, and graphic simply mean to tell a story, instead of showing the player an experience that enables the growth of philosophy or wisdom. The best narrative will do so without a word on the subject. This one runs it into the ground, and fails to even touch on the most remote of premises.
http://img413.imageshack.us/img413/786/haven2screen1.png
As a piece of narrative, Haven 2 is such an overwhelming letdown because of everything it tries to be, and how little of it the game ultimately accomplishes. The world is too controlled to really represent the chaos of a man losing his grip on both his mind and reality. The writing fails to yield any depth, both for the character and his world. The characters external to Cleril's mind, few and far between as they are, very rarely use the opportunity to contrast the complete world to his decaying mental state. However, even this growth would be stifled by the character's lack of stability. His mind is unstable from the first line, and devolves so rapidly that its descent is indistinguishable from his normal attitude.
The first visit to Cleril's mental "Meadow" poses a series of questions. It asks if Cleril - and by extension the player - wishes to know how to cope with silence, insanity, and the impending mortality. (As pictured on the left.) This game, and its philosophies, have taught me that I want nothing to do with the practice, lest I have to play through it again.
Bottom Line: The short development time, its creator's impatience with the complexities of the scenario, and the over reliance on direction to fill the gaps in the writing produce an experience unlike anything else out there. And for good reason.
Recommendation: Skip it. There's little appeal here, and the psychological implications are better handled in multitudes elsewhere.
It's hard to fault an indie game for its engine. Especially an indie game made by a single developer whose had less than a year's experience. However, [user]Cleril[/user]'s games can't be completely exempt from this criticism. Although the low development time could play a factor into how the game ultimately flows, the true fault plays into the very nature of its author, and titular hero.
Haven 2 is a sequel to the original, an abandoned project whose full length could perhaps be gracefully set at an hour. Given that it was the creator's first foray into the world of game-making, and in a perpetual state of alpha, this could almost be forgiven. Factoring in engine only adds to the reasons the original game has for being less than stellar. This is understandable, if not wholly comforting while sitting behind the keyboard to experience the game.
Haven, and its sequel Haven 2, pride themselves in being "Non-Combat RPGs," which for the sake of this review, fills the same role as a visual novel. This means that the majority of the game is hinged on the writing. Haven was a spectacular failure in that aspect, as the writing was mono-dimensional, and the effects and map design failing to compliment the sprite work and music, none of which suited the writing except that the whole thing played out like a pessimist's wet dream.
The titular character, a severely schizophrenic poet, has been locked away for his incomplete actions in the first game, and is facing a life sentence in solitary confinement. The game begins with Cleril being roughed along a hallway, and ultimately flung into his cell for crimes unnamed and unclear. The beginning plays along as an interactive cutscene, where the player controls but has no influence on the events.
This scene sets not only the tone for a majority of the game's writing, but also for the general interactivity of the player within the narrative. A majority of the points in the game offer the illusion of choice without the true presence thereof. It ends up feeling like a slanted experience, in which the player would be better off reading these events in a book. This would enable the writer to manipulate perspective, sequence of events, and atmosphere. However, as a game, it enables the player to play, but gives them no choice, no control, and ultimately pads the gameplay and experience to a similar if repetitive adventure. The current alpha, allegedly 90 minutes of gameplay, would likely drag monotonously for the duration.
However, my build lead me to an impassable room half an hour into the game. Make of that what you will.
The story, as it was, centers around Cleril's instantaneous devolution into insanity, and his mind's metaphors and visuals to help cope with the monstrous decline of a departing mind. This tone is uniform throughout, and ends up bogging the game down with a pessimistic attitude that was omnipresent in the prequel, and frustratingly more so in this title. The Jester went from being a light-hearted and affable character, if occasionally over-enthused toward his chosen profession, into a demented mind of humor and madness. The parallels between this character and the Joker are possible, but vary in the methods of the characterization. While the Joker has a light tone but a demented setup, the Jester offers a harsh and demented dialect, but a relatively tame series of consequences.
The Stranger, a character meant to be the cold, aloof, and distant part of Cleril's mind is played to represent the sociopath inside the poet. His lack of face, and lack of facial recognition in general, seems to allude to the strange and unknowns within all minds. A marriage of the unconscious and conscious minds. This character has little representation, as his screen time is quite short, but his message's subtleties were lost to the game's tendency to over-write.
The Writer is the light-hearted and poetic part of Cleril, whose pleasant disposition from Haven seems to have taken a permanent vacation, liberal and often cheery musings having been replaced with blind obsession with Cleril's repressive pessimism and unending arrogance. His character goes from observational and poetic to bland and wishy-washy. Considering this is a fourth of the world's representation, he leaves a sour taste in what is already a sub-par experience.
The Flirt, the fourth and most confusing of Cleril's personalities, is a female whose form seems to center in the romantic snippets and obsessive libido. This character plays out like an abstracted form of sexuality and romance. Her problem, including Cleril's own insanity, is lack of depth. The Flirt is characterized by her lust for the indulgences, which is both physical and chemical in nature. Her character's sequences are the most unique within Cleril's mind, but lack any depth, and alternate between stereotypical and flat.
http://img17.imageshack.us/img17/9408/haven2screen3.jpg
Part of the problem with the game is the over-reliance on the effects. These added a certain "beyond control" feeling for an earlier (and chronologically, later) title by Cleril, Peakaboo, but ends up hampering the player's ability to experience the world in Haven, rather than in the world that Peakaboo better represented.
These effects, coupled with the dark and brooding tone, exist to direct the player's impression of the prose. The insanity is centered in an off-color mind, where a majority of the narrative takes place. The direction makes it so that the player only experiences a specific set of circumstances, and the writing takes further pains to include poetry and riddles that cement the feel of the game, regardless of what mood the player may bring to the experience.
This speaks to a flaw within all of Haven and Haven 2 that went unaddressed. The writing is too introspective, and in its single-minded purpose loses the influence of the player to the narrative. It's hard not to fault Haven for its short-comings, but the biggest flaw comes in repeatedly telling the player something, rather than showing them. Aside from occasional snippets of characterization from the Jester or the Stranger, there is little character growth. Cleril's mind and tone remain unchanged from one title to the other, and across a year of development spanning two titles, the character has learned nothing. If anything, his regression into one mind is even more pervasive as time goes on.
As a primarily philosophical and psychological horror novel, Haven 2 completely fails to accurately probe the depths of the human mind. It insists on a single, solitary world view whose failings are illustrated by the result of the narrative, but not within the narrative itself. Each word, poem, and graphic simply mean to tell a story, instead of showing the player an experience that enables the growth of philosophy or wisdom. The best narrative will do so without a word on the subject. This one runs it into the ground, and fails to even touch on the most remote of premises.
http://img413.imageshack.us/img413/786/haven2screen1.png
As a piece of narrative, Haven 2 is such an overwhelming letdown because of everything it tries to be, and how little of it the game ultimately accomplishes. The world is too controlled to really represent the chaos of a man losing his grip on both his mind and reality. The writing fails to yield any depth, both for the character and his world. The characters external to Cleril's mind, few and far between as they are, very rarely use the opportunity to contrast the complete world to his decaying mental state. However, even this growth would be stifled by the character's lack of stability. His mind is unstable from the first line, and devolves so rapidly that its descent is indistinguishable from his normal attitude.
The first visit to Cleril's mental "Meadow" poses a series of questions. It asks if Cleril - and by extension the player - wishes to know how to cope with silence, insanity, and the impending mortality. (As pictured on the left.) This game, and its philosophies, have taught me that I want nothing to do with the practice, lest I have to play through it again.
Bottom Line: The short development time, its creator's impatience with the complexities of the scenario, and the over reliance on direction to fill the gaps in the writing produce an experience unlike anything else out there. And for good reason.
Recommendation: Skip it. There's little appeal here, and the psychological implications are better handled in multitudes elsewhere.