It would be unfair to gloss over the general sense of incompleteness that permeates Haven. The game adheres closely to its RPG Maker roots, even though it's clear that there were dreams of doing something a little more atypical, and that means that some things are out of place... like the post-battle screen that dishes out gold. You know the one I mean. It immediately follows the screen that tallies total experience gained. However, there's no gold to be won here. Cleril, the game's one-man programming team, didn't know how to safely excise the extra screen from the process, so it pops up anyway, with a little message stating that it's only there to prevent a crash. Check your immersion at the door.
Maybe I'm being a little harsh, though. Maybe there's really no way around that screen and honesty is the best policy. But then there's the fact that some side quests are hinted at and (at the time of this writing) don't actually appear in the current build. One of the quest prompts point blank says "Go away, press guy; this side quest isn't ready yet." That must have been left in from a previous version that was sent to prospective reviewers. It's all very untidy, and it can't help but take you out of the moment and remind you that you're playing a video game. Still, I truly do like Haven.
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Staff review by Gary Hartley (October 01, 2016)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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