About This Game Open world survival meets fantasy role-playing game is the idea behind Harsh. You start with nothing and must gather resources to craft, fight enemies and gather treasure to help you stay alive. Choose to learn spells or focus on your physical traits to help you overcome both monsters and intelligent factions who react differently based on your actions and may even choose to raid your home base if you anger them enough. Explore the open world or go on a dungeon crawl, the choice is up to you. 7aa9394dea Title: HarshGenre: RPG, Early AccessDeveloper:Harsh Reality Productions LLCPublisher:Harsh RealityRelease Date: 25 Jan, 2018 Harsh Ativador Download [PC] refunded within first 30 mins absolute garbage. TL:DR - This game could turn out to be amazing for those that are looking for a good dungeon crawler. If anyone ever played the original Tribes RPG mod, you'll feel right at home in many ways. For those people looking for a hardcore survival game, I don't think this gonna be for you, it's gonna be for the rpg fans that want a survival aspect included. I only have 2.7 hours played because I've done most of the content that's in the game as of now (still recommend buying now if you like dungeon crawlers).So I've never done a review before, but seeing as no one has posted one yet I wanted to get the train rolling so that people wouldn't automatically dismiss this game due to lack of reviews (heck, I do that). I want this game to succeed, and if you go to the discussions, you'll see that the dev is infectiously optimistic about both the game and his ability to contribute to the community.There are a lot of things that could be said in lengthy form, but I'm going to stick to the easiest method, cons first:CONS (almost all are Early Access related):- Optimization: I've got an older gaming PC that I built myself, runs modern stuff at medium-high with no problems, but good lord this game chops on lowest settings. BUT, that being said, the dev specifically stated that optimization is horrid and that's one of the reasons he is releasing a demo so that people could try it out. I love this dedication to honesty from the dev so take this with a grain of salt and I think we can trust it's being worked on.- UI: Clunky, but really not all that bad. Some specific changes might be integrating the mouse wheel, switching page up\/page down (page up goes the 2nd page of inventory, just goes against most other UI norms), fiddling with scale to make it a bit smaller, have an "equipped" section of your inventory so that your equipped gear isn't spread among all of the stuff you've picked up, separate building tabs for equipment versus "settlement" items, a small number on items in inventory showing how many you have instead of having to click each item to check. That being said, the controls are lovingly simplistic and you're not overwhelmed by the amount of windows that popped up, extremely intuitive to navigate.- Scale of World: I'm hoping that either A) the world is kept small for EA and will be enlarged or B) the world is kept the same but absolutely brimming with places to explore. As of now, it probably takes about 10 minutes to run from one side of the map to the other.- Combat: I'm putting this here for those that like complicated combat, it's not. It's a "hold down mouse button to auto-attack" kind of game, old school. There is a block, but otherwise that's pretty much it. A lot of people aren't fans of this type of combat, finding it tedious. That being said, there is also spellcasting, so you can mix it up that way. + Note to dev: I'd suggest either attempting a mount and blade or skyrim type combat model if possible, you'll have a much wider audience availability.- No Tutorial: This might be on me in some ways since I haven't played a survival title in a while, but I was absolutely lost for a good 45 minutes. I figured out how craft easily enough, but little things here and there like how to properly use inventory (click on item, click on spot you want it go, it's not drag and drop even though your cursor looks like it's holding something); how to integrate walls into a building properly (for the love of god pay attention to the controls screen, the second page will have buttons for rotating and placement of building items, USE THEM); knowing to allocate your skill points the moment you start the game (didn't realize I had some to spend until 5-10 minutes after I started); needing to put wood in the fire before hitting light fire, not knowing that your inventory had more slots than it initially shows, little things like that. + Note to dev: I'd strongly suggest a quick 3-5 minute tutorial asap, I can't tell you how many game reviews I've seen in the negative where the only comment is saying too hard to figure out\/no tutorial\/etc. + Random note to dev: speaking of the fire, please put in a good reason to cook food, I ended up just eating raw food and healing through the damage as it was too bothersome to go back to my base to cook. I'd suggest double the amount of hunger healed rather than a negative buff or something so you get rewarded for the effort, not punished for the lack of availability of going back to base.Now to the other side:PROS:- RPG system: I'm absolutely in love with the rpg mechanics. Simple, intuitive, and you actually feel like you've accomplished something. When you kill something, it feels like a victory as most enemies your level can be slightly difficult, and the experience you get matches, the leveling is fairly quick (so is the dying, so don't assume you'll hit level 20 in 10 minutes with no effort). There are 6 stats (3 physical, 3 magic), and dependent upon your build you might be really looking forward to just one more point. You gain experience by just living, fantastic concept for a survival game (granted it's not much experience, but the concept just warms my heart). Everything levels with you to a point, so there's always a reason to go back to an area you've already explored - I'm really hoping the loot scales as well, it seemed to when I was playing but not 100% sure. Beyond that, there's no level cap, so I imagine you could be running around at level 400 killing baby sea turtles of the same level.- Reputation system: This part is pretty nifty, you gain or lose reputation based upon what you kill. Pretty standard concept, but it's also related to who those guys are allied with. The dev explained it (bad summarization to follow) by saying that killing skeletons would make you more friendly with the fungoids, and would obviously make you unpopular with skeletons, but would also make your unpopular to rats who are buddies with the skeletons. It made me avoid killing the sea turtles, god knows who they're allied with so I don't feel like getting on anyone group's naughty list randomly. This aspect makes you consider what to kill and why rather than just blindly committing genocide on this small island, which I consider to be a great concept.- Books of learning: You don't just learn spells as you level, you get the initial one for free, but you have to find books secreted away to learn more spells, very nifty. This is the same for architectural plans for your buildings, you find the books containing the ability to build them.- Spells: They don't level, they scale. Example: The higher your faith, the more health your heal will...heal. It also costs more mana, but it's not linear in the sense that at level 1 it costs 10 to heal 20 and at level 5 it costs 50 to heal 100, it does scale in your favor. Keeps it simple so that you don't have 58 spells of only three variants, and it rewards you for putting skill points into magic.- Bartering: There is already a merchant in the game, so you can hoard to your heart's content knowing that ultimately there's a purpose, getting that cash money to buy an upgrade for yourself. Stands apart from other survival titles in this regard.- IT'S NOT MULTIPLAYER!!!!: I actually like the concept of survival titles, I own quite a few. However, what do you see the moment you look at survival title reviews? Hacking, griefing, server issues, etc. Thank the lord this is not multiplayer as it seems to ultimately kill survival fun. I think this could be all kinds of fun in multiplayer once it's finished, but as it is I think it's a smart move on the dev's part to leave it single player for now.All in all, I think I forgot some things, but I had some fun playing it and I'm really looking forward to release. I'll be checking back for updates to boot it back up as it updates.. An incredible indy game! fast paced and fun to play.. TL:DR - This game could turn out to be amazing for those that are looking for a good dungeon crawler. If anyone ever played the original Tribes RPG mod, you'll feel right at home in many ways. For those people looking for a hardcore survival game, I don't think this gonna be for you, it's gonna be for the rpg fans that want a survival aspect included. I only have 2.7 hours played because I've done most of the content that's in the game as of now (still recommend buying now if you like dungeon crawlers).So I've never done a review before, but seeing as no one has posted one yet I wanted to get the train rolling so that people wouldn't automatically dismiss this game due to lack of reviews (heck, I do that). I want this game to succeed, and if you go to the discussions, you'll see that the dev is infectiously optimistic about both the game and his ability to contribute to the community.There are a lot of things that could be said in lengthy form, but I'm going to stick to the easiest method, cons first:CONS (almost all are Early Access related):- Optimization: I've got an older gaming PC that I built myself, runs modern stuff at medium-high with no problems, but good lord this game chops on lowest settings. BUT, that being said, the dev specifically stated that optimization is horrid and that's one of the reasons he is releasing a demo so that people could try it out. I love this dedication to honesty from the dev so take this with a grain of salt and I think we can trust it's being worked on.- UI: Clunky, but really not all that bad. Some specific changes might be integrating the mouse wheel, switching page up\/page down (page up goes the 2nd page of inventory, just goes against most other UI norms), fiddling with scale to make it a bit smaller, have an "equipped" section of your inventory so that your equipped gear isn't spread among all of the stuff you've picked up, separate building tabs for equipment versus "settlement" items, a small number on items in inventory showing how many you have instead of having to click each item to check. That being said, the controls are lovingly simplistic and you're not overwhelmed by the amount of windows that popped up, extremely intuitive to navigate.- Scale of World: I'm hoping that either A) the world is kept small for EA and will be enlarged or B) the world is kept the same but absolutely brimming with places to explore. As of now, it probably takes about 10 minutes to run from one side of the map to the other.- Combat: I'm putting this here for those that like complicated combat, it's not. It's a "hold down mouse button to auto-attack" kind of game, old school. There is a block, but otherwise that's pretty much it. A lot of people aren't fans of this type of combat, finding it tedious. That being said, there is also spellcasting, so you can mix it up that way. + Note to dev: I'd suggest either attempting a mount and blade or skyrim type combat model if possible, you'll have a much wider audience availability.- No Tutorial: This might be on me in some ways since I haven't played a survival title in a while, but I was absolutely lost for a good 45 minutes. I figured out how craft easily enough, but little things here and there like how to properly use inventory (click on item, click on spot you want it go, it's not drag and drop even though your cursor looks like it's holding something); how to integrate walls into a building properly (for the love of god pay attention to the controls screen, the second page will have buttons for rotating and placement of building items, USE THEM); knowing to allocate your skill points the moment you start the game (didn't realize I had some to spend until 5-10 minutes after I started); needing to put wood in the fire before hitting light fire, not knowing that your inventory had more slots than it initially shows, little things like that. + Note to dev: I'd strongly suggest a quick 3-5 minute tutorial asap, I can't tell you how many game reviews I've seen in the negative where the only comment is saying too hard to figure out\/no tutorial\/etc. + Random note to dev: speaking of the fire, please put in a good reason to cook food, I ended up just eating raw food and healing through the damage as it was too bothersome to go back to my base to cook. I'd suggest double the amount of hunger healed rather than a negative buff or something so you get rewarded for the effort, not punished for the lack of availability of going back to base.Now to the other side:PROS:- RPG system: I'm absolutely in love with the rpg mechanics. Simple, intuitive, and you actually feel like you've accomplished something. When you kill something, it feels like a victory as most enemies your level can be slightly difficult, and the experience you get matches, the leveling is fairly quick (so is the dying, so don't assume you'll hit level 20 in 10 minutes with no effort). There are 6 stats (3 physical, 3 magic), and dependent upon your build you might be really looking forward to just one more point. You gain experience by just living, fantastic concept for a survival game (granted it's not much experience, but the concept just warms my heart). Everything levels with you to a point, so there's always a reason to go back to an area you've already explored - I'm really hoping the loot scales as well, it seemed to when I was playing but not 100% sure. Beyond that, there's no level cap, so I imagine you could be running around at level 400 killing baby sea turtles of the same level.- Reputation system: This part is pretty nifty, you gain or lose reputation based upon what you kill. Pretty standard concept, but it's also related to who those guys are allied with. The dev explained it (bad summarization to follow) by saying that killing skeletons would make you more friendly with the fungoids, and would obviously make you unpopular with skeletons, but would also make your unpopular to rats who are buddies with the skeletons. It made me avoid killing the sea turtles, god knows who they're allied with so I don't feel like getting on anyone group's naughty list randomly. This aspect makes you consider what to kill and why rather than just blindly committing genocide on this small island, which I consider to be a great concept.- Books of learning: You don't just learn spells as you level, you get the initial one for free, but you have to find books secreted away to learn more spells, very nifty. This is the same for architectural plans for your buildings, you find the books containing the ability to build them.- Spells: They don't level, they scale. Example: The higher your faith, the more health your heal will...heal. It also costs more mana, but it's not linear in the sense that at level 1 it costs 10 to heal 20 and at level 5 it costs 50 to heal 100, it does scale in your favor. Keeps it simple so that you don't have 58 spells of only three variants, and it rewards you for putting skill points into magic.- Bartering: There is already a merchant in the game, so you can hoard to your heart's content knowing that ultimately there's a purpose, getting that cash money to buy an upgrade for yourself. Stands apart from other survival titles in this regard.- IT'S NOT MULTIPLAYER!!!!: I actually like the concept of survival titles, I own quite a few. However, what do you see the moment you look at survival title reviews? Hacking, griefing, server issues, etc. Thank the lord this is not multiplayer as it seems to ultimately kill survival fun. I think this could be all kinds of fun in multiplayer once it's finished, but as it is I think it's a smart move on the dev's part to leave it single player for now.All in all, I think I forgot some things, but I had some fun playing it and I'm really looking forward to release. I'll be checking back for updates to boot it back up as it updates.. An incredible indy game! fast paced and fun to play.. The Game is still a little clunky, the AI tends to ignore you until you interact with NPCs and creatures ( but then they fight till one of you die evan the turtles ) . It is early access, but I see it as a STRANDED DEEP or HOLD YOUR OWN meets SAVAGE LANDS with a little extra magic tossed in. It still needs polishing but I think mthis game has real potential watch video: https:\/\/youtu.be\/X1ZZ3ik2cWY. The Game is still a little clunky, the AI tends to ignore you until you interact with NPCs and creatures ( but then they fight till one of you die evan the turtles ) . It is early access, but I see it as a STRANDED DEEP or HOLD YOUR OWN meets SAVAGE LANDS with a little extra magic tossed in. It still needs polishing but I think mthis game has real potential watch video: https:\/\/youtu.be\/X1ZZ3ik2cWY
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