Languages :. English and 11 more. View Steam Achievements Includes 17 Steam Achievements. Publisher: Bugbyte Ltd. Share Embed. Add to Cart. Bundle info. Add to Account. Add all DLC to Cart. View Community Hub. Special Edition This version is completely reworked and perfectly optimized for PC, with lots of new content to make it a great experience. About This Game Battlevoid: Harbinger is a hard sci-fi space exploration game blending roguelike, turn-based, star map strategy, and real-time space battles.
You are a young commander given the task to venture out into enemy territories, far away from home to unknown galaxies, never knowing what you will face as you jump out from hyperspace. In Battlevoid: Harbinger you will have to make decisions regarding your fleet and equipment, face surprising elements, use Battlestations to your advantage and battle fiercely for survival as you defend humanity.
Strategy, tactics, and resource management are the core of Battlevoid: Harbinger. Plan your ship's offenses and defenses. Fortify your ships against enemy weapons, and wield them wisely. Lure your enemies into traps, or distract your foes with distress beacons toward your Battlestation.
Okay, Deep Space Nine is rather a slow, dragging show, but a game based in that world could have been cool. Players take the role of an envoy whose shuttle hard-lands at DS9 after being attacked by rogue drones of unknown origin.
Your stay at the station ultimately involves the murder of an ambassador; I won't spoil the ending by giving away any major plot points. Harbinger is a very good-looking, terrific-sounding, high-gloss parade of missed opportunities. The method of navigation, like the one used in Buried in Time, is counter-intuitive.
Your brain really starts to bend when you try perimiter navigation, which takes you not forward or backward but sort ofaround things. Your brain really starts to bend when you try perimiter navigation, which takes you not forward or backward but sort ofaround things.
Never mind. To make matters worse, however, DS9 is not fully navigable, and with this level of graphic detail, you'll instinctively want to go exploring. Of course, even if you could, there's no map. Asking a computer for directions to an area and getting instead a rote, vague description of what that area is can give you a headache. Not so; with their bulbous heads, unblinking eyes and undersea movements, they actually seem surreal and sort of spooky.
Until melee abilities or radial for the Culibine are built up substantially later in the game, ranged attacks are clearly the order of the day, so fights usually become a repetitive pattern of shooting, retreating, and shooting again. Yes, I realize this is the point of the game, but it still got annoying having to spend so much time going backwards. This is compounded by the fact that both movement and targeting enemies not to mention all interaction with people and items are done through the left mouse button.
If enemies increased in difficulty at all as the game progressed, it was completely nullified by the improved strength of your character, so fighting an enemy near the end of the game felt no different than fighting one early on. Graphically, Harbinger is appealing enough, if somewhat simplistic.
The backgrounds are crisp and clean, the characters are all nicely rendered, and animations are smooth. There were several nice touches, mostly involving active machinery like the umbilicals and special housing equipment for several of the bosses. The interface for each character had a distinct look, which was a feature I appreciated.
Still, I found details to be rather minimal, particularly for a 2D presentation, and as I said, everything looked too similarly dull and drab to really be an attraction. There were also some graphical inconsistencies, such as enemies not appearing behind corners as they were supposed to, which meant you could practically walk on top of them before ever being aware of their presence, giving them a nice clear look at the whites of your eyes. The voice acting, although not extensive, was done well across the board, and dialogue even had some nice touches of humour.
Sound effects were all nicely presented, including the various enemy and weapon noises. Again, however, there were a few drawbacks. For instance, in several areas that included generators which produced a faint hum, all other noises were completely drowned out, which led to battles in virtual silence.
In a stunning departure from its Diablo role model, Harbinger offers no multiplayer option at all. Unfortunately, this will seriously affect the replay appeal of this game for a great many players, and it seems hard to believe Silverback and DreamCatcher would allow such an omission.
Other minor gripes include the pathetic aiming ability of my characters. And yes, I mean my characters, not me. I could literally be standing toe to toe with an enemy in the latter part of the game, with my ranged skill maxed out, and still miss point blank four or five times in a row. Sure, I understand the philosophy behind limited inventory, but not only did I find this one undersized, there was no way to quickly organize it, so it was continually necessary to manually shuffle items around to fit larger items in, and since most of the quest items were huge, it was often necessary to do so.
Apparently, at one point of my inventory shuffling near the end of my human campaign, I must have accidentally DROPPED a vital quest item, and proceeded without realizing it.
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