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Tedious visual novel that doesn't do enough to establish its world in the early going so it often feels confusing.

A pretty interesting visual novel/choice-based narrative game by the same devs as Life is Strange. I liked the Sandman-esque worldbuilding of various different sibling deities representing different concepts and the way it intermingled with the human conflict. Being able to see the consequences of your actions ahead of time was an interesting concept, but it made the pacing struggle a bit compared to something like Stray Gods and how its choices are more integrated with conversations. The music was pretty good too, Lena Raine has never made a bad soundtrack.

This review contains spoilers

I accidentally purchased this game and I regret not refunding it immediately. I thought I was purchasing Stray Gods, but by the time I noticed my error, I was excited at the prospect of getting lost in another of Don't Nod's worlds. Life is Strange 2 was the game that got me into visual novel/narrative style games, so imagine my shock when this game turned out to be cheeks.

The premise of the game is that you are returning home to find your missing, semi-estranged mother and get sucked into an alternate dimension populated by personified human emotions. The alternate dimension is being threatened by a shadowy corporation which is also threatening your actually reality. The danger of the corporation is never really identified, and while the themes of anti-capitalism are clear, the threat is not really that ominous. You're basically fighting against Amazon. A series of characters are introduced with weak back stories that I never really became attached to even though the game wants you to believe you care deeply for these people. The story drags on for about 7 hours which is 5 hours too long for the player to get a good understanding of the "world". In general, the story is a very thin and not very engaging.

The delivery of the story is another issue. Polly, the main character, is a prescient, so she can see the future. The future is represented by the augral, which is basically a flow chart of all of the options available to the player, some of which require special circumstances to activate. I found navigating the augral quite tricky ( I was playing on steamdeck) and simply gave up trying to figure out which option was going to influence which outcome. Some options result in cut scenes as short as 30 seconds and having to piece together an incoherent story in miniscule vignettes while arbitrarily picking outcomes made the playing the game more tedious than it otherwise was.

Harmony is not a great example of how impressive Don't Nod games usually are.

This game tosses you in the deep end pretty much from the word go. Before you have any time to get your bearings about the setting, your player character, or anything at all that's going on, you're in the thick of it with jargon-heavy conversations with characters who barely introduce themselves into a plot that only sort of makes sense at first blush.

However, once you do get your bearings, and develop an understanding of what you're doing and what's going on, there are a lot of genuinely interesting ideas here.

With all that being said, for a story about a people's revolution, you don't actually see anybody do any revolting. Most of the game's action takes place with each character presenting a mostly-static talk sprite, whose pose is the same whether they're witnessing acts of cruel violence or just hanging out watching TV together. This further obfuscates the narrative being told, and takes some getting used to.

Following in the spirit of the first Life is Strange, this is a choice-heavy game that plays around with the meta-game inherent to choice heavy games, specifically gaming your choices toward certain objectives outside of the core narrative. For example: if you've decided that you want to collect as many Chaos Crystals as you can, you're liable to choose branching story paths that have the most chaos crystals available to get, leading your character to make certain story decisions you might not otherwise have made absent these meta-objectives.

I was unsatisfied with the ending I got and getting another one means starting from the beginning with every unskippable scene intact, so I'm unlikely to ever see another one. By my count, there are at least 8 main endings available, so that's truly a shame.

The game has some interesting ideas. Can't wait to see some one make a good game out of them.

Seemed interesting at first glance, especially the beautiful 2D animated cutscenes (wish there were more of them) and the plot which reminded of an all-time classic adventure game, The Longest Journey. Unfortunately, the last third of the story feels extremely rushed, and more often than not it's completely random how some choices lead to specific events. Characters are fun, though, but as far as visual novels go, there are many much, much better options out there.


If you would've told me that one of the key questions in the new Dont Nod Game revolve around how violent should an anticapitalist revolution be, I probably would've met that prospect with a lot of scepticism. But after actually having played this game, I really think they handled their subject matter(s) quite well. It's sad that we're still at that point where it's a suprise when a game is explicitely political, but hey, I'll take what I can get. And Harmony does quite well in that department. Sadly, the ending dilutes the entire experience a little, but I get why they went the route that they did - the game's scope would've exploded if they didn't. Some more thoughts, because I cannot be bothered to structure this thing right now:

1) I really like the central gameplay twist! It's a really clever way of using a flowchart. Having to essentially "gather ressources" to reach your desired ending really helps in making the player feel like they are making a difference. Harmony is really good in that regard in general - the consequences of your actions are made abundantly clear, mostly before actually doing said actions. Which is a really nice way of conceptualizing a narrative but also led to me sitting in front of that flowchart for around 10mins each time a chapter began.

2) My biggest frustration are the load times on Switch. They are horribly optimized. Every change of scenery leads to a 5sec loading screen at least. And the game changes scenery often, sometimes even after one or two textboxes. It's really unnecessary.

3) The aspirations are just plain fun. A great core concept executed with a lot of charme and great voice acting. The voice acting is really great in general!

4) A LOT of queer and non-binary representation <3

Fumbles the ending for sure, but still enjoyed my time with it.

Guess it’s the year of good, but flawed VNs for me so far between this and Paranormasight.

This game was an amazing experience and a story that really had me hooked till the very end!

Je n'ai malheureusement pas finis le jeu (faudrait vraiment pourtant), mais une relecture ultra interressante sur style de jeu en visual novel avec des illustrations cools et des charas designs cools (en plus tous les textes sont doublés et ça c'est du luxe).
Je pourrais pas expliquer pourquoi c'est interressant avec mon vocabulaire très limité de savoyarde arrièrée et j'ai surtout la flemme donc regarder la vidéo de Great Review.

can we please get a "skip seen dialogues" option?

pd lovely game

Throughout the first 8 hours or so of this game, I was actually really enjoying this. Don't Nod has always been obsessed with choice-based narratives, so to see them take it to this extremely was interesting, and the Augural was a unique perspective on this type of genre that was refreshing. I thought the art direction was excellent, especially when the game opts to animate full cutscenes, and the music and voice acting were superb. The writing could be a little on the nose, especially for how deeply political the game's story was, but it still worked to reach its ends, in my opinion.

However, I have never been so insulted by an ending to a game. I worked so hard throughout the course of the game to attempt to get an ending I wanted. But because of one or two choices made towards the end of the game that had WAY TOO MUCH weight, especially given their lack thereof in the actual narrative, I was forced into one of the most unsatisfying and insufferable endings I have ever faced in a video game. I respect so much of the work that went into this game, but the fact that 10 hours of my work basically resulted in nothing meaningful or appropriate, I can't help but give a negative review of what is other than that, an excellent visual novel.

A solid VN. Memorable characters, a fairly good story (though it did feel just a bit rushed and convoluted from time to time) and a cool choice system. Enjoyed the music and overall vibes as well

A solid VN game entry by Dontnod that doesn't reach the heights of some of their more mainstream games.
The character art, backgrounds, and score are all beautifully designed and help the flow of the game (the characters at times reminded me of the Hotel Dusk style), but pacing feels off at times due to the inherent start-stop process of the flowchart (The Augural). I love other VNs like 999 and VLR that use flowcharts, but usually the sections are longer. At times, you click a node here and get a few lines delivered, before a short load back to the Augural.

The story itself has some impactful choices that make the narrative feel like it actually changed. You can't go an "evil" route as far as I could tell, but you can definitely land between ruthless rebel and balancing hippie. Every character in the plot is fairly memorable, and there is a broad swath of representation that doesn't feel jammed in (despite this, there are multiple Steam discussions complaining about "wokeness"). Even the Aspirations (the higher powers you frequently commune with) have variance - Power, for instance, is not an annoying autocrat, but more so a supportive dad figure.

The main issues with the game are the quantity of loading times, the slightly abrupt ending, and also the lack of QoL features for replaying and reloading. Even upon beating the game, there's no way to select a specific chapter and start from this point. This is something other VNs have been doing for years now! Hopefully that feature will be added in a patch from Dontnod, but for now it's annoying to not be able to go back further than the start of the current chapter.

Is it better to be overambitious and fail than to be competent but safe? Is a story well told made bad by a poor conclusion? I think those two questions sort of give my opinion on Harmony: The Fall of Reverie away but there is a lot more to it.

I think there are broadly two schools of thought when it comes to branching in Visual Novels/AdventureGames/narrative focused games etc. As mentioned in a previous review, I will call 1 the "Jon Ingold" school wherein the branching is almost entirely opaque. Not to say you will necessarily be entirely ignorant of how your choices or actions will affect the story (even in Heaven's Vault there's a few "will you do X or Y?" moments) but you'll not be allowed to see the internal workings of how the story determines the way forward. "Pay no attention to the man behind the curtain!" as it were.

Chrono Trigger, Heaven's Vault, (I believe some Silent Hills follow this model as well but I have not played them so I cannot confirm) follow this model and its easy to see why. Its perhaps easy to lose all mistique and worry the player will try to engineer the story rather than experience it, making choices for what they think they want out of it rather than let the designer lead in reaction to their natural choices. On the other hand its no secret this can cause a lot of frustration, there's a reason why a lot of games come with Flowcharts and the like and in a way; gaming the system and engineering the story can be a lot of fun, like solving a puzzle in a way.

On the other hand the "Flowchart Method" used in a myriad games can also be a double edged sword, it can make the story less mysterious, the story's cohesion may be broken with blatant save scumming or become frustrating in a different direction wherein a player will not understand how to navigate said system instead of a designer changing the story on the fly in response to user input.

Similarly there is a subcategory I'm going to call the "Uchikoshi Method" which I guess technically should be the Yu-No method but whatever I shill for the man. This is a transparent method of branching wherein the act of using the flowchart to your advantage is not only allowed, but made diegetic and canon to the story. This has its own set of pitfalls and honestly I'm planning to write an absurdly long piece about VLR when I replay it soon so I'll leave it for then.

Now, why did I spend three paragraphs subdividing VNs here (by no greater authority than myself btw)? Well, in relation to my point about HTFOR's overambition, this game appears to combine all three methods described above into one. Yeah.

I can definitely see the motivation behind this. Harmony puts a lot of stock into its flowchart, every single mechanic is related to its navigation; for better and for worse. If nothing else, I admire the courage in making something whose writing and planning must have been a right pain in the ass and it somewhat works.

But before I get into that in depth I should lay the groundwork for the rest of the game. Harmony : The Fall of Reverie is set in Atina, a fictional city state in the mediterranean run by a sinister corporation, a sort of cross between Hong Kong, Valencia and Athens or something along those lines. Although everyone speaks like they're Bri'ish but never mind.

You play as Polly, who comes back after many years to her hometown after her mother's disappearance. Quickly, she discovers she has become Harmony : An Oracle for a parallel world named Reverie, composed of Aspirations which are personifications of Human's emotions: Bliss, Bond, Power etc. With this power she can see the future, which manifests as being able to see the ingame flowchart in universe. Together with these Aspirations, Harmony's choices lead the story forward of an unfolding intrigue involving the sinister corporation, her missing mother, love, freedom etc.

I really enjoy the aesthetic aspect of HTFOR, the expressive 2D art, the 3D and 2D environment art, the music and sound design, these are all great. The voice acting is decent too (Oh and I inmediately noticed when Nora spoke I was like "Hey that sounds a lot like Philosophy Tube and lo and behold Abigail Thorn shows up in the credits) and the writing is from a first playthrough at least, pretty good, nuanced and entertaining, a lot of focus is given to mythologies and stories, social injustice and the sacrifices made for change.

Im not well versed enough in greek myth to make much sense of it, Polly is actually short for Polyhimnia ; a muse. The communal center turned house where they all live is called the Naiads, which I believe were Greek nymphs? I quite liked the detail of Chaos' paint changing slightly within scenes, it was a nice touch. This ignorance is however why I enjoy this site, whichever blind spots I may have someone else will fill in and give their perspectives on the matter which I can read and get a broader view of the work.

There is also some pretty good LGBT representation, though one character only revealed they were (I want to say NB? Their profile said they had a legal pronoun change and they say they like short hair as it helps them not be mistaken for a woman but I swear Polly refers to them as her at one point but maybe I misread?) at a particular, missable node. There are however at least two other gay characters.

Now, about that branching. I do think it works for the most part, there is a surprising amount of complexity to the game which tries to marry a lot of things. Essentially, your choices are somewhat transparent in the sense that as the story is divided into acts and scenes, which are further subdivided into nodes, your actual visibility of how the story will unfold is limited firstly to the current act or subact, which helps to make things less overwhelming and secondly by the node visibility being tied to various conditions, which you may choose to unlock if a choice mentions which nodes will be revealed as a result. There is also the bond crystals, essentially certain actions favour certain aspirations and other require their cooperation, thus you need to weigh up who you're helping and how that affects the decisions near to you. Furthermore, each act ends with a decision requiring a certain amount of bond crystals from one or more aspirations and further still there is a global running tally of how many bond crystals you have acquired and favouring a certain aspiration in this factors into one of the final choices in the game!

That sounds like a lot, doesnt it? Thats cause it kind of is? But it also kind of isnt. For the most part the game straddles the line of choices being tough to make (though that may be the executive dysfunction talking) but not overwhelming, though I did feel at times that I was always making the worst decision. Now, in theory that can work (Disco Elysium comes to mind) but there is something about your choices in the various acts locking you out of choices in subsequent acts that always feels like a kick in the teeth. Its that thing that theyre trying to have their cake and eat it too, have engineerable short term choices (the individual nodes can be fucking tiny as well, like 2/3 lines of text at times, although it does make the pacing pretty tight, I clocked in 5 hours and it felt like 3) with opaque long term choices which force you out of certain paths. And again, in theory Im fine with that, but at points it just fucks me up.

Case in point : the ending, which I am going to talk in general, nonspecific terms, but some people are really sensitive about these sorts of things so feel free to leave now if youre bothered by this sort of thing : I do recommend the game despite it all and I honestly would welcome more perspectives about it.

The game definitely acknowledges the ridiculousness of the complicated flowchart and demands and needs of the various characters and aspirations which pull on Harmony from a thousand different directions but its still a bit much. And well, if you are planning on playing this game : go all in on at least 1 aspiration! Dont attempt to keep each in balance cause honestly the game seemed disappointed I went for that, which kinda blew but again I have only seen 1 playthrough so perhaps I am misreading it. This is sort of the issue in reviewing any game. I have "finished" it but I have nowhere near enough of a perspective to judge it holistically, but at the same time making oneself fully familiar with the systems of these games can be either extremely hard or ruin the enjoyment entirely, thus making the exercise moot.

Another thing is that there was a choice relating to the future of the city state and what would have been to me the most interesting option became locked because of choices I had made previously and which IMO makes no sense why.

Actual Spoilers Now :
I led a goddamned revolution against MK, couching myself upon the outrage of the populous against its corpo masters but because of some minor bullshit in how I handled the situation later, the option I had to choose was basically status quo liberal democracy : Cringe! I could have also chosen some bullshit thing related to the ancient cultures that created the aspirations in the first place but the way it was phrased it sounded like we would be ruled by a city full of those greek Statue profile pics from Twitter with names like "Retvrn to Ancient Virtue" and only talk about how women having any autonomy is how Rome fell or whatever nonsense.

So Im left with a sour aftertaste. For all its faults I think Harmony is interesting and honestly it kept my attention its entire runtime, so its just doubly tragic how it couldnt stick the landing. I would still recommend if you are interested in branching narratives and a mixed collection of mediterranean cultures.