It may seem like I'm playing games focused on relationships on purpose recently, between Maquette, Florence, and Haven, but it's really just a coincidence, I swear.
I've heard about Haven here and there and was a bit curious to play it, especially because it seemed to be really good, and since my BF just asked me to play it together, here we are.
Watercolor Intro
The intro of the game is so cool, made with a watercolor style, and beautiful music, really puts you in the right mood and makes you even more eager to try it.
Overall, the game is pretty cool visually, from the various draws of the characters used when they talk, to the colors used for the planet and the numerous islands (you will get Namec vibes).
The islands themselves are very nice to look at, in a relaxing way, even though the same can't be said as for their level design.
It's not like it's bad as a playground, but just that there are just a bunch of islands with a remarkable look, while the others just feel "generic" and not really worth looking at them more than needed to get your job done.
This is not the only issue tho.
The 3D model of the characters and the monster were truly bugging me, especially seeing how cool the environment was.
They went for a cell shading look, but, especially on the main characters, it's too flat, and when I looked at them in the face, especially at her, I got creepy vibes.
The animals are not bad but not very original either, so discovering new kinds of monsters was less exciting.
And don't get me started on the loading screen drawings.
OMG, I can't say how shocked I am by the low quality of those drawings.
It feels like they felt the need to add them to the loading screen but only had 1 hour to do them all.
I cringe every time the game loads and shows one of them.
The first hours
Even though the watercolor intro was a nice start, I can't say the same for the first hours of the game.
Haven starts with a lot of questions and that really helps in getting you into it.
You are curious about the story of the couple, about why they moved into this new planet, what this new planet is, how long have they been here.
And it's cool how Haven reveals its details bit by bit through the dialogs of the two, which are very well dubbed (I will miss their voices, can't lie).
But, again, it's not all good.
Flowy jerky movement
After starting it, the game tries to teach you the movement mechanic of the game, which is floating, instead of a classic walk.
I thought this was one of the cool points of the game, and that it would have been very streamlined and more focused on the feeling of floating, BUT it's so hard to move and turn!
We had a "hard time" getting over the tutorial, and even after that we still had issues, or, even when we get how to move, we still could get into the flow (of flowing).
One of our major issues is that we couldn't move the cameras while floating and had to stop to do that, just to discover at the end of the game there is an option for that.
This is of course an issue of mine, I could have looked there but didn't want to get some mechanics spoiler that sometimes you can get from the options, and also didn't expect it to be an option either.
I wonder why the devs didn't put it on by default tho, since you could just not use the right thumbstick to avoid moving the camera.
I know I'm knit-picking on the movement, but it's the main thing you will do in this game, so I expected it to be really fleshed out.
Another issue we had is that sometimes u need to do just small movements.
You can walk, but it's super slow, I guess done on purpose to make you want to use the flow movement, but when u press the button to flow, the characters go turbo and so you end up going too far and need to go back.
My eye is twitching just thinking about that.
Too much talking
That said, another thing that made the beginning more annoying is that, maybe to set up a lot of things related to both story and mechanics, Yu and Kay, the main characters, talk A LOT.
Their dialogs are cute, maybe a bit too cheesy (like they almost always end up having sex), and are interesting since you can always discover more about them, but sometimes you get too many of them with little character progression or story, and more just a way to add details to the character to make them feel even more special and characterized to the point of being a bit ridiculous.
You know, more or less like when a character in a long sit-comedy starts to have an infinite amount of passions or "obsessions" just because they don't know how to make it interesting anymore.
I've to say that, especially related to video games, I'm not a fan of long dialogs, so, of course, this was an even bigger issue for me, and maybe for someone else could be a plus instead.
The only real downside is that sit-comedy effect, and that the writing was a bit too cheesy for me, like if the target were teens.
Let me skip the combat
The last thing about the first hours thing is the combat.
Especially at the beginning, the combat seems very... pointless.
You have like only a bunch of choices, and it feels like they don't really matter.
The game even has an automatic combat option and we could understand why they put it there, being that boring, at least at the beginning.
Later on, with more enemies, you had to understand their weaknesses and how to expose them for some of the enemies, so it became more interesting, or at least a bit more compelling.
I guess, with time, we just understood and accepted that the combat was totally not a focus of the game but more of a way to change the pace, so that you don't always just roam around.
Also, since u need to go back to the ship to recover, you have to perform well in combat to avoid having to go back to it every 2 islands, and that made doing well in the combat something you want to do, and therefore we didn't use the automatic battle option anymore.
Half Co-Op
The very last thing, I swear, about the start, was the co-op mechanic.
We knew that the game had a co-op, but when we discovered that just one of the characters could lead the movement, we were a bit disappointed.
We are used to play even single-player games together, just giving each other the controller from time to time, so it was not a big deal, but of course we were not a fan of it either. Still better than not having it, since you don't have to switch controllers and also have things you can do while the other moves.
Then there is the dialog system. The game gives every player one character to control, so I used Yu while he used Kay, and so I expected to be the one doing the choices for her, but the game makes both of you agree on what each character pick as an answer.
It was not so bad, since we just agreed that I was Yu and he was Kay, and when Yu had to pick and answer, I was the one that chooses the answer I liked and he confirmed, but it was a bit annoying.
The combat is the only real part of the game where the co-op really works, since you have to collaborate to make the correct choices, and sometimes you also have to do some timing minigames.
Again, combat is not hard, but at least we had to talk to do the right thing, so that was fun.
May the map be blessed
So, the beginning was not the best thing of the game, we felt overwhelmed by dialogs, felt combat was shallow and pointless, and we also felt that the exploration was pointless.
Until the map was given to us.
Then, my collector soul waken up, understood that cleaning all the islands from the rust covering them was tracked into the map, and the game clicked for me (not as much for my BF tho, but that's life).
Chilling vibes
The game didn't really change from the beginning, you get some new abilities here and there that revitalizes the experience, a bit of backtracking (done in a good and not overwhelming way), and also some resource gathering and management, but I guess I just get into the chilling vibes of Haven, and started going from islands to islands, to cleanse it and follow the story of the couple, that was getting more interesting.
I would pick the soundtrack
I think the chilling vibes are what truly worked for me in this game, and it wouldn't be so chilling if it wasn't for the music.
The music is so nice and you find yourself happily wandering through the island cleaning rust while slowly moving your head following the beats.
If I had to pick one single element of the game, it would be the soundtrack.
I am on Source
It's a bit of an exaggeration, but in the end I truly felt like I was with them on Source, the planet where they landed, feeling free from the rest of society, trying to just survive, but happy because I am with my love, together in this crazy things we did because we couldn't stand being apart.
I liked how they give the game an ending that didn't have a super epic climax at the end, and instead, it just ends.
It may feel like it misses that one last mega boss with 4 phases, but I just felt that it made everything feel more grounded, real.
It was the last touch to give life to this experience.
Haven also features another ending.
I've appreciated that they put it there, but it feels it was rushed, being portrayed with just a few drawings that are not really on par with the rest of the game quality (still not as bad as the loading screen). Only the music manages to give that ending an emotional impact.
Miss you, Birble
I have to be honest, Haven is not an experience that adds something new to the videogame medium, something I may have expected from the few things I heard over time.
All in all, is just a classic adventure game, with its share of rough edges.
But, I would lie if I said that I won't miss Yu and Kay (and maybe Birble too since it was so helpful).
And somehow, I'm happy to know they can finally live together, peacefully, on Source.