The transition to visual novels makes sense given Don’t Nod’s tendency to spin narratives. Harmony: The Fall of Reverie lacks world-building for a story told almost exclusively through words.
After her mother’s disappearance, Polly returns home to her hometown. After finding a magical necklace among Mum’s possessions, Polly finds herself transported to Reverie, the fantasy land of power, glory, and truth. Harmony, the only being who can bring the disparate aspirations together in Reverie, maybe Polly.
Throughout the game, you’ll listen to characters talk over static backgrounds until a decision has to be made. The artwork is often beautiful, with striking locales and character designs, and the voice work is fine throughout, complemented by a sparse but pleasant soundtrack.
The story is laid out in the form of a flow chart, like Detroit: Become Human or Zero Escape: Virtue’s Last Reward, with Polly being able to see the future. In spite of its utility, it feels more like chasing a specific goal than shaping a world organically through honesty.
The game’s brevity is another double-edged sword. Although many visual novels stretch out their running times and get a little long in the tooth, Harmony’s eight hours did not fully flesh out the world or characters. It moves at a fast pace, so we were never bored.
Pros:
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Looks great.
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Animated characters.
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Brisk pace.
Cons:
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Lack of impact.
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I feel one-dimensional.
I’d give this game a 6.