Harvester | |
---|---|
Developer(s) | DigiFX Interactive |
Publisher(s) |
|
Producer(s) | Lee Jacobson |
Designer(s) | Gilbert P. Austin |
Platform(s) | DOS, Microsoft Windows, Linux |
Release | |
Genre(s) | Interactive film, point-and-click adventure |
Mode(s) | Single-player |
Harvester is a 1996 point-and-click adventure game written and directed by Gilbert P. Austin, known for its violent content, cult following, and examination of violence. [2] Players take on the role of Steve Mason, an eighteen-year-old man who awakens in a Texas town in 1953 with no memory of who he is and a vague sense he does not belong there. Over the course of the next week, he is coerced or manipulated into performing a series of seemingly mundane tasks with increasingly violent consequences at the behest of The Order of the Harvest Moon, a cult-like organization which seems to dominate the town and which promises to reveal the truth about Steve and his presence in Harvest.
The game utilizes a point and click interface. Players must visit various locations within the game's fictional town of Harvest via an overhead map. By speaking to various townspeople and clicking on special "hotspots", players can learn information and collect items that progress the game's story and play. Harvester also features a fighting system where players can attack other characters by selecting a weapon and then clicking on the target. Both the target and the player's character have a limited amount of health available, allowing for either the player or the target to die. Players can choose to progress through the game by solving puzzles or by killing one of the non-playable characters.
Teenager Steve Mason awakens in the small Texas farming town of Harvest in the year 1953, with no memories of his past or who he is. Exploring his home, he discovers that he does not recognize his mother or younger brother, both of whom act strangely—his mother compulsively bakes cookies for a charity event a week away, causing her to throw out each subsequent batch; and his brother obsessively watches an ultra-violent cowboy show that is the only program broadcast on Harvest televisions.
Exploring the town, Steve discovers Harvest is populated by hostile, strange individuals whom he likens to facsimiles or parodies of real people. Steve learns that no one believes him to genuinely be amnesiac, with every citizen he meets responding to his pleas for help with the canned response "You always were a kidder, Steve." Everyone in town encourages Steve to join the Lodge, a large building (reminiscent of the Hagia Sophia) located at the center of town that serves as the headquarters of the Order of the Harvest Moon, which is the sociopolitical center of life in Harvest and whose members act in lieu of a mayor or city council.
Learning that he is set to be married in two weeks, Steve goes to meet his fiancée, Stephanie Pottsdam, the daughter of Mr. Pottsdam, an unemployed man who hopes to get a job alongside Steve's father working in Harvest's meat packing plant and who openly expresses his lust for his own daughter. Meeting Stephanie, Steve finds that she, too, has amnesia, and woke up the same morning as him with no idea of how she got to Harvest. The two form an alliance to figure out their past and escape the town.
Steve visits the Sergeant at Arms at the Lodge, who tells him that all of his questions will be answered inside the building, and sets about giving him a series of tasks that serve as initiation rites. Over the course of the next week, Steve is given a new "task" each day, beginning with petty acts of vandalism that escalate to theft and arson, with each task having unforeseen, tragic circumstances that usually result in someone's accidental death, murder, or suicide. Meanwhile, driven by their mutual fear and reliance on one another, Steve and Stephanie become lovers.
On the final day of his initiation, Steve discovers a mutilated skull and spinal cord in Stephanie's bed, which the Sergeant at Arms tells him is his invitation to the Lodge. Venturing inside, Steve discovers that the Lodge is composed of a series of rooms called "Temples" which serve as mordant burlesques of real civic locations (including a living room with a dead family and a kitchen where a chef prepares human meat) and whose inhabitants challenge him with a series of puzzles meant to teach lessons integral to understanding the precepts of the lodge. Each "lesson" turns out to be an inversion of traditional morality, including the futility of charity, the uselessness of the elderly, and the benefits of lust and vanity.
At the highest level of the Lodge, the Sergeant at Arms presents a still-living Stephanie and explains that Harvest is an elaborate virtual reality simulator being operated by a group of scientists in the 1990s to determine if it is possible to turn average humans into serial killers. Steve and Stephanie are the only real people in the simulation, and everything Steve has experienced has been intended to warp his reality and break down his inhibitions to prepare him for life as a serial killer. The Sergeant offers him two options: murder Stephanie, committing his first real crime and accepting a future as a murderer; or refuse, in which case the scientists will render both Steve and Stephanie brain dead in the laboratory. Should Steve choose the second option, the Sergeant informs him he and Stephanie will experience an entire lifetime of happiness in the Harvest simulator in the seconds before their deaths in the real world.
If the player chooses to kill Stephanie, Steve bludgeons Stephanie to death and removes her skull and spinal cord. After the murder is complete, Steve awakens in the laboratory and gleefully informs the scientists that he enjoyed the experience. Hitchhiking home, he murders the driver who picks him up. Later, while he plays a violent videogame in his bedroom, Steve's mother chastises him that doing so will induce violent impulses in him. Steve laughs as the camera enters his throat and stomach, revealing the dissolving body parts of the driver he killed earlier.
If the player chooses to spare Stephanie, the Sergeant at Arms performs an impromptu wedding in the chapel before letting the pair go. Steve and Stephanie buy a home, have a child, and grow old together before dying peacefully and being buried in the Harvest cemetery. In real life, the scientists express disappointment at the results of their experiment as they look on at the pair's dead bodies.
Harvester was developed by FutureVision (renamed DigiFX by the time of the game's release). Writer-director Gilbert P. Austin recounted:
My feeling was that FutureVision, being a small company, would need something "high concept" to compete with the industry giants of the time, and I argued that Harvester was exactly that idea. It was really the only idea that I pitched. I remember that it came to me in a flash. That's how I get a lot of my ideas, in creative rushes where I can barely write fast enough to get it all down. ... The concept of Harvester, the idea that at the end of the game I wanted the player to mull over whether he had internalized the over-the-top violence and surreal imagery of the game in the same manner that Steve had, and the primary ending... all this was in the initial concept that I jotted down in one of those small reporter spiral notepads in about 30 minutes. That's what I pitched to FutureVision, and they bought it. [3]
Harvester was announced at the Consumer Electronics Show (CES) in January 1994 in Las Vegas. [3] The game had a budget of $1 million. [4] The video footage was filmed in the back warehouse of publisher Merit Software. [3] Though he was only contracted as the game's writer, Austin voluntarily directed the filming to ensure it stayed true to his vision for the game. [3] Austin finished the creative work in Autumn 1994 and moved on to other projects, leaving producer Lee Jacobson in sole charge of the remaining development. [3] The game was set to be released the same year but the programming took two years to finish, and it became a commercial failure. [3]
In a December 1996 press conference, family psychologist David Walsh released a list of excessively violent games. Jacobson publicly demanded that Harvester, which was not included in Walsh's list, be added to it. [5] Gaming journalist Christian Svensson described Jacobson's actions as "shameless", and did not refer to Jacobson, DigiFX, or Harvester by name so as not to provide positive reinforcement for publicity seeking. [6]
In Germany, the game was banned. [7]
The game was designed by DigiFX Interactive and published by Merit Studios in 1996. [8] On March 6, 2014, Lee Jacobson re-released it on GOG.com, [9] for PC and Mac. On April 4, 2014, Nightdive Studios re-released it on Steam for PC and Linux. [10]
Aggregator | Score |
---|---|
Metacritic | 53/100 [11] |
Publication | Score |
---|---|
Adventure Gamers | [12] |
AllGame | [13] |
GameSpot | 6.8/10 [14] |
PC Gamer (US) | 82/100 [15] |
Entertainment Weekly | B+ [16] |
Harvester received "mixed or average" reviews, according to review aggregator Metacritic. [11] PC Gamer gave Harvester a positive review upon its initial release, [15] but panned it in a 2011 review where they called it the "goriest, most confusing, and above all stupidest horror game ever." [17] Allgame remarked that the game's delayed release negatively impacted its reception, as the game felt dated when it was finally released. They felt that this was indicative of the game as a whole, as "conversations with characters are frustrating and often make little sense, plus the manner in which the plot develops is disappointing. ... there are things that are never explained, and the final third of the game is dull and pointless." [13] GameSpot's review was mixed, as they felt that there was "nothing actually revolutionary going on in Harvester" but praised the game's full-motion video segments as "truly disturbing" and commented that it had "tried-and-true adventure mechanics with entertaining twists". [14]
Entertainment Weekly commented that "this gratuitously violent game doesn’t make much sense, but it is a lot of twisted fun." [16]
Wasteland is a role-playing video game developed by Interplay Productions and published by Electronic Arts in 1988. The first installment of the Wasteland series, it is set in a futuristic, post-apocalyptic America destroyed by a nuclear holocaust generations before. Developers originally made the game for the Apple II and it was ported to the Commodore 64 and MS-DOS. It was re-released for Microsoft Windows, OS X, and Linux in 2013 via Steam and GOG.com, and in 2014 via Desura. A remastered version titled Wasteland Remastered was released on February 25, 2020, in honor of the original game's 30th anniversary.
SimFarm: SimCity's Country Cousin is a video game in which players build and manage a virtual farm. It was developed by Maxis and released in 1993 as a spin-off of SimCity. The game included a teacher's guide to teaching with SimFarm with blackline masters to be photocopied for the class and a user manual. In 1996, SimFarm and several other Maxis simulation games were rereleased under the Maxis Collector Series, with greater compatibility with Windows 95 and differing box art, including the addition of Classics beneath the title.
Septerra Core: Legacy of the Creator is a role-playing video game developed by Valkyrie Studios and published by Monolith Productions. It was originally released in 1999 for Windows; since then, it has been re-released via GOG.com for Windows in 2009, for OS X in 2013, and for Linux in 2017.
Little Big Adventure is a 1994 action-adventure game developed by Adeline Software International. It was published in Europe by Electronic Arts, and by Activision in North America, Asia and Oceania under the name Relentless: Twinsen's Adventure. Over 500,000 copies were sold by 1999. The game was initially released on CD-ROM and some time later on floppy disks; the CD-ROM version features full-motion video, music and speech whereas the floppy disk version has MIDI music files and still images to replace the videos. The game was later ported to the PC-98 and FM Towns and was released in Japan in 1995. It was released for the PlayStation in Japan and Europe in 1996 and 1997 respectively, and to Android and iOS devices in 2014.
Postal is a 1997 isometric top-down shooter video game developed by Running with Scissors and published by Ripcord Games. Players assume the role of the Postal Dude, a man who commits mass murder throughout the fictional town of Paradise, Arizona to cure what he believes to be a "hate plague" released by the United States Air Force.
Postal 2 is a 2003 first-person shooter video game developed by Running with Scissors and published by Whiptail Interactive. It is the sequel to the 1997 game Postal and was released for Microsoft Windows in April 2003, macOS in April 2004 and Linux in April 2005. Postal 2, as well as its predecessor, has received notoriety for its high levels of violence, stereotyping, and black comedy. Unlike the first installment, Postal 2 is played from a first-person perspective, rather than an isometric perspective. The game is the first in the series to feature an open world.
Jazz Jackrabbit 2 is a 1998 platform game produced by Epic MegaGames. It was released for Windows, and later for Macintosh. Like the first game, Jazz Jackrabbit, Jazz Jackrabbit 2 is a side-scrolling platform game but features additional multiplayer options, including the ability to play over a LAN or the Internet. The game was re-released on GOG.com along with the first game on November 30, 2017.
Brothers in Arms: Road to Hill 30 is a first-person shooter video game developed by Gearbox Software and published by Ubisoft for Xbox, Microsoft Windows and PlayStation 2. It is the first game in the Brothers in Arms series. The game takes place during World War II and focuses on tactics. It was ported to the Wii in 2008, as part of the Brothers in Arms: Double Time compilation.
Divine Divinity is an action role-playing game developed by Larian Studios and published by cdv Software Entertainment for Microsoft Windows, which was released in August 2002. It has three sequels, Beyond Divinity, Divinity II, and Divinity: Original Sin II. It also has a prequel, Divinity: Original Sin, and a spin-off, Divinity: Dragon Commander. The game was released for Mac OS X on 15 November 2013.
Battle Realms is a real-time strategy video game published and released by Crave Entertainment and Ubi Soft in November 2001. It was the first game created by Liquid Entertainment. An expansion pack Battle Realms: Winter of the Wolf was released in November 2002. In 2012, the game was re-released on GOG.com. In 2019, the game was re-released on Steam as Battle Realms: Zen Edition, in its early access state with functioning online multiplayer.
Crusader: No Regret is an isometric action game developed by Origin Systems and published by Electronic Arts in 1996. Nominally a sequel to 1995's Crusader: No Remorse, it is considered both by critics and by the game director more akin to a stand-alone expansion pack. Mechanically similar to No Remorse, it features new levels, enemies and weapons.
Celtic Kings: Rage of War is a game developed by Haemimont Games. It is set during the conquest of Gaul by Julius Caesar.
F.E.A.R. Perseus Mandate is the second standalone expansion pack for the first-person shooter psychological horror video game F.E.A.R. First Encounter Assault Recon. Developed by TimeGate Studios and originally published by Vivendi Games under the Sierra Entertainment label, it was released for Windows and Xbox 360 in November 2007. The Xbox version was only available packaged with the first expansion, F.E.A.R. Extraction Point, and released as F.E.A.R. Files. On the PC, as well as a standalone release, Perseus Mandate was also bundled with the original game and Extraction Point for F.E.A.R. Platinum Collection, which was also released on Steam in 2012 and GOG.com in 2015. In 2021, F.E.A.R. Files was added to Microsoft's backward compatibility program, making the games playable on the Xbox One and Xbox Series X/S. Neither expansion is now considered canon, as the Monolith Productions-developed F.E.A.R. 2: Project Origin ignores the events of both.
Transformers: Revenge of the Fallen is a third-person shooter video game based on the 2009 live action film Transformers: Revenge of the Fallen. It is the sequel to 2007's Transformers: The Game, and the second video game adaptation of the live-action Transformers film series. The PlayStation 3 and Xbox 360 versions of the game were developed by Luxoflux, and ported to Microsoft Windows by Beenox. The PlayStation 2 and Wii versions were developed by Krome Studios, and the PlayStation Portable version was developed by Savage Entertainment. All versions of the game were published by Activision, and released on June 23, 2009 in the United States. Australia received the games one day later, and Europe on June 26. A sequel, Transformers: Dark of the Moon, was released in June 2011, based on the film on the same name.
Diablo is an action role-playing video game developed by Blizzard North and released by Blizzard Entertainment in January 1997, and is the first installment in the video game series of the same name.
NAM, sold under the name Napalm in Walmart retail outlets, is a first-person shooter set during the Vietnam War. It was developed for MS-DOS by TNT Team and published by GT Interactive in 1998. A direct sequel, World War II GI, was released in 1999.
The Witcher 2: Assassins of Kings is a 2011, action role-playing video game developed by CD Projekt Red, based on The Witcher series of fantasy novels authored by Andrzej Sapkowski. It is a sequel to the 2007 game, The Witcher and the second main installment in The Witcher's video game series. It was released for Microsoft Windows, Xbox 360, OS X, and Linux.
Ravenloft: Strahd's Possession is a 1994 fantasy role-playing video game developed by DreamForge Intertainment for Strategic Simulations for DOS. Ravenloft: Stone Prophet is a sequel to this game.
Ravenloft: Stone Prophet is a fantasy role-playing video game developed by DreamForge Intertainment for MS-DOS and published by Strategic Simulations in 1995.
F.E.A.R. is a first-person shooter psychological horror video game series created by Craig Hubbard in 2005. Released on Windows, PlayStation 3, and Xbox 360, there are three main games in the series; F.E.A.R. (2005), F.E.A.R. 2: Project Origin (2009), and F.E.A.R. 3 (2011). There are also two standalone expansion packs for the first game; F.E.A.R. Extraction Point (2006) and F.E.A.R. Perseus Mandate (2007), but these games are no longer considered canon, as their plots were ignored in Project Origin and F.E.A.R. 3. In 2014, F.E.A.R. Online, a free-to-play game, was released, but the servers were shut down in 2015 with the game still in open beta. Monolith Productions developed the original game and Project Origin; Day 1 Studios developed F.E.A.R. 3; TimeGate Studios developed Extraction Point and Perseus Mandate; Inplay Interactive developed F.E.A.R. Online. Initially, the series' publishing rights were owned by Vivendi Games, who published the original game and the two expansions under the Sierra Entertainment label. In 2008, Warner Bros. Interactive Entertainment acquired the publishing rights and went on to publish Project Origin and F.E.A.R. 3. Aeria Games published F.E.A.R. Online under license from Warner.