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Haven: City of Violence | ||
Author: Louis Porter, jr
Category: game Company/Publisher: Louis Porter Design Line: Haven:CIty of Violence Capsule Review by brent dragoo on 11/04/99. Genre tags: Modern_day |
I've playtested Haven: City of Violence over the course of the last year or so. When I got into it, playing at the local comic book store, I didn't think it was much more than a basic shoot-em-up, release your teen angst, look how dark and gritty we can get sort of game.
The dice system, when I heard about it, seemed like a tired retread of the D20 system. But once you get into it...damn. You realize that there is a much more there than you ever really expected. The character creation, mood, rules. They all seem typical at first, but eventually, they become unique to themselves. Let's start with character creation. It's a points system, spread around six main attributes (strentgh, agility, will, stamina, perception, intelligence) these attributes make up your secondary attribute scores (Influence, Subterfuge, Counter Measure, accuracy, health, fighting, and movement). You can round these numbers out with any number of benefits, disadvantages, and Special Abilities. Pretty typical, huh? Well, yeah, until you actually look at whats there. It's a nice combination of rules altering skills, character traits, and random business. The special abilities really start to shine, take for example Cop eyes, something that makes your character just "look like the law, whether he is Satan or a mob enforcer or a priest". Or Death Trance, where you can make yourself appear dead. These things aren't just the most obvious of skills. They get in depth, and let you wrap some great ideas around the skills. The Action part of the game works really well, something that you wouldn't think would happen, since the action is broken down slowly and mechanically. Piecing each bullet together with its target, determining just how far exactly you are into a room with two hitmen, and the exact effects that getting shot in the groin has really layers the game with depth. Now, hand-to-hand fighting is where is the game really shines. IT becomes the most innovative and interesting part of battle. Reminiscent of Atlas Games LUNCH MONEY, hand-to-hand takes place by writing down your move on a sheet of paper, and then taking turns between the combatants reading out their actions. High blocks stop of punch to the head, a roll with get you out of the way of a shiv to the neck. But it becomes much more than that. When your opponent brings out some psychological bombs, liek seven straight crotch kicks, you really have to wonder "Is he going to go for the eigth? Or does he think I've caught on by now?" It sounds silly, but you'd be amazed how many times you second guess your opponent. Without a setting, the rules are just ways to roll dice. Haven, City of Violence, obvioulsy takes place in Haven, the deadliest city in America. A cross between Watts, Detroit in the 70's, and Baltimore, Haven is a sprawling metropolis filled with all manner of interesting people. From John "The Wall" Wieranacawski, lunch-meat factory owner and king of body disposal, to Carlton "Horrible" Haddad, manic-depressive cop without fear, to Mayor Arnold Wright, mobster puppet civil servant, Haven is packed to the brim and overflowing with good characters. The city is cancerous, rotton to its very soul. It is broken into five NYC-esque burroughs, including Arcadia, Las Vegas of the east coast, Rome Island, a place cut off from police protection, under the control of an urban tyrant, to Haven City itself, the clogged heart of a city. The mood of the game presents itself nicely. It doesn't make any silly-ass excuses for itself, doesn't care what it is. It's violent, and you play violent characters. Not because you have to hurt people to stay alive, not for some greater good. You hurt people and steal money because you want to, and its fun. Somebody cuts you off in traffic, you pull up next to them, splatter their brains all over the passenger. No excuses, no consequences. Well, lets go into the negatives, as we well should. The game, at times, falls into cliches'. The archbishop of Haven, Charles Dutton, is a pedophile. Makes him a neat character, yep. But come on? How many times have we heard about a child molesting priest. If you get the wrong players, the game turns into a pathetic power play between those that just want to have the most stone-cold badass murderer with the coolest guns. Sometimes,the rules become a bit cumbersome. The charts for movement, swimming, holding your breath, armor piercing bullets versus incendiary bullets, just gets a little tired. Fortunately thought, they can quickly be thrown out or modified. All in all, Haven: City of Violence is a game that catches you off guard. It doesn't pander to twelve year olds; its serious stuff. I suggest you check it out. It will be worth your time.
Style: 4 (Classy and well done)
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