22 years later, I still have my disc for Harbinger. Sci-fi ARPGs are relatively few and far between, so any entry into the genre is worth noting, but Harbinger succeeded where so many others fail in managing to make a setting that actually felt that perfect blend of alien and futuristic and just on the edge of probable in some far off future. There are definite rough patches and signs of both a tight budget near the end of development as well as ambitious plans for a sequel that never came to fruition, but for all that, I still have fond memories of the characters and the Harbinger itself even as I wish they’d been able to do more with the groundwork laid.
I should also note that I appreciate the way the game plays, as I felt it forced more attention to your loadout for most of the game rather than continually looking for the next item in your build or just another bigger-number-better plug in. You are incentivized early and often to experiment and figure out what kinds of enemies are coming up, what kinds of damage they are vulnerable to, and what kinds of damage you need to resist to better navigate the corridors and systems of the Harbinger.
A final, particular note of appreciation should be noted for the fact that you actually do get more from the story by playing through with all three characters. While they all hit the major story beats, they have different conversations, motivations, and observations, some of which shed light on one another even as they never meet. Think… Eternal Darkness meets Nox.
If you are a fan of older, somewhat slower ARPGs and have a penchant for dystopian far-future sci-fi, I would strongly recommend taking a few hours to play Harbinger if you can lay hands on it.
On that note, one last thought. The intro to the game is a wonderfully grotesque introduction to just how bizarre and twisted this universe is that you’ve stepped into. Wik certainly leaves quite the impression.