Body Harvest

Body Harvest for N64 is just a maelstrom of excellence

The horror… The horror…

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Open-world games are an overwhelming pre🐓sence in today’s industry, but once upon a time, they were a bit of a dream. Huge enviꩵronments just weren’t easy to create in the memory-limited age of early-3D. Attempts were made, of course, some more successful than others.

Body Harvest is one of the more unusual ones. Released by DMA Design after Grand Theft Auto and at essentially the exact same time as Space Station Silicon Valley in October 1998, it would largely be lost against the company’s progression towards the explosive Grand Theft Auto III. Its tumultuous develop꧙ment cycle certainly didn’t do us any favors, but it arrived nonetheless and the world is better for it.

Body Harvest Dialogue

The narrative of Body Harvest is a pretty good watermark for how expectations for video game stories has changed. It’s the unimaginably distant year of 2016, and the last remaining humans are on a space station. Aliens have been showing up every 25 years for the past 10ಞ0 years and harvesting humans within a sectioned-off area. The seems really inefficient, but apparently, 💙it eliminated the race, so…

It’s sort of fridge logic. On the surface, it seems kind of cool: the arrival of a comet brings doom. Then you start askin🅺g questions like, “so nobody tried to resettle the harvested areas?” “They actually harvested faster than the human birthrate?” “Humans never tried to mount a defense?” Th🐭ere are plenty of NPCs to talk to, but none of them are like, “Oh, shit! I heard this same thing happened in Greece 25 years ago!”

It’s dumb, but also kind of cool. There’s this sort of mystery ele🔜ment to it that the game never aba💙ndons for intensity.

Body Harvest Fog

Indeed, you almost have tﷺo investigate each area. You land in Greece, Java, America, aℱnd Siberia on your quest, and each is a big area divided into smaller sections. Each section has a core problem blocking your progression.

The flow of Body Harvest largely involves making it from town to൩ town, saving them from invaders with as little collateral damage as you can manage, then figuring out how to proceed to the next area. When all areas are complete, you go up against the shield generator to free the area. It’s an interesting mix of combat and puzzle-solving. Each of the areas has a smattering of vehicles to help you get around and kill bugs, ranging from simple automobiles to tanks and helicopters.

I mentioned the game as being open-world, but that doesn’t mean it’s non-linear. There’s a pretty clear path that you have to take from location to location, and backtracking isn’t always 💖an immediate option. Once an area is clear, typically you can find some sort of flying vehicle to get you back to anything you missed, but most of the time you’re being pushed onwards.

Body Harvest Bugs

The soundtrack deserves special mention because it’s incredibly unconventional. It’s very piano-heavy and moody in a way that reminds me of Resident Evil 2 of all games. You wouldn’t really expe♏ct it from a game about alien invasion, but it drenches everything in this thick, doughy atmos♔phere. It creates an uneasy feeling that is otherwise not given by the gameplay.

This isn’t to say Body Harvest doesn’t have brains or depth. Some of the writing is quite decent, even for throwaway characters and puzzle introductions. It’s similar to the plo🍨t; something about is completely d⛎aft, but it comes across with such style that you don’t really notice until you put it down.

The levels, taking place in various time periods and locations are all very distinct. Greece is in 1916, during the height of World War I, while Java is 1941 during the Japanese occupation. This gives you access to various wartime vehicles like biplanes and Zeroes. It then progresses to 1960’s America, which has its own unique feel to it, then Siberia with more modern military vehicles. It’s a lot, and t𒊎here’s always something new, which is one reason to stay glued.

Zero

Originally, Nintendo was slated to publish Body Harvest. It was actually slated as a launch title, but DMA Design and Nintendo had a bit of trouble working together. Nintendo didn’t dig the game’s violent themes, and a lot of back and forth went on between them and DMA. Eventual♎ly, Nintendo dropped the whole project, which had become some amalgam of DMA and Nintendo’s concepts.

There are some issues. The framerate is horrible, to start with🌊. Honestly, that’s something I’ve grown used to having spent so much time on the N64. Th𓂃at, and the horrible fog.

The gam๊e doesn’t play thꦿat badly, but it is rather clunky. Movement in general just kind of feels like slow motion and the vehicle physics are somewhat wobbly. It’s nothing that kills the game, it just takes some getting used to.

It can also suck having your v𒀰ehicle destroyed in the middle of nowhere. As I s🎶aid, the walking is horribly slow, so if you take a turn too hard and put your jalopy in the water, then get ready to admire the running animation. Some of the areas are small enough that it’s not that much of a pain, but when it happens on a volcano, it can be rather aggravating.

Tanks

From the sounds of it, getting the game completed was a . Its design mutated and evolved a lot. What we got was the result of a massive series of compromises and gymnastics. The fact that it’s not just a good game, but one that stands out as a unique and compelling experience, is frankly amazing. Rarely does corporate meddling and a whirling lack of focus result 🀅in such a project.

Yet, here it is. Body Harvest was something that captured my imagination as a child, and when I played it again as a humorless adult, I still found it impressive. It may be a bit antiquated by today’s standards, but all those little facets that it absolutely nails create an experience that isn’t easily forgotten.🎃 It’s🌃 just too bad that it has never been re-released, and I doubt there’s any convincing Rockstar that it’s money worth chasing.

Fo✃r other retr🐻o titles you may have missed, click right here!


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Zoey Handley
Staff Writer - Zoey is a gaming gadabout. She got her start blogging with the community in 2018 and hit the front page soon after. Normally found exploring indie experiments and retro libraries, she does her best to remain chronically uncool.