Haven: Call of the King

Haven: Call of the King

European cover art
Developer(s) Traveller's Tales
Publisher(s) Midway Games
Director(s) Jon Burton
Producer(s) Arthur Parsons
Wayne Cline
Designer(s) Jon Burton
Programmer(s) Dave Dootson
Artist(s) Leon Warren
Writer(s) Jon Burton
Composer(s) Andy Blythe & Marten Joustra
Platform(s) PlayStation 2
Release date(s)
Genre(s) Action-adventure
Mode(s) Single-player

Haven: Call of the King is a 2002 multi-genre action-adventure video game developed by Traveller's Tales and published by Midway Games for the PlayStation 2. The game was released in North America on November 18, 2002 and in Europe on November 22.[1] The game was also scheduled for release on the Xbox and GameCube systems, to be published by Xicat Interactive, but both versions were cancelled. A Game Boy Advance version was also planned, but never got beyond the earliest development stages.

Intended as the first part of a trilogy, Haven took over three years to develop, and combines action, platforming, puzzle, shoot 'em up, racing and space combat elements. Both Midway and Traveller's Tales championed Haven as a previously unseen type of game, wherein the player could jump seamlessly from genre to genre, with Midway trademarking the term "FreeFormer gameplay" to describe the mixture of gameplay styles.

Haven received mixed to positive reviews, with the main complaint amongst critics being the game was too ambitious for its own good, producing multiple examples of average gameplay, but nothing outstanding. Although Midway launched a sizable advertising campaign to promote the game, it received relatively little media attention and was a considerable commercial failure. The two sequels were never made.

Gameplay

Platforming gameplay in Haven. On the bottom left of the screen is the amount of antidote Haven possess. On the bottom right is his map, health meter (red dots on the left) and shield meter (blue bar on the right). The green dots indicate how much antidote he has until be behins to lose health.

At its core, Haven: Call of the King is an action-adventure game game played from a third-person perspective, with much of the gameplay based around platforming. During the main platforming levels, Haven can perform various basic abilities; jump, double jump, high jump, crouch and attack.[2] Haven also has access to an energy shield which he can deploy in front of him to protect him from incoming projectiles. He can deploy the shield indefinitely if it is not absorbing any impacts, but when it does deflect objects, it begins to deplete. As well as deploying the shield in front of him, Haven can also crouch and completely cover himself with the shield. He can also use the shield to perform a "shield smash," which is necessary for killing certain enemies and accessing certain pots.[2]

Haven's main offensive weapon is a modified yo-yo device known as a "mag-ball." Its range is limited, but it can be used to defeat enemies, smash pots and grip onto "mag-rides;" electrical transports which bring Haven to other locations in a level.[3] He can also perform a power-spin (where he spins 360 degrees with the mag-ball).[2] He can also acquire a variety of firearms during the game, which briefly replace the mag-ball as his offensive weapon.[4] These weapons include a laser shot, a rapid-fire cannon, a ricochet cannon, a five-way shot and a plasma shot.[5]

A major part of the gameplay during platforming levels involves Haven collecting various items. For example, hearts, which are found in pots scattered throughout most levels, and also dropped from some enemies, replenish his health. Catana (small yellow disk-like objects) replenishes his antidote meter, which, if it falls to zero, begins to deplete his health. Shield energy replenishes his shield abilities. Other collectibles include feathers, which are necessary for Haven to call Talon, a mechanical bird he has constructed. Often, calling Talon is necessary to progress through a level. On other occasions, Talon can carry Haven to secret parts of a level, otherwise inaccessible. Cogs are necessary to operate machinery, and are always a story-related items. Also found in many levels are silver keys. Any level which has a Runepot requires Haven to locate five silver keys before he can open the pot. Runepots hold Runestones, which can be used to unlocked secret Runetowers later in the game. Completing the challenges in the Runetowers reveals Black Diamonds, which must be collected if the player wishes to complete the game to 100%.[6]

Turret based gameplay in Haven. In this example, Haven is on a ship begin attacked by pirates. The green targets indicate target locks.

Other gameplay sections involve different control schemes and various items. For example, when wearing the jet pack, Haven can accelerate upwards by expending fuel. When using the glider, as well as basic maneuverability he can perform an air brake. In the biplane, he can roll left and right. In the speedboat and quadracer, he can accelerate and brake. When operating a turret or spaceship, he has access to forward and aft missiles.[7] The spaceship Sunsurfer, which Haven acquires towards the end of the game, also has access to different weaponry, and can equip a shield.[8]

Plot

"One thousand years ago, the good king Athellion departed his home world to fight in a glorious intergalactic crusade. Athellion left behind a giant bell called the Golden Voice atop the Mount of Sighs, to be rung to call his return should he ever be needed. While away, an evil being named Lord Vetch arrived and enslaved Athellion's people, commanding them to work tirelessly in the mines and fields gathering ore for his orbiting station. To ensure their continued work, Vetch infected every slave with a deadly virus which requires a constant dose of antidote. By controlling the supply of antidote (Catana), Vetch could make sure that no insubordination was possible. Vetch had only one concern: the Golden Voice. He made sure the slave population had no knowledge of the Voice, or of the King's promise. Just to be safe, he placed massive security around the mountain itself so that no one could ever get close enough to ring the bell. Recently, a young man named Haven, who knew no life other than slavery, began to be haunted by dreams of heroism...dreams of a bell...dreams of a King."[9]

The game begins with Vetch (voiced by Steve Tarlow) receiving a transmission from his lieutenant, Overlord (Jason Gregory), who tells him that a slave named Haven has been dreaming about the Golden Voice. Rather than kill Haven, Vetch decides to watch him, hoping to turn the situation to his own advantage. Meanwhile, in Virescent Village on the planet Ferra, Haven (Jake Rosewall-Gallagher) is busy putting the finishing touches to his latest invention; a mechanical bird named Talon. Upon completing Talon, Haven heads to work in the mines. However, upon entering, he sees his friend Chess (Regan Kerwan) being questioned by a guard. The guard tries to shoot Haven, but misses, and causes the mine to collapse.

Haven is knocked out, and awakens under the treatment of Dr. Spong (Andrew Silber), who tells him Chess hasn't been seen since the collapse. Haven sets out to find her, eventually reaching Darkwater Castle, home of Overlord. Meanwhile, Overlord contacts Vetch to tell him Haven has infiltrated the castle, just as they planned. Haven watches Overlord interrogate Chess about Haven's dreams. She refuses to tell him anything, and Haven intervenes. He kills Overlord and frees Chess. They escape, and Chess says that while in detention, she heard Overlord say they needed to consult a wise old slave on the Isle of Heroes. Haven determines he needs to speak to the slave before Vetch's forces do.

He heads to Clearwater Bay and hitches a ride to the Isle of Heroes. At the docks, he is met by a man who tells him that he cannot simply go and speak to the Wise Man, he must first prove he is a hero by retrieving four hero stones from around the island. Haven does so and heads to see the Wise Man (Terry Bertram). He tells him of his dreams of a golden bell on top of a mountain, and the Wise Man tells him the legend of Athellion and the Golden Voice; Vetch and Athellion were enemies for many years, and Vetch was determined to conquer Athellion's city, the Golden City of Aurias. However, he was unable to even approach the city, as its light would blind him. When Athellion left for the wars, he left behind the Golden Bell, but Vetch bribed a council member named Dasis to infect the people of Aurias with a virus for which he controlled the only antidote. He made the people of Aurias his slaves and sealed off the Mount of Sighs, on which resides the Golden Voice. Over time, the very location of the Mount of Sighs was forgotten. The Wise Man tells Haven than when Vetch first came to Aurias, the people hid many artifacts inside a volcano named Mount Firash, and speculates there may be something there which can point the way to the Mount.

Haven heads to Firash and locates a map identifying the location of the Mount of Sighs on the planet Auria. However, as he escape Firash, he is captured and placed in the Sylex, a space station prison. He escapes in an escape pod and lands on Exarco, a planet populated by lizard-like humanoids. He soon meets brothers Chill (Dale Stump) and Will (Aubrey Hodges). They tell him they will give him a ship to allow him to leave the planet if he helps them protect their eggs from giant insectoid-like creatures. Haven does so, however, the insect queen then attacks, and Haven must protect the village. He defeats the queen, and Chill and Will present him with the ship Sunsurfer. He heads to Auria, landing at the Mount of Sighs.

He makes it to the Golden Voice, reading a warning stating that once the bell is rung, the person who rings it must wait there for Athellion's return. He rings it, but immediately Chess contacts him, telling him she is stranded without any antidote. He reluctantly leaves the bell, using the Sunsurfer to return to Ferra and rescue Chess. She tells him she was using a device she found in Overlord's castle to try to find the antidote refinery so as to free the slaves. Haven attaches the device to the Sunsurfer navigation computer and heads they head to the refinery on the planet Ferven. Chess devises a plan to pump the antidote into a waiting transport ship.

The plan works, and the duo escape. However, Chess reveals that she has been working with Vetch all along, who appears on the bridge and congratulates her on her deception. Vetch tells Haven that Chess is one of his spies, deployed throughout his slave colonies to keep watch for anyone speaking of the Golden Voice. The ship returns to Vetch's headquarters as Vetch explains he had Chess call Haven away from the Mount of Sighs immediately after ringing the bell because the legend says that if the person who rings the bell does not remain on the Mount until Athellion's return, Athellion must return to wherever that person is - thus Vetch plans to wait until Athellion appears to Haven, and then kill him. Vetch attempts to kill Haven, but Chess intervenes, and so he decides they can die together. At this moment, Athellion arrives, telling Vetch he will surrender if Vetch spares Haven and Chess. Vetch agrees, imprisoning them, and bringing Athellion back to the Mount of Sighs.

Haven escapes his prison, but is unable to free Chess, and so sets out in pursuit of Vetch, promising to return for Chess. He returns to the Mount of Sighs, where he hears Vetch telling Athellion he will kill Haven and Chess once Athellion is dead. He then forces Athellion to take poison, killing him. Haven and Vetch fight, with Vetch winning. However, the power of the Mount of Sighs keep Haven alive. As such, Vetch ties Haven to a rock, pointing out "you can't live forever" and leaves him alone on the planet. The game ends on this cliffhanger.

Development

"It's always been said that you can't combine excellent shooting, racing, flying, platforming and other gameplay mechanics and make a rock solid game. Haven: Call Of The King has done this on every level. Haven: Call Of The King features unrivaled gameplay with an almost endless combination of action-movie-styled gameplay elements and an engaging storyline, highly stylized characters and crisp cinematics."

—Helene Sheeler, Midway Vice President of Marketing.[10]

Haven: Call of the King was first announced on May 16, 2002 when Midway Games revealed they had partnered with Traveller's Tales to develop an original multi-genre game. Midway revealed Haven would be a third-person game with strong platforming elements combined with many other types of genre, such as turret-based shooting, land and water racing, space combat, and arena battles.[10] Midway also revealed the game would debut on PlayStation 2, but would subsequently be released for Xbox and GameCube.[11]

The game was first shown the following week, at the 2002 E3 show, where a playable PlayStation 2 demo was made available.[12] Whilst no narrative or story elements were in place yet, the demo featured environments from the Virescent Village level and the refinery level. Midway stressed the free-roaming nature of the game, saying "you can fully roam throughout the large environments on the ground, then get into a spaceship, point it at the sky and climb to outer space. Up there, you'll be able to do battle with whatever's mean, then return to the ground and start walking around again."[13] GameSpot's Gerald Villoria wrote of this aspect of the demo "the planet and all the explorable areas in Haven are seamlessly linked--traveling from one area of the world to the next should incur no game stoppage due to load times. In fact, when Haven gains access to his flying vessel, he can literally rise above the planet's atmosphere and explore any of the continents. The landmasses smoothly raise in level of detail as the descending aircraft approaches, with nearly featureless topography slowly morphing into fully landscaped wilderness until the ship can literally hover above the treetops."[14]

In June, Traveller's Tales revealed the game had been in development for over three years, with them funding the project themselves, long before Midway got involved. The game utilises a game engine specifically designed for Haven, which allows smooth transition from third-person gameplay to piloting a vehicle. The game engine also powers the cutscenes, allowing the camera to move and sweep around the landscape of a level, giving the player an idea of the route they have to take. Landscapes are fractally generated using the PlayStation 2's vector processors, with considerable draw distance. The game also features night and day cycles, and alternating weather patterns, such as randomly occurring rain showers (which prompt Haven to pull his hood up when outdoors). The developers were also keen to stress that the game feature no loading times; "Traveller's Tales intends for the game's loading to be invisible to players after the initial startup, thanks to carefully managed memory usage and constant streaming."[4] Traveller's Tales also revealed that after the PlayStation 2 launch, the game would be released for the Game Boy Advance as well as GameCube and Xbox.[4]

"Utilizing FreeFormer gameplay – which allows the player to experience multiple gameplay mechanics blended together in a virtually limitless world – a variety of genres are fluidly integrated into one game. In the game, players have total freedom to move anywhere in the world on foot or by vehicle with smooth gameplay transitions between turret-based shooting, boat racing, bike battles, plane fighting, gladiator arena combat and space exploration. In addition, the groundbreaking technology allows players to seamlessly travel from the earth, through the atmosphere, into outer space, and back again. The gameplay in Haven: Call Of The King projects a cinematic-type quality with visually stunning worlds and environments. Like scenes from a movie, all of the levels in Haven: Call Of The King perfectly link together the character-driven story, which directs the gameplay and unfolds against a backdrop of the many enchanting worlds."

—Helene Sheeler, Midway Vice President of Marketing.[15]

In a 2006 interview with Gamasutra, writer/director/designer Jon Burton stated "I wanted to make a game like Haven ever since I played Mercenary, an old wire-frame game on the Amiga. As a player, I loved the slow reveal of the size of the world and being able to gradually break out of the traditional bounds expected in games. Playing Haven starts you in a village with basic platform gameplay. As you progress you get to ride across a fractal landscape, get a speed boat, then a quad bike, then a sailing boat, then a plane, and eventually a spaceship. Each step allows you to realize you could explore more and more of the game world. You could literally take off in a space ship from a level, fly around the whole fractal planet or off into space to another planet and land by a castle on another world and run off into the dungeons."[16]

In July, a more complete demo was made available to gaming websites, featuring platforming levels, space combat, racing, and underwater sections. Traveller's Tales explained the game's story had been written first, with concept art designed by Rodney Matthews. The story was then broken down in different gameplay genres. Expert game designers for each different genre had then been brought on board to develop each small section of the game. The main team of developers then took each of those sections and attempted to unify them into one seamless whole.[3] This demo also revealed more of the capabilities of the game engine which could depict heat distortions, particle effects, real-time light sourcing, shadows, and reflections, as well as the already revealed day and nights cycles and random weather effects.[17]

GameSpot's Ricardo Torres noted that "the varied landscape is fractally generated using the PlayStation 2's vector units, which are working overtime for the game and allow for some very impressive effects. For example, when you board a spaceship in a third-person sequence in the game, you'll be able to take off and head out into space without a loading screen. The game will track your movement and reduce the size and detail of the environments as you gain altitude. The reverse is true when you're approaching a planet and go to land--you'll find that detail seen from the air will scale in as you get closer.[17]

However, in August, IGN's Hilary Goldstein expressed concern about the lack of attention the game was getting; "Haven has received little to no hype. In fact, it seems barely on the consciousness of the gaming public at all."[18] On October 30, Midway trademarked the term "FreeFormer gameplay" to describe the gameplay mechanics, stating "FreeFormer gameplay is the next major development in videogaming. The technology in Haven: Call Of The King allows for an unbelievable cinematic-style smoothness and experience as you encounter the varied play mechanics in the game."[15]

Cancelled ports and sequels

On May 29, 2003, Xicat Interactive announced that despite the game's commercial failure on PlayStation 2, they would be publishing the game for both the Xbox and GameCube later in the year. However, neither version was ever published.[19]

Haven was originally intended as the first part of a trilogy. According to writer/director/designer Jon Burton, the game was an extremely personal project. However, he felt that because the game began as a basic platformer, players and reviewers didn't give it a fair chance; "Because the first hour was basically a platform game people would play the game and write it off as another platformer." Although the game sold extremely poorly, and the sequels were never made, Burton had very definite ideas as to how the plot would have developed;

the storyline was written to be an allegory of the Christian Gospel. As a Christian, I have always wanted to try and create a 'Christian' game, but that is incredibly difficult as the whole basis of Christianity is for you to give your life to Jesus, and trust and pray to God for help and guidance. That doesn't make for the best gameplay [...] In games, you want to be the hero, and Christianity is all about humility, which is the opposite of you being the hero. However, C. S. Lewis wrote a popular story which was an allegory of the Gospel, called The Lion, the Witch and the Wardrobe. He created a compelling story with pro-active characters, that also had a gospel message. So that's what I tried to do with Haven. The good guy was called Athellion (a the-Lion), the bad guy was called Vetch (witch), the traitor who caused the world's downfall was called Dasis (Ju-"Das Is"-cariot), and so on. There are loads of things like this in the game. The only problem was, the game ends with a cliffhanger ending paralleling The Crucifixion. As no sequel was ever made, there was no "after 3 days..." scene and so the full story was never told."[16]

Reception

Reception
Aggregate scores
AggregatorScore
GameRankings70.06%[20]
Metacritic69/100[21]
Review scores
PublicationScore
Eurogamer7/10[22]
Game RevolutionC[23]
GameSpot7.6/10[24]
GameSpy[25]
IGN7.4/10[26]
Official PlayStation Magazine (US)7/10[27]
Play9/10[28]

Haven: Call of the King received mixed to positive reviews. It holds an aggregate score of 69 out of 100 on Metacritic, based on twenty-six reviews,[21] and 70.06% on GameRankings, based on forty-three reviews.[20]

GameSpot's Mathew Gallant was impressed, scoring the game 7.6 out of 10, and calling the game "an often surprising action-packed platformer with a distinctive style and plenty of challenge." However, he criticized the difficulty, and Haven's mag-ball weapon, writing "the jumping and other mechanics of Haven are solid, but the limitations of the mag-ball and the fairly frequent requirements of its use tend to overshadow them." He concluded "While Haven does offer a lot, it's not quite a sure bet. Primarily, the annoying control problems involved with the mag-ball can make an already difficult game needlessly frustrating [...] Yet the overall feel is that of a very intense and action-packed game. The fast-paced, quickly changing gameplay is refreshingly unordinary, and while there's an excellent chance that fans of platformers will love the diversity and challenge, some may find it a little too restless and overdone."[24]

IGN's Chris Roper scored the game 7 out of 10, calling it "both great and deeply flawed." He praised the variety and execution of the gameplay types, writing "variety is what this game's all about, and it's quite welcome." However, he was critical of the lack of story integration into the variation in gameplay styles; "One complaint about nearly every goal is that it often doesn't make any sense why you're doing what you're doing." He was also critical of the controls and Haven's weapon. However, he praised the graphics. He concluded "Haven: Call of the King is quite an ambitious title. At certain points it's great, but at others it can be either frustrating or very boring. The game ties in most of the different genres in a pretty smooth manner. Nothing seems entirely out of place [...] Overall, the game is worth playing through. You'll have to tough it out through some aggravatingly boring sections, but when the game strays from the basics a bit, it can get to be quite fun."[26]

Eurogamer's Kristan Reed also scored the game 7 out of 10. He found the game to be less innovative that Midway claimed; "being mainly a platform game with sub sections to add variety, it comes across as being more heavily indebted to the likes of Jak & Daxter and Ratchet & Clank than being anything revolutionary." He concluded "Haven '​s pretensions to be some kind of revolutionary product seem sound and exciting on the surface, but scratch that surface for more than an hour or so, and it's apparent that what we're really dealing with is a better than average platformer with cleverly interspersed mini games to present the illusion of expansiveness and freedom [...] If it had arrived 18 months ago it might have been hailed as a breakthrough, but it's neither the best looking nor the most playable platformer out there. That's not to say it's a bad game, or that you won't enjoy it. If you're a real died in the wool platform gamer, Haven has plenty to admire, but it just fails to match or better what's gone before."[22]

Game Revolution's Johnny Liu awarded the game a C. He was critical of the core platformer gameplay; "running around through the platform events come off as a standard, undisguised item hunt." Of the graphics, he wrote "the quality varies. Outdoor environments are doused in an over-saturated color palette, though the frame rate is smooth enough. The detail work in some of the interior dungeons offers some sharper textures and compelling lighting effects." He concluded "Though it's admirably ambitious, Haven is crippled by trying to do too much. Instead of simply having these separate parts strung together, it would have worked better had the game allowed you to switch from any of these game styles at will."[23]

GameSpy's Benjamin Turner scored the game 2.5 out of 5, writing "Ambition is admirable, especially in game design [...] The designers of Midway's new Haven: Call of the King have taken the high road, attempting to create something unique by combining gameplay ideas from platformers, 3D shooters, vehicular action games and even Marble Madness. While the end result doesn't quite gel, I have to appreciate the fact that they tried." However, he noted that "rather than excelling, it ends up doing a fairly mediocre job of almost everything." He called the platforming sections "rough around the edges," criticizing the collision detection and level design, and like many critics, he was unimpressed with Haven's mag-ball. He concluded "there's just too much mediocrity and not enough quality. With a ton of tweaking and a heavy dose of polish this could have been a pretty good game. I get the sense that the creators' hearts were in the right places, but for whatever reason they couldn't execute. Their creation feels unfinished."[25]

References

  1. 1.0 1.1 1.2 "Haven: Call of the King (PS2)". GameSpy. Retrieved March 12, 2015.
  2. 2.0 2.1 2.2 "Game Controls". Haven: Call of the King Instruction Manual (UK). Midway Games. 2002. p. 8. SLES-51209.
  3. 3.0 3.1 Carle, Chris (July 1, 2002). "Haven: Call of the King". IGN. Retrieved March 16, 2015.
  4. 4.0 4.1 4.2 Torres, Ricardo (June 28, 2002). "Haven: Call of the King impressions". GameSpot. Retrieved March 16, 2015.
  5. "Weapons". Haven: Call of the King Instruction Manual (UK). Midway Games. 2002. p. 22. SLES-51209.
  6. "Valuable Items". Haven: Call of the King Instruction Manual (UK). Midway Games. 2002. pp. 14–15. SLES-51209.
  7. "Game Controls". Haven: Call of the King Instruction Manual (UK). Midway Games. 2002. pp. 9–11. SLES-51209.
  8. "Weapons". Haven: Call of the King Instruction Manual (UK). Midway Games. 2002. p. 23. SLES-51209.
  9. "The Story". Haven: Call of the King Instruction Manual (UK). Midway Games. 2002. p. 5. SLES-51209.
  10. 10.0 10.1 "Midway Uncloaks Haven". IGN. May 16, 2002. Retrieved March 14, 2002.
  11. Gerstmann, Jeff (May 16, 2002). "Midway's new platform adventure revealed". GameSpot. Retrieved March 14, 2002.
  12. Carle, Chris (May 23, 2002). "Midway: E3 2002 Booth Report". IGN. Retrieved March 15, 2002.
  13. Carle, Chris (May 24, 2002). "E3 2002: Haven: Call of the King Hands-On". IGN. Retrieved March 15, 2002.
  14. Villoria, Gerald (May 24, 2002). "E3 2002 Haven: Call of the King hands-on". GameSpot. Retrieved March 15, 2002.
  15. 15.0 15.1 "Midway Announces FreeFormer Gameplay". GameZone. October 30, 2002. Retrieved March 16, 2002.
  16. 16.0 16.1 Wallis, Alistair (November 9, 2006). "Playing Catch Up: Traveller's Tales' Jon Burton". Gamasutra. Retrieved March 22, 2015.
  17. 17.0 17.1 Torres, Ricardo (July 1, 2002). "Haven: Call of the King Preview". GameSpot. Retrieved March 16, 2015.
  18. Goldstein, Hilary (August 2, 2002). "Haven: Call of the King Hands-On". IGN. Retrieved March 16, 2002.
  19. Calvert, Justin (May 29, 2003). "Xicat to publish Haven for the Xbox and GameCube". GameSpot. Retrieved March 16, 2015.
  20. 20.0 20.1 "Haven: Call of the King". GameRankings. Retrieved March 17, 2015.
  21. 21.0 21.1 "Haven: Call of the King". Metacritic. Retrieved March 17, 2015.
  22. 22.0 22.1 Reed, Kristan (November 21, 2002). "Haven: Call of the King Review". Eurogamer. Retrieved March 17, 2015.
  23. 23.0 23.1 Liu, Johnny (November 1, 2002). "Haven: Call of the King Review". Game Revolution. Retrieved March 17, 2015.
  24. 24.0 24.1 Gallant, Matthew (December 13, 2002). "Haven: Call of the King Review". GameSpot. Retrieved March 17, 2015.
  25. 25.0 25.1 Turner, Benjamin (November 15, 2002). "Haven: Call of the King Review". GameSpy. Retrieved March 17, 2015.
  26. 26.0 26.1 Roper, Chris (November 19, 2002). "Haven: Call of the King Review". IGN. Retrieved March 17, 2015.
  27. "Haven: Call of the King Review". Official U.S. PlayStation Magazine: 124. January 2003.
  28. "Haven: Call of the King Review". Play: 68. January 2003.

External links