Compare Hazen: The Dark Whispers prices across 50+ stores and find the best deal. Developed by Dagger Games. Published by Strategy First. Released on 4/28/2010. Available on PC. Genres: RPG.

Promised a Diablo-style episodic adventure with deep character builds and thousands of items. Delivered one abandoned episode, a cliffhanger with no sequel, and combat that makes clicking feel like a chore.

I went into Hazen: The Dark Whispers hoping for a scrappy underdog of the hack-and-slash genre, the kind of rough diamond you occasionally unearth in the 2010 budget-PC pile. What I found instead was a cautionary tale about ambition vastly outpacing execution. The setup is serviceable enough: a demon ruler named Hazen corrupts an herbalist called Malestos through a cursed stone, and the undead start overrunning the world of the living. On paper that is a fine hook. In practice the story is communicated through static popups and text boxes with no voice acting, and the writing never rises above the level of a placeholder draft. The core loop is the familiar Diablo formula: click enemies to death, collect loot, level up, repeat. Hazen promises thousands of item varieties across common, magic, unique, set, and crafted tiers, and the loot structure does exist on paper. The problem is that reaching any of those interesting items requires grinding through combat that feels sluggish and unresponsive. Movement is strictly click-to-move with no hold-to-move option, which absolutely destroys the wrist over a session. Keybindings cannot be remapped, mouse sensitivity sits at an oddly low default, and the game resists basic quality-of-life habits like alt-tabbing without grief. The save-anywhere button on the HUD is the one genuine convenience on offer, and even that exists because the game crashes often enough to make it necessary. The world is split across a handful of distinct zones, and the art direction does show occasional flashes of intention: an icy realm built in cool blues and whites, a ruined fortress heavy with earthy tones and fire. The environments are arguably the most polished thing here, which gives you a sense of where the budget was not evenly distributed. Enemy variety is thin, behaviors are repetitive, and the side quests that pad the runtime are exactly the filler I hate most: kill X, fetch Y, no meaningful context, no payoff. Character development options exist but the build variety feels theoretical rather than functional given how shallow the combat engine is. The biggest structural problem is the episodic model. Dagger Games planned multiple episodes but only this first one was ever released. The story ends on a cliffhanger that leads nowhere, the sequel was never made, and the developer has moved on. You are buying an incomplete story with no continuation, from a studio that has since produced an unrelated RTS-RPG hybrid and nothing further in this universe. The Steam community is blunt about this: players who found the game on sale came away warning others not to bother even at deep discounts. For RPG fans who care about narrative payoff, character arcs, and the satisfaction of a build coming together over 40-plus hours, Hazen offers almost none of that. It is a functional tech demo for ideas that were never fully realized, shipped as a product and then abandoned. Unless you have a specific archaeological interest in mid-tier 2010 PC action-RPGs, your time is better spent with literally any of the genre classics this game aspired to compete with. Monika, Scout Team

Hazen: The Dark Whispers
RPG

Hazen: The Dark Whispers

Apr 28, 2010Dagger GamesStrategy First
GamerScout Says

Promised a Diablo-style episodic adventure with deep character builds and thousands of items. Delivered one abandoned episode, a cliffhanger with no sequel, and combat that makes clicking feel like a chore.

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About Hazen: The Dark Whispers

I went into Hazen: The Dark Whispers hoping for a scrappy underdog of the hack-and-slash genre, the kind of rough diamond you occasionally unearth in the 2010 budget-PC pile. What I found instead was a cautionary tale about ambition vastly outpacing execution. The setup is serviceable enough: a demon ruler named Hazen corrupts an herbalist called Malestos through a cursed stone, and the undead start overrunning the world of the living. On paper that is a fine hook. In practice the story is communicated through static popups and text boxes with no voice acting, and the writing never rises above the level of a placeholder draft. The core loop is the familiar Diablo formula: click enemies to death, collect loot, level up, repeat. Hazen promises thousands of item varieties across common, magic, unique, set, and crafted tiers, and the loot structure does exist on paper. The problem is that reaching any of those interesting items requires grinding through combat that feels sluggish and unresponsive. Movement is strictly click-to-move with no hold-to-move option, which absolutely destroys the wrist over a session. Keybindings cannot be remapped, mouse sensitivity sits at an oddly low default, and the game resists basic quality-of-life habits like alt-tabbing without grief. The save-anywhere button on the HUD is the one genuine convenience on offer, and even that exists because the game crashes often enough to make it necessary. The world is split across a handful of distinct zones, and the art direction does show occasional flashes of intention: an icy realm built in cool blues and whites, a ruined fortress heavy with earthy tones and fire. The environments are arguably the most polished thing here, which gives you a sense of where the budget was not evenly distributed. Enemy variety is thin, behaviors are repetitive, and the side quests that pad the runtime are exactly the filler I hate most: kill X, fetch Y, no meaningful context, no payoff. Character development options exist but the build variety feels theoretical rather than functional given how shallow the combat engine is. The biggest structural problem is the episodic model. Dagger Games planned multiple episodes but only this first one was ever released. The story ends on a cliffhanger that leads nowhere, the sequel was never made, and the developer has moved on. You are buying an incomplete story with no continuation, from a studio that has since produced an unrelated RTS-RPG hybrid and nothing further in this universe. The Steam community is blunt about this: players who found the game on sale came away warning others not to bother even at deep discounts. For RPG fans who care about narrative payoff, character arcs, and the satisfaction of a build coming together over 40-plus hours, Hazen offers almost none of that. It is a functional tech demo for ideas that were never fully realized, shipped as a product and then abandoned. Unless you have a specific archaeological interest in mid-tier 2010 PC action-RPGs, your time is better spent with literally any of the genre classics this game aspired to compete with. Monika, Scout Team

Tags

singleplayertier:sub-5Abandoned EpisodicNo SequelClunky ControlsLoot SystemFantasy SettingNo Voice ActingSingle PlaythroughBudget Title

System Requirements

Minimum

OS
Windows Vista or Windows XP SP2
Sound
DirectX compatible
Memory
1 GB RAM (1.5 GB for Vista)
Graphics
128 MB with hardware PS 2.0 support
DirectX®
DirectX 9.0
Processor
Intel Pentium 4 2.0 GHz or AMD Athlon with SSE2 instruction support
Hard Drive
3 GB free space

Recommended

OS
Windows Vista or Windows XP SP2
Sound
DirectX compatible
Memory
2 GB RAM (3 GB for Vista)
Graphics
NVIDIA 8800 or Ati 3850 with 512 MB video memory
DirectX®
DirectX 9.0
Processor
Intel Core 2 Duo family or AMD Athlon X2 family
Hard Drive
4 GB free space

Reviews & Ratings

No ratings available

Game Info

Developer
Dagger Games
Publisher
Strategy First
Release Date
Apr 28, 2010

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