Reviews
Do No Harm Review (PC)
The sweltering behemoth before me is bursting with optimism about its prospects for recovery from an ailing medieval plague, hell-bent on the possibility that a quick spot of laudanum could reverse the side effects and remediate their passive symptoms. I’ll be brutally honest, if it wasn’t for this encyclopedic index of Lovecraftian medical procedures in front of me, I’d probably have to turn him down, for I lack the basic medical knowledge to fix even the most microscopic cases of the common cold. But it’s all here, in this lofty book of questionable procedures and pharmaceutical treatments for medieval diseases. I can’t say that the remedies etched into said encyclopedia are medically sound, much less befitting of a spearheading doctor — but they’re viable counterweights for other, slightly more fatal alternatives, like dying, for example. Oh, they say I can Do No Harm, but we both know that’s utter nonsense.
It isn’t an easy job, witnessing the fatally wounded roll up to the counter and ask for a quick solution for their distressing situation. It doesn’t help, either, that the Holy Grail of medical science has a few hidden flaws; the fact that it recommends laudanum for just about everything makes me question who on earth could’ve written it. Regrettably, it seems that I’m to fend off the wolves on my own terms and, annoyingly, without the spiritual guidance of an endorsed doctor. Here, in Do No Harm, the townsfolk are able to shape my future, and should I fail to provide the appropriate care for each of them, then chances are I’ll have to flee for the hills and switch career paths under the guise of an alienated ne’er do well. It’s do or die, and contrary to popular belief, laudanum isn’t the answer to your problems.
Medical Records, Please

Do No Harm isn’t drastically different from Papers, Please; in fact, it borrows a lot of the same basic ideas, like having players analyze patients on a carousel-like system, examine relevant documentation with a fine-tooth comb, and refer to a guidebook for necessary medical procedures. Of course, Do No Harm isn’t so much about allowing potential travelers to cross the threshold of one of several major borders, but rather, the process of critiquing the sick and resorting to one of many, many techniques to prevent the disease from exacerbating the symptoms. And there are numerous ways to reduce these risks, such as brewing remedial concoctions, crafting injectable treatments, and talking to the patients in question to diagnose and eradicate any underlying health problems before they depart on a downward trajectory. Suffice it to say, there’s a lot amount to take in, though, perhaps not enough to comprise a four-year PhD.
To put it out there, Do No Harm isn’t a difficult game. Well, I say that, when in reality you do need to have a stern eye for detail in order to make headway on a lot of its objectives. However, the game itself, which offers multiple endings to chase and a wide variety of patients to cure, isn’t stupidly disadvantageous for the average practitioner; it’s a slow burner, if anything, and while it does require some kind of mental effort, it doesn’t make a habit out of ringing the death knell for every patients who walks through your door. That isn’t to say that it’s all sunshine and rainbows, mind you; poor choices can result in drastic consequences. But that’s a small part of the journey: the fact that you can mold your clinic and be the doctor you want to be.
Penny for Your Thoughts

Do No Harm involves a simple yet engaging stepping stone procedure. To start out, you have a handful of patients—otherworldly folk and unusual beings who, like those of a shambolic civilization, require the occasional dose of medication to eliminate any lingering symptoms. But, there’s more: you, the town doctor, also have a persistent illness that affects your ability to analyze and interpret information. See, you don’t have all the time in the world to sort out the world’s problems; you have just thirty days to figure out how to save, sacrifice, and maintain your own health before the curtain eventually ripples over the horizon. It’s what you do in these thirty days, and how you choose to handle each patient who waltzes through the door with the expectation of being freed from their pain, that defines not only your moral compass, but the final outcome, too.
Thankfully, Do No Harm starts out relatively easy; it doesn’t require you to battle any internal demons or sweep the looming entities from your workspace. In a typical scenario, you have to use one of several medical devices to examine a patient, and then refer to your Book of Medicine to determine which cure to use before sending them on their way. However, the longer you devote your time to the procedure, the stronger the abnormal symptoms become, which may or may not bring about some nasty side effects, such as hallucinations or a sudden decline in sanity. It’s times like these, unfortunately, that you either need to resort to spontaneous guesswork, or prevent the nightmarish foes from sabotaging your work. Either way, the bitter truth is that people will succumb to their illnesses. It’s making do with what you have in the short time you’re given, that’s the challenge.
I’m Hardly Mother Theresa

There’s a good amount of strategic thinking behind the process, and thanks to the time restraints that you’re given right from the get-go, there’s also a lot of pressure on your shoulders to juggle and maintain over the course of your journey. However, once you begin to come to terms with the fact that people will fall, regardless of your best intentions, the experience suddenly becomes all the more manageable. And, truth be told, it’s a lot of fun — even if the entities are purposely making your life a living nightmare. It helps, too, that each character has a good amount to share, and that each of their arrivals bring about their respective strengths, weaknesses, and symptoms for you to gloss over with a magnifying glass and makeshift stethoscope. It’s a headache, for sure — but one that’s worth dealing with for the sake of finding and unlocking some great features.
Verdict

Do No Harm provides a solid mixture of strategy-based gameplay and immersive storytelling and lore, with a lot of the experience paying tribute to the world of H.P Lovecraft and the illuminations of his work. It isn’t the best-looking game in the world, but where it lacks in visual complexity, it certainly makes up for in intriguing character designs, palpable backstories, and a good balance of time-appropriate scenarios. Again, it’s a lot like Papers, Please — particularly in the gameplay department. If that’s the sort of thing that you would soon rather subject yourself to than a bullet-brazen ARPG, then chances are you’ll find more than enough to justify the price of admission.
Do No Harm Review (PC)
Lovecraft, Bottled
Do No Harm bottles the best of both worlds, with one layer of its concoction containing some intriguing characters and grotesque backstories, and the other emitting a good degree of Lovecraftian horror and atmospheric complexity.