Hi! I may not recommend the game, but that doesn't necessarily mean it's a bad one.
The animation for one is absolutely gorgeous, as is the art direction. I also liked the lighthearted story before my gamepad died on me (gamepad required, so, wasn't able to experience more). However...As well made as various segments are, none of them felt cohesive during my time with the game and I didn't end up really enjoying more than a part here or there. Let me explain:
In Harold, you play as a guardian angel in training. You're at top of your class but through some cruel twist of fate, in the final exam needed to become a guardian, you're assigned to protect/guide a lovable klutz named Harold through a series of races. It's a simple, innocent story that provides a nice framework for your job of zapping Harold to make him go faster and launching opponents into pits of spikes.
Actual gameplay consists of going through a level a number of times in several modes. The first is "Practice" and can not be skipped. Ostensibly, you're supposed to be learning how to best navigate the actual race to come by making Harold collect stars in bite-sized stages. However by the time you're fifteen or twenty stages in you want to simply get things over with and it begins to feel like unnecessary padding.
After getting through Practice, you can enter "Race" mode (the meat of the game). In this, you attempt to, again, help Harold get through the level as efficiently as possible. This time, though, you also have to make sure Harold places third in a race against opponents more fit and smart than our reluctant hero. You do this by affecting his environment (bridges, platforms, obstacles, etc.) and "encouraging" him with bolts of lightning gained by using "Puff Power." You also directly control the timing of Harold's jumps. This is where the gamepad-based controls and animation come into play.
You always feel like you both 1) Never have enough control and 2) Have too much. This seems contradictory, but in practice this feeling dominated my time with the game. Every obstacle and platform, etc. can be used both to help Harold and hinder his opponents. So, despite Harold's sedate pace, you're constantly in a state of information overload unless relying on rote memorization based on constant failure.
You can't point at an object and affect it with a mouse--you have to use the triggers to switch between objects, and the analog stick to conduct whatever changes you will. However, in the midst of the lavish animation, the cues for what object you're affecting can get lost. Even as early as the second stage, that one lapsed second of attention can mean failure and a trip back to the starting line. The animation and focus on beautiful artwork also affect collision accuracy in a number of ways--a case of game design fitting art, rather than the other way around.
My typical thought process during a race:
"Okay, a pit. Need to move it so that dude falls in and Harold gets across. Just swing across the gap and..."
*Death*
"...Shoot. It LOOKED like I'd make that jump. Wait, why am I controlling his jumps and not just the environment?"
*Death*
"Dang, got distracted. Okay, encourage, encourage..."
*Death*
"Man, I was moving too fast and couldn't put down the bridge fast enough. Okay, what if I move slower and take out my opponent before going across myself..."
*Death*
"Wasn't able to move the bridge back correctly in time. Okay, what if I..."
*Death*
"Too fast."
*Death*
"Too slow."
*Death*
"Couldn't see."
*Death*
"Got confused."
*Death*
"Mistimed jump"
*Death*
"Mistimed environmental change."
*Death*
"Wrong."
*Death*
"Wrong again."
*Death*
*Death*
*Death*
You can get used to this over time and enjoy the game, sure. As I said, it's not necessarily bad, and there is significant content here including another mode focused on moving through an entire level perfectly, but without the pressure of opponents to race against. However, in a time where we're left with too many games and too little time to play them, to have to dig and dig for that kernel of fun is disappointing.
*In full disclosure, I received a copy of this game for review.