7 Mages is a very old-school turn-based dungeon crawler with some innovative mechanics thrown in. There hasn't been a game quite like this in many years - since Wizardry 8 or maybe even David Bradley's last masterpiece Wizards&Warriors. And the good news is that 7 Mages lives up to its pedigree, featuring great level design with creative puzzles and interesting combat encounters. Despite being a mobile port the games is perfectly playable on PC even in its current state, and doesn't require too much tweaking to make it feel like a native PC title.
Some assorted impressions (about 1/3 to 1/2 way into the game):
- Even though it's been optimized for mobiles, the game is beautiful - the art direction is top notch and each location feels very unique and atmospheric. It's already miles ahead of Might&Magic X in that department, and with all the graphical enhancements the PC version will eventually get it will rival Legend of Grimrock 2, and maybe even surpass it.
- The perspective doesn't change in combat, but in structure the game is closer to Goldbox games or Realms of Arkania than pure first-person RPGs like Wizardry. In combat each character is a separate entity, with their own action points pool and initiative rating. You can split the party out of combat too, and sometimes have to do so to solve certain puzzles.
- Speaking of puzzles, 7 Mages is extremely puzzle-heavy. If you hate puzzles in RPGs, this isn't the game for you. In its puzzle density it's close to Legend of Grimrock, but the approach to puzzle design is very different. Unlike Grimrock, where every puzzle is built from the same building blocks, in 7 Mages each dungeon features its own set of unique puzzle mechanics, and many of them are inventory-based like in Adventure games.
- Level design also influences combat mechanics: in one dungeon you can't wear armor, in another one you can't rest and have to keep your characters grouped together, yet another starts your party scattered around the levels etc. Enemies are also fairly varied and able to stun or poison you, summon help or avoid ranged attacks etc. My only gripe with combat is that each dungeon only features two enemy types.
- The game is very old-school in that there is no hand-holding. Don't expect quest compasses or NPCs helpfully giving out directions and puzzle hints. The game is also not afraid to let you screw up in various ways. Got locked in a dungeon level with no food? Well, tough luck, unlike Grimrock you don't find it lying around in the dungeon.
- You generally don't find a lot of things lying around in dungeons, most of loot comes from enemies and it's mostly only good for selling in the town. But you can't carry out too much, the inventory is extremely limited. Initially you only get a handful of slots, ater you can buy bags and chests that expand that space. Moreover, potions and food don't stack, and you always need space for quest items.
- The in-game economy works quite well: even if your characters have good Charisma, the prices for good items are quite high and you never run out of money sinks.
- Character system isn't terribly detailed, this isn't Wizardry. There are no races or classes, you get four main stats (improved on level-ups) and skills for each weapon type/magic school/musical instrument (improved with use). On the other hand, there is quite a bit of depth behind this simplicity. There are no dump stats and almost all kinds of builds could work if you know what you're doing. If you don't, however, it's quite easy to make your character severely underpowered.
- The game world is quite open, you can visit many areas right off the bat - provided you can survive them. There don't seem to be any sidequests, but the main quest is quite non-linear.
- The starting town is fairly large but most of the buildings and NPCs are just props, you can't enter/talk to them. Most of the dialogs boil down to clicking the only availible options, when there are more it usually involves some sort of service (training etc) - but, well, it's a dungeon crawler, they aren't exactly known for deep dialogs. Some options are locked behind Charisma checks, others require having a certain character in your party.
- The dialog part brings out my main gripe with the game: the English translation is terrible, I do hope it gets redone for the final PC release. As is Russian one, but Russian game writing is always terrible, so there's no surprise in that. German one seems to fine however.
Bottom line: if you liked Grimrock titles, or older dungeon crawlers like Wizardry 6-8, or RPG/Adventure hybrids like Quest for Glory series, chances are you'll love 7 Mages. If you think that the main purpose of an RPG is to tell a story, you should stick to Bioware titles and JRPGs.