Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Gauntlet: Seven Sorrows; Midway Games
As you may know, <a href=http://www.rpgcodex.com/phpBB/viewtopic.php?t=9171>Gauntlet PC has been cancelled</a>, leaving only console versions in development. It's been suspected that the game sucks ass, now it's been confirmed:
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<blockquote><a href=http://www.gamespot.com/ps2/rpg/gauntletworkingtitle/review.html>GameSpot review - 5.2</a>
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Gauntlet's role-playing elements are paper-thin, too. You earn experience points as you defeat hordes of foes, and you'll also find gold pieces in each level, which you can use to purchase new attacks and combos between stages. Many of these moves are practically useless, but you might as well buy them for the sake of it, because you'll have earned enough gold to completely max out your character's arsenal by about the halfway point of the game (just a few hours in). Other Gauntlet-inspired games have made up for their simple combat with role-playing elements that compel you to keep finding better and better equipment. But in Gauntlet: Seven Sorrows, the same moves and tactics you'll be using right from the start will carry you all the way to the end. You do find weapon and armor upgrades on occasion, but these seem mostly cosmetic and have no obvious impact on the action.
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Given all this, the action quickly takes on a dreary, repetitive feel, and whatever slight thrill you may initially experience from watching a half-dozen enemies get bowled over by your slashes quickly fades.</blockquote><a href=http://www.totalvideogames.com/articles/Gauntlet:_Seven_Sorrows_Q&..._Feature_7951_4885_0_0_0_0_20.htm>JE Sawyer</a>: "The combat is much more involved in Seven Sorrows, and we also have nice character advancement and item collection systems that are easy to learn but have a healthy amount of depth."
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<blockquote><a href=http://videogames.yahoo.com/gamereview?cid=1951020342&tab=reviews&page=0&eid=425171>Yahoo Games review - 2/5</a>
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Like many action-RPGs, you gain experience for every enemy killed. Kill enough and you'll level up. Every level allows you to improve your character's stats by a single point. Since Seven Sorrows offers an endless stream of enemies, it's quite possible to stand in one spot and spam the default attack button. Creatures will mindlessly walk into your attack and die, while you rack up the experience points. If you don't want to risk getting hit, simply run around the corner and hide behind a wall -- the AI is too stupid to follow you.
<br>
<br>
Improved attacks can be obtained by collecting gold and upgrading your character, but there's no real incentive to do so. The fighting system has no real balance or depth, so you'll never need a particular attack to counter an enemy. All you really need to do to win a fight is button mash. Sure, the more complex assaults make it easier to keep a combo chain going, but since performing a combo has no affect on play, it doesn't matter if you get a 50 hit chain or a 100 hit combo.</blockquote>JE Sawyer: "The combat in Seven Sorrows features a relatively deep combo system. Each character specializes in a certain weapon style with its own move set, its own advantages and disadvantages. Different enemies often demand different weapons and different combos for success in any given arena."
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Great job there, JE
<br>
<br>
As you may know, <a href=http://www.rpgcodex.com/phpBB/viewtopic.php?t=9171>Gauntlet PC has been cancelled</a>, leaving only console versions in development. It's been suspected that the game sucks ass, now it's been confirmed:
<br>
<br>
<blockquote><a href=http://www.gamespot.com/ps2/rpg/gauntletworkingtitle/review.html>GameSpot review - 5.2</a>
<br>
<br>
Gauntlet's role-playing elements are paper-thin, too. You earn experience points as you defeat hordes of foes, and you'll also find gold pieces in each level, which you can use to purchase new attacks and combos between stages. Many of these moves are practically useless, but you might as well buy them for the sake of it, because you'll have earned enough gold to completely max out your character's arsenal by about the halfway point of the game (just a few hours in). Other Gauntlet-inspired games have made up for their simple combat with role-playing elements that compel you to keep finding better and better equipment. But in Gauntlet: Seven Sorrows, the same moves and tactics you'll be using right from the start will carry you all the way to the end. You do find weapon and armor upgrades on occasion, but these seem mostly cosmetic and have no obvious impact on the action.
<br>
<br>
Given all this, the action quickly takes on a dreary, repetitive feel, and whatever slight thrill you may initially experience from watching a half-dozen enemies get bowled over by your slashes quickly fades.</blockquote><a href=http://www.totalvideogames.com/articles/Gauntlet:_Seven_Sorrows_Q&..._Feature_7951_4885_0_0_0_0_20.htm>JE Sawyer</a>: "The combat is much more involved in Seven Sorrows, and we also have nice character advancement and item collection systems that are easy to learn but have a healthy amount of depth."
<br>
<br>
<blockquote><a href=http://videogames.yahoo.com/gamereview?cid=1951020342&tab=reviews&page=0&eid=425171>Yahoo Games review - 2/5</a>
<br>
<br>
Like many action-RPGs, you gain experience for every enemy killed. Kill enough and you'll level up. Every level allows you to improve your character's stats by a single point. Since Seven Sorrows offers an endless stream of enemies, it's quite possible to stand in one spot and spam the default attack button. Creatures will mindlessly walk into your attack and die, while you rack up the experience points. If you don't want to risk getting hit, simply run around the corner and hide behind a wall -- the AI is too stupid to follow you.
<br>
<br>
Improved attacks can be obtained by collecting gold and upgrading your character, but there's no real incentive to do so. The fighting system has no real balance or depth, so you'll never need a particular attack to counter an enemy. All you really need to do to win a fight is button mash. Sure, the more complex assaults make it easier to keep a combo chain going, but since performing a combo has no affect on play, it doesn't matter if you get a 50 hit chain or a 100 hit combo.</blockquote>JE Sawyer: "The combat in Seven Sorrows features a relatively deep combo system. Each character specializes in a certain weapon style with its own move set, its own advantages and disadvantages. Different enemies often demand different weapons and different combos for success in any given arena."
<br>
<br>
Great job there, JE
<br>
<br>