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Review Follow up on Gauntlet: Seven Sorrows

Vault Dweller

Commissar, Red Star Studio
Developer
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.
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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
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Sammael

Liturgist
Joined
May 16, 2003
Messages
312
Location
Hell on Earth
You are aware that Josh (and others) left mainly because the publisher wanted to push the game out unfinished? I bet 50% of the features were cut because of this.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Sadly, it doesn't seem that the 50% that they did is any good. Now, Bloodlines was unfinished. KOTOR 2 was unfinished. Looks like the Gauntlet is crap, finished or not. Same with Dungeon Lords
 

Greatatlantic

Erudite
Joined
Feb 21, 2005
Messages
1,683
Location
The Heart of It All
Yeah, to Sawyer's credit he bailed on the project well before it was released. So, it is rather difficult to blame him for not holding up on his hype, as unlike Bradley he didn't continue to peddle his filth when it became clear it would be filth.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Wasn't JE the Lead Designer? And didn't he leave in mid-July, i.e. 5 months before the release?
 

Section8

Cipher
Joined
Oct 23, 2002
Messages
4,321
Location
Wardenclyffe
Well, given that Diablo, Dungeon Siege and the like are our modern day equivalents of the classic Gauntlet games, you'd think they'd at least try to factor in some of the positive design elements. Also, you have to remember that the original Gauntlet games and even Legends, were designed as arcade games, where you plug in a few coins and play for a while. To emulate that too closely in a game you expect players to cough up wads of cash for is commercial suicide. As far as arcade games go, Gauntlet was deep. As far as modern action RPGs go, it's exceedingly shallow.

It sounds as though Seven Sorrows is no improvement on Gauntlet Legends or Legacy.
 

Stephen Amber

Novice
Joined
Jun 18, 2005
Messages
30
Guantlet was all the rage in 1985. That and the dragonslayer, or whatever, cartoonish game where you were Dirk the Daring. Too bad the game play has'nt advanced all that much in 20 years.
 

Section8

Cipher
Joined
Oct 23, 2002
Messages
4,321
Location
Wardenclyffe
God I hated Dragon's Lair. It was utterly unique, and looked fantastic, but so much of the gameplay was trial and error, and then once you knew what you had to do, timing puzzles. I watched a friend complete it once. He barely even looked at the game, he was too busy reading a reference sheet he'd made up with things like:

1..2..3...button...5...6...left...up etc.
 

jiujitsu

Cipher
Joined
Mar 11, 2004
Messages
1,444
Project: Eternity
JE, you have led us astray.

VD has thoroughly owned your face.

Care for a rebuttal? :lol:
 

bryce777

Erudite
Joined
Feb 4, 2005
Messages
4,225
Location
In my country the system operates YOU
Section8 said:
God I hated Dragon's Lair. It was utterly unique, and looked fantastic, but so much of the gameplay was trial and error, and then once you knew what you had to do, timing puzzles. I watched a friend complete it once. He barely even looked at the game, he was too busy reading a reference sheet he'd made up with things like:

1..2..3...button...5...6...left...up etc.

But the graphics!
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
I dont think JE has to "defend his rep" or whatever. It should have been obvious that those footing the bill for the game's development were at odds with JE's design (and/or timetable) when he (and Romero too, right?) left the project early.
 

Stephen Amber

Novice
Joined
Jun 18, 2005
Messages
30
Joust.... now that was a game. Especially when the demon's hand popped out of the lava to fondle ostrich testicles.

But no... Dragon's Lair was cool to me at the time since I was like 12.

Gauntlet really was great in '85, though...

*pops in a huewy lewis cd*
 

LlamaGod

Cipher
Joined
Oct 21, 2004
Messages
3,095
Location
Yes
Gauntlet Legends was pretty good.

Gauntlet just needs to stay a fun arcade game for 4 people, trying to slap RPG shit on it doesn't work and you people are huge retards for covering an arcade game
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
It wasn't the people of rpgcodex who called this game an "rpg". I think everyine who uses this disonest hype technique to sell their games deserves a thourough beating.
 

Jason

chasing a bee
Joined
Jun 30, 2005
Messages
10,737
Location
baby arm fantasy island
It is an RPG because you can make choices. You can choose to not play it or choose to smear feces on the wall. The possibilities are endless.
 

LlamaGod

Cipher
Joined
Oct 21, 2004
Messages
3,095
Location
Yes
The only reason why its been posted about is because Exitium is fucking retarded and gets excited over everything
 

gromit

Arcane
Joined
Jan 31, 2005
Messages
2,771
Location
Gentrification Station
There has to be some serious fuckery afoot at Midway... all of the "big-name talent" they brought in fled, and the games they were working on turned out rubbish. I mean, just how much Tom Hall could there possibly be in that abominable Narc remake? Maybe some dialogue, and a few late-in-the-game fix-its to the design.
 

Shock

Novice
Joined
Dec 15, 2005
Messages
33
Since when was Gauntlet ever an RPG? It wasn't an RPG when it first came out in the arcades and it still plays about the same as it ever did. It's definitely not any worse than the last installment. I think the real problem is letting people review the game who don't know the difference between an RPG, a cooperative action game, and their oversized asshole.
 

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