Seven combines parkour, stealth, and larceny with an intriguing setting to create an incredibly enjoyable isometric RPG experience that's slightly dampened by perpetual glitches.
What do you get by crossing Witcher, Fallout, Planescape Torment, Thief and Commandos? That's right, you get this very game. Seven is a game that I always wanted to play - I can loot everything, kill anyone (but most of the time only if I manage to sneak up on them), craft stuff, climb obstacles and reach every part of the ground that I can lay my eyes on. Whoah! This game is AMAZING! But that's not all. I like to approach quests my own way and this is pretty much te first game that gives me that opportunity. I'm not forced onto one path. I don't have to sneak-kill all the guards and avoid security cams if I can kill one and change into his clothes. Or maybe I'll find another way around. Or talk to someone. Now that's the way of play I truly love. The creators must have been playing and hosting an awful lot of traditional RPG sessions.
Amazing stealth RPG in a world with Fallout feel. It starts a bit slow, but after first mission/tutorial you get to the open world with loot, stealing and pickpocketing. I didn't finish exploring the first city after 2 hours.
A powerful infiltration game which combines the best of stealth with an important RPG system. Good ideas for the future inside of a good game right now.
Seven: The Days Long Gone is a unique mixture of genre and mechanics (action/RPG, stealth, parkour) that could have been a real revolution for the entire isometric RPG genre. Despite a lot of interest ideas the execution has to many flaws to really accomplish all of its ambitions.
Seven: The Days Long Gone is a truly unique RPG. It's a comic book-stylized stealth isometric adventure in a techno-magical world. Seven can generate tons of fun but only until you encounter one of the many strange bugs and issues. You should wait for some serious patching and buy the game once it's done - it has a potential that deserves to be fully realized.
Seven: The Days Long Gone feels like it’s trying to break new ground at every turn, but in the process it makes some really bad choices and is executed poorly. Its action is acrobatic but almost immediately gets stale, climbing is only fun when the levels allow it, most crafting systems are needlessly obtuse, and its fast-travel system actively tries to kill you on a regular basis. Add to that the regular bugs, and Seven’s days are numbered.
A stealthy Cyberpunk game by a team of former The Witcher developers?! Sounds like a MUST BUY and first reviews by trusted sites are very positive.
Can't wait to find the time to get lost in that world.
Partly giving it a 7/10 because it's funny. Probably close to a 6 than an 8. I started skipping through all the dialogue and cutscenes at some point, and it markedly improved the experience. The main character has negative charisma and there are virtually no compelling narratives or interesting elements to latch onto, so personally I just didn't bother after a certain point.
Gameplay-wise, this game tries a lot of unique stuff, which I can certainly respect. It features an odd blend of stealth, action, and open-world RPG elements, and I can safely say I haven't ever played a game quite like Seven before. The game feels good to control at a baseline, and the movement is intuitive and satisfying. A mechanic I really enjoyed was the "visa pills." The semi-open game world is split into 8 sectors, separated by gates, and to pass through a gate, you need the corresponding pill. There are many alternative options, though: you can also knock out an NPC that already has the pill and steal their DNA to temporarily mimic the effect of a pill, or, if you're crafty, you can simply find a way to jump over the gate. This mechanic is emblematic of what I would say is the game's greatest strength: the freedom of choice with which you can approach scenarios. Like many stealth games, you can either methodically sneak your way past everyone, simply kill whoever is in your path, or, my personal favorite, sprint through every area like a madman while making heavy use of the "Blink" ability, a short-ranged teleport that adds a lot of texture to the movement.
However, there are many questionable design choices. The camera is locked to a fixed-angle, top-down perspective, which would be fine if not for the fact that the environments have a ton of verticality. This is a problem, because if there is a ceiling above you, it will not be visible until your character is basically bumping their head against it. This makes navigation frustrating, especially because many areas have a labyrinthine design with restrictive avenues for movement. It is very easy to get lost, and difficult to figure out how to get to objectives, even if you know where they are on the map.
The progression system is also kind of nonsensical. There is no XP system, and instead, character upgrades tend to come in the form of discrete rewards, such as finding an item cache out in the open world. I personally prefer discretized rewards tied to specific actions to a nebulous number like XP, but Seven shoots itself in the foot, in that you can't use any of the upgrades you find until you've obtained the thing that they upgrade, which you can only obtain by progressing the main story. This heavily incentivizes you to blitz through the main story first before exploring, which I find personally unsatisfying and antithetical to the appeal of open-world games.
Although it's rough around the edges, I'd personally recommend trying Seven out if you're curious. At the very least, it tries to do something different and has a lot of elements to appreciate.
Great potential and ambitions, but lackluster results. I liked stealth, but the combat is barebone, the character progress is weak, and limited inventory wastes enormous amounts of time. Also on a technical level there are a lot of issues. However, quests are good, and investigating the open world feels nice.
An interesting setting pairs with nice graphics in this game. The world is handcrafted and detailed. But there are many annoying things in this game. The isometric vision is not compatible such a large map like this. Maybe this is the main reason that orientation is very difficult in this game many times. The AI is worse than i thought which would not be a problem if the game does not force you to use stealth. My other problem was the nonsense complexity. There are so many items, weapons, upgrades in the game but most of them ar nearly useless. The game has potential and it brings some novelity, but annoying things just simple ruin the game.
Lots of potential, interesting background and nice stories but fights aren't well done, stealth isn't working properly (terrible AI, awkward gameplay, collision issues, camera issues, infinite enemies respawns etc.) and the game is really really full of bugs/broken mechanics.
You'll die a lot for no reasons, game makes you save a lot and stack them a lot, most certainly because devs are aware their game isn't much playable and at best a beta.
Main character is kind of boring even if his possessing demon brings some spice to his really bad scripts. Universe is rich but you don't really have any impact on it, there's nothing much exciting about most of the quests and you'll never have a choice in any situation.
Openworld isn't really an openworld, most places are locked behind visas anyway and exploration is really linear. Map and quest tracking is really outdated and doesn't help either.
Overall this game seems quite dated even if they tried to make something new with such old mechanics (isometric gameplay) and after many hours i feel more frustrated than really entertained. Sadly more time to polish the game would have solved many issues.
SummaryIf there's one place that Master Thief Teriel avoids at all costs, it's the prison island of Peh. But when a daring heist takes an unexpected turn, Teriel finds himself shackled on an airship bound for the infamous island. To make matters worse, the daemon inside his head makes it very clear that the thief will never leave unless he does...