Exploring a Broken World in Seven: The Days Long Gone – Hands-On Preview

A redesign of the isometric RPG.

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Seven: The Days Long Gone is a 3D isometric RPG set in a “beyond post-apocalyptic” world filled with strange technology. The game places you in control of a master thief, Teriel, who has found himself possessed by an ancient demon, Artanak.

Humanity is recovering after an apocalypse from hundreds of years ago. Most of the world – and it’s inhabitants – are dead. Humans are now in a second medieval period. A group known as the Vetrall Empire are now in power and using leftover technology from before the apocalypse.

Seven tasks you with journeying through the world, using your skills as a thief to steal from the Empire in any way you can. The entire open world is available to you from the start, and it’s up to you to either fight or sneak your way through. The developers of Seven, Fool’s Theory and IMGN.PRO, have put care into their level design to make sure you have absolute freedom in how you want to approach a mission.

Most of the time, an isometric RPG takes place on flat land. Your character doesn’t jump or climb around the world. Seven stands out in that the entire world is open to you.

Think Assassin’s Creed. If it looks climbable, try it. Areas tend to have at least three ways to overcome them: above, through, or below. There is a catch: If you can go somewhere, the enemy can too. As Seven progresses, trying to find the route with no enemies turns into trying to find the route with the least enemies.

You could fight through them if that’s your style. Teriel has a diverse set of combat tools available to him. Enemies are susceptible to hand to hand combat, Teriel’s traps, Artanak’s daemonic powers, or all three.

Enemies belongings are free for the taking, and you’ll want to hoard to use Seven’s crafting system. While this feature was in its early stages during my demo, Fool’s Theory informed me that crafting will play a large part in ensuring Teriel’s survival.

Many factions are vying for power in Seven, and you must stay aware of who you may bother. Do one too many tasks for one faction, and two others will come after you for acting against their interests. You can’t please everyone. If you prefer to live for you and you alone, you can align with no one. Life becomes more interesting when everyone is against you.

Seven: The Days Long Gone still has a while before release, but what I’ve seen so far has me intrigued. I can’t say I have ever played an isometric RPG like this. It blends elements from games such as Elder Scrolls, Assassin’s Creed, and Diablo, but Fool’s Theory puts their own twist on the ideas to make them unique. I guess I shouldn’t be too surprised by Seven’s ideas, though. The team has worked on both of The Witcher sequels.

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