Ex-Witcher 3 devs' isometric, free-running RPG, Seven, gets dramatic first trailer | PCGamesN

Ex-Witcher 3 devs' isometric, free-running RPG, Seven, gets dramatic first trailer

Seven

A new trailer has been released for Seven, the direct-control, isometric thief 'em up from ex-Witcher 3 developers, and it looks like it could be a winner. 

See what else is on the horizon with our list of upcoming PC games.

I've always wanted to get into isometric RPGs, but there's something about clicking to move that I find really unsatisfying. I've tried Pillars of Eternity, and even though I'm massively into narrative-driven RPGs with a ton of choice, I just can't enjoy it with that control system.

I look longingly at Tyranny - Obsidian's upcoming RPG where you play as the bad guys - because I think it sounds incredible, but then I remember it will control exactly like Pillars of Eternity and I shudder. I know, I'm a weirdo.

Seven could finally be the isometric RPG that pulls me in. Best played with a pad, it takes the isometric RPG and blends it with action elements like free-running, stealth and quickly stabbing unsuspecting folk in the neck with dual daggers. That's my jam. 

Did I mention it was made by ex-Witcher 3 devs? Our Jeremy spoke to the developers of Seven recently, so do give that a read.

In the meantime, check out its post-post-apocalyptic world in the first gameplay trailer: 

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Lolssi avatarAnAuldWolf avatar
Lolssi Avatar
395
2 Years ago

looking good.

1
AnAuldWolf Avatar
872
2 Years ago

On the one hand, I like the look of this!

On the other? It exemplifies one of the things I despise the most about Western aesthetics. It's too safe. It's a difficult thing to convey, but I miss being able to look at something and perhaps not be able to parse every aspect of it with ease. I want aesthetics not designed, necessarily, for a lazy brain.

I had thought that, perhaps, it was just growing up. That I only felt that way when I was younger, maybe? And then there'll be something like the Sylvalum and Noctillum territories of Xenoblade Chronicles X to throw me for such a loop that I realise that it's not my age at all, but simply that more Western designers have been taught to play it safe and always design something that can be easily viewed by the majority. It's like the visual equivalent of 'easy listening' music. I think it's something like comparing cheap europop music to the soundtrack of the .hack// series.

Does that make sense?

The parts may be arranged with a slight strangeness that I can find attractive, but ultimately it's using exactly the same building blocks that everyone else does. It's playing it safe. I can look at and appreciate that they're trying to do something new, except that at the same time I'll see so many of the same parts reused.

I can appreciate that they're trying to do something new, but their experience with mainstream game development is forcing them to play it on the safer side. I think that's going to hurt them, maybe. It reminds me of Sunset Overdrive, which was Insomniac fighting with itself to be strange and yet at the same time to be aesthetically common enough to be appreciable to a more mainstream audience.

The end result was that it was a little too odd for the mainstream, and not nearly characterful enough in its aesthetic for any niche to actually show an interest. I think that if you're going to strike out as an indie developer, you need to pick a niche and look at what kinds of bizarre aesthetics may enthrall their gaze and have them enraptured with your offering. You shouldn't try to tease and tempt them all the while playing it safe.

I've often mentioned that even mainstream developers could probably make good money by having teams of 20/30 people knocking out a game a year aimed at different starved and very underserved niches. It would also reinvigorate those creative teams after having to regurgitate the same sort of thing for the mainstream. Which is something that they have to do day in, day out. And as a creator myself, I feel for them.

This feels like creativity restrained. I can see how I might be interested in it, but how much it's tamed and restrained itself means that I'll probably end up being bored with it and disappointed by it. Which leaves me wondering whom exactly it is they think they're targeting with this.

This isn't meant to be cynical. It's actually constructive criticism if you know how to use it. It's advice offered by an older gamer who talks to people, reads a lot, and pays attention.

I can see this not being as successful as they'd like. There may be some niche hype, but it'll be a flop, I think. Because I don't know if they know who they're making this game for.

And if they do know, they need to make that more apparent.

1