The Obsolete Gamer Show: Karolina Kuzia (Seven: The Days Long Gone)

We take a look at Seven: The Days Long Gone, the Isometric, parkour climbing, stealth RPG by Fool’s Theory and we’re joined by story designer and VFX artist, Karolina Kuzia who introduces us to this new world and what we as gamer have to look forward too.

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TRINE 2

The graphics for the game are some of the best looking graphics for a downloadable title to date. The level details and landscapes are crafted to make the game strikingly beautiful. Puzzle and level design give you the sense that much thought was given to their creation. Some puzzles can be solved in different ways, and it is the level of detail that adds to this design. A few glitches here and there may force you to restart a checkpoint or two, but it’s not a game breaker to say the least.

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Descent to Undermountain

Besides a rich character generation process, Descent to Undermountain also had a decent storyline and pacing. You began the game determining what in AO’s name are you supposed to be doing in Waterdeep. As the game map only showed Khelben’s Tower as a clickable item, it was off to visit the Blackstaff to see if he could enlighten you. It seemed that kobolds were bothering Waterdeep’s merchants, and had been spotted just outside the main entrance to Undermountain.

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Eye of the Beholder

Everything in EoB takes up a single space and nothing stacks, with the exception of arrows fro which there is a quiver. Something not seen in D&D games since the EoB series is food rations. Characters get hungry and failing to feed them when thier food bar is empty would result in hitpoint loss. Movement in the game was square based like wolfenstein and relied on the numeric keypad. Puzzles were solved by interacting with the environment, for exapmle clicking on a lever or placcing a gem in a hole.

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