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Seven - Interview

Discussion in 'Game/SP News & Comments' started by RPGWatch, Aug 11, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]An interview with the devs of Seven: The Days Long Gone on the Unreal Engine website:

    Traversing Convention in Seven: The Days Long Gone
    While isometric RPGs have made a comeback in recent years, they tend to be defined by classic expectations; modernized throwbacks to an earlier age of turn-based, tabletop-inspired gameplay.

    With Seven: The Days Long Gone, Fool's Theory and IMGN.PRO look to challenge classic conventions, giving players the extensive character development expected of an isometric RPG, but also giving them the choice between stealth and real-time combat combined with the freedom of parkour-inspired movement in an open world.

    Co-developing Seven: The Days Long Gone with IMGN.PRO, Fool's Theory may be a young studio, but the team's prior experience on The Witcher 3: Wild Hunt means they certainly know a thing or two about creating an amazing RPG.


    What was the inspiration behind the creation of Seven: The Days Long Gone?

    Quest Designer, Karolina Kuzia-Rokosz - We wanted to pay homage to classic isometric RPGs with a rich, mature, and story-driven world. Two of our biggest inspirations in achieving that were the book series "The Gentleman Bastards" by Scott Lynch and "The Broken Empire Trilogy" by Mark Lawrence.

    You also cite Thief as an inspiration. What did that game mean to you and why does it still resonate with people today?

    Project Lead, Jakub Rokosz - With its in-depth stealth component, Thief was something of a trendsetter back in the day. Mechanics such as hiding in the shadows, snuffing out lights, being aware of noise propagation, and distracting your enemies are all prevalent in modern titles. Most importantly, the Thief series placed emphasis on stealth over unconcealed aggression.

    [...]​
     
    Last edited by a moderator: Aug 12, 2017
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