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Seven - Interview

Discussion in 'Game/SP News & Comments' started by RPGWatch, Oct 15, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Twinfinite interviewed Seven's director, Jakub Rokosz and its composer, Marcin Przybyłowicz:

    [​IMG]

    Seven: The Days Long Gone Director Talks Game Design and Life After AAA Development; Full Q&A

    The World of Vetrall: Immersion, Lore, Game Design

    After several years of development, Seven: The Days Long Gone is closing in on its launch day - it was announced last week that the open-world role-playing game will be launching Dec. 1 for PC via Steam and GoG.

    The collaborative effort between studios IMGN. PRO and Fool's Theory has attracted attention for its unusual blend of exploration, parkour, and stealth played from an isometric perspective. And not least because the latter team is largely comprised of former CD Projekt RED staff who opted to leave the studio following the release of The Witcher 3: Wild Hunt. Seven: The Days Long Gone is their debut title, the brainchild of two teams newly armed with the creative freedom to imagine their own fantasy epic.

    Twinfinite had the chance to speak with the game's director, Jakub Rokosz (Fool's Theory), and its composer, Marcin Przybyłowicz, to find out a bit more about the world of Seven and the depth we can expect from its mechanics and design. We were also keen to better understand the inception of the studio, and hear Jakub's thoughts on trading AAA for independent development.

    Alex Gibson from Twinfinite: CRPGs have been using the isometric perspective for years, and there are well-established franchises that have continued this trend in modern gaming. Do you feel that the parkour and stealth elements to Seven's gameplay are enough to make it stand apart from popular titles such as Divinity Original Sin and Diablo III?

    Jakub Rokosz: We understand that Seven will be compared to games like that because of its isometric perspective, but we believe that our game is original enough to stand out from the crowd. We always wanted to respect the isometric RPGs that we're so fond of, but see Seven as being a breath of fresh air within the genre. The main way we do this is by giving the player freedom of movement and choice in the game world.
    [...]
     
    Last edited by a moderator: Oct 15, 2017
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