Seven: The Days Long Gone
Seven is an open-world, isometric stealth and action role-playing game, in which you play as Teriel, a master thief sent on a mission that will shake the foundations of the Vetrall Empire. Free roam across the vibrant prison island of Peh and explore the sea depths on board of a submarine in the Drowned Past expansion. Continue exploration as serial thief Teriel, who runs into ‘the Enclave’, a ragtag group of mysterious vagabonds who have discovered the mythological sunken vessel and are exploring it in the hopes of unearthing riches. But things that are buried, are buried for good reason, as Teriel and the Enclave will discover. From the moment you set foot on Peh, the island is open to you. Sneak, run, climb, and fight your way across a colourful array of environments. You are free to explore wherever you please.
Steam User 33
It's a very good and unique stealth action RPG.
+ Great world design and story.
+ Fun stealth and combat.
+ Linked stash accessed from any crafting station.
+ You can Quicksave / Quickload.
- Cheap fall deaths.
- Limited bag space.
Steam User 22
The world design is cool. The story is ok. Andrew Wincott's performance is solid.
Other aspects need polish. To enjoy the game, 1) play the story and quests, 2) explore for overseers, schematics and abilities. The free DLC is a substantial drop in quality.
Hints:
* Start collecting 33x Duct Tape; 28x Magnet; 45x *Gasoline*; 15x Metal Plates and Wires; 66x Metal Rivet; 25x Chain for a quest.
* There is no penalty for fighting and killing guards (one by one) and civilians.
* Economy is broken.
* Kill a technomage in the first village and get his weapons. They are superior to early game alternatives. Weapons matter.
* Armor seems non-essential. If you use faction armor, replace gloves to break a disguise.
* Some quest fights on small arenas can be cheesed using syringes.
* Crafting benches and quick transportation points have a stash.
Steam User 18
After a four-year hiatus, I recently returned to this game and had the opportunity to finish it, with just one hour remaining from where I had initially encountered a game-breaking bug. This unexpected return journey only reinforced my appreciation for this title, though it's not without its imperfections. Here's an updated review that reflects my fresh perspective:
Pros:
Fantasy World Mastery: The game's world-building and area design remain nothing short of exceptional, immersing players in a meticulously crafted realm.
Aesthetically Pleasing: The game's graphics, even after four years, continue to captivate, showcasing timeless visual beauty that contributes to its immersive experience.
Engaging Story and Rich Lore: The story's allure remains as strong as ever, supported by the deep lore that enriches the game's narrative.
Diverse Gameplay Mechanics: The dynamic blend of stealth, disguise, and parkour systems continues to set this game apart, providing a truly engaging gameplay experience.
Incentives for Exploration: The game's world still rewards exploration, inviting players to uncover its hidden secrets and stories, promoting curiosity and discovery.
Abundance of Tools: The wide variety of traps and offensive/defensive items continue to offer strategic depth, ensuring a rich gaming experience.
Cons:
Bugs and Technical Issues: It's worth noting that the game can be plagued by bugs and technical glitches, which, while not a constant issue, can be frustrating.
Lackluster Armor Variety: The limited selection of unique armor options still stands as a minor drawback, preventing extensive character customization.
Tedious Item Weight Management: The need for meticulous item weight management can still feel burdensome, potentially detracting from the overall enjoyment for certain players.
In conclusion, this game remains a timeless classic that has withstood the test of time. Returning to it after four years and successfully completing it, despite the earlier bug encounter, was a rewarding experience. Its world, graphics, storytelling, and gameplay mechanics continue to shine, making it a memorable journey. While some minor issues and bugs persist, they do little to diminish the overall enjoyment and fascination this game has to offer. Special gratitude is due to the support team for providing a save file that allowed me to overcome the previously game-breaking bug, highlighting the importance of a responsive and helpful support system in any gaming experience.
Steam User 15
The other reviews have got it right, this is a great and unique game, that's mostly a joy to play. It claims not to work on Steam Deck, but it works fine for me, only complaint is that it seems to be a battery hog. There's one thing though, that I was not expecting going into it:
My deaths in this game:
80% fall damage while attempting to traverse the world
10% fall damage while using the dodge mechanic
9% fall damage while attacking a monster
1% actual damage from an opponent
Steam User 8
Seven: The Days Long Gone (or Seven: Enhanced Edition, as it’s now known), is a genre mix that can’t hold a candle to the complexity of a full-blown RPG, won’t fully satisfy your itch for non-stop action and may disappoint stealth fans because of how combat-heavy the game becomes. But as a combination of all of these genres, with a genuinely interesting setting and some amazing vertical level design, it’s a flawed but very unique and enjoyable experience.
So think of Seven as a top-down action stealth game with some light RPG elements. You can talk to NPCs, buy and sell (or steal) new equipment, craft items or fight monsters and guards. There’s also plenty of side quests – all very linear, much like Seven's main story quest. The most interesting aspect on the RPG side of things is the fact that you don’t collect experience points or level up. Your character development is entirely linked to skill chips you find in the environment or receive as quest rewards. In this way, the game tries to disincentivise combat, as killing bandits and monsters won’t make your character grow more powerful. Ironically, our main character Teriel can actually hold his own in most one-on-one combat situations, so getting detected while sneaking around isn't a frustrating insta-death situation, while getting into a fight against a group of Technomagi guards is still pretty much a death sentence. This balance shifts over time, though: As you collect more and more powerful weapons, stealth becomes less and less of a necessity, turning into just one of many gameplay options. So if you're looking for an exclusive stealth experience, be aware.
From the descriptions on the store page, you may be able to deduce that Seven is set in a post-apocalyptic far future setting where artificial intelligences, high-tech airships, power armour and various forms of energy weapons exist side-by-side, though all of them are mainly in the hands of the ruling Vetrall Empire. The setting, lore and atmosphere of Seven: The Days Long Gone are some of the game's strongest points, differentiating it from many other post-apocalyptic settings in two important respects. Number one: The world of Seven is actually in an advanced state of rebuilding, with reasonably stable societies cropping up again, such as the Vetrall Empire. And number two: The world of Seven was much more technologically advanced before the apocalypse compared to the "before times" in many other post-apocalypses. This creates a world where the technological marvels of ancient spacefaring history are often treated with superstition and re-interpreted as something akin to magic, reminding me more of Torment: Tides of Numenera or the Book of the New Sun novel series, rather than the Fallout or Wasteland franchises.
The real star of Seven is its amazing vertical world design, however. The island of Peh is one contiguous open world, featuring deep canyons, steep cliffs, hidden caves and all manner of secret paths. You’ll frequently find yourself spotting a treasure or some interesting location just out of reach at the bottom of a cliff or hidden in a crevasse, prompting you to find a way there. And indeed, all of these places can be reached, if you have the will to scout out a path. In addition, there’s actually a decent variety of ways to approach any given situation, as the intricately interconnected open world and the huge number of tools at your disposal (body dissolvers, hacking darts, flashbang grenades etc.) combine to create some pretty dynamic gameplay. The level design supports this, as well. Just to give you one example: The entire island of Peh is divided into different zones and you can only (legally) get through the many Technomagi checkpoints between them if you’ve swallowed the corresponding visa pill. But what if you can’t afford the pill you need? Well, you can always sneak in through one of the many hidden side paths. Or you could disguise yourself with Technomagi armour to get through the checkpoint. Or steal an NPC's DNA to forge a temporary visa.
If this description gives you the impression that Seven is a full-fledged immersive sim with complex interlocking systems, you’ll be disappointed, though. You see, most of the interesting dynamics within the game are actually down to the level design – you can only sneak through checkpoints because the developers have designed specific ways to sneak through. In contrast, there are many situations in which you’ll try to get into a building only to find that you can open none of the doors because you haven’t upgraded your lockpicks enough – and the game doesn’t allow you to open these doors by other means, such as explosives. It’s kinda ironic that this game was released in the same year as Divinity: Original Sin 2, which absolutely does give you the ability to come up with creative systems-based solutions to such problems.
Likewise, when I praise the intricately vertical level design, you should also know that the isometric perspective of the game can be problematic when traversing the world. That’s because while the game diligently makes all surfaces above you transparent to allow you to see where you are, this also means you will often find yourself jumping against an invisible ceiling or trying to run through a gap in a wall that turns out to just be a transparent wall segment after all. You may also be spotted by enemies you can’t see because they’re above you. You do have the ability to slow down time and take a look around with the mouse, even highlighting the vision cones of guards, but I doubt there's anyone who’s played this game and hasn’t accidentally jumped into an invisible piece of scenery at least a dozen times – or jumped to their deaths from a great height at least a hundred times.
With all of this in mind, I do love traveling across the intricately designed open world, sneaking over rooftops and unearthing ancient technological artifacts in the hidden places of Peh. As I’ve stated in the beginning of this review, Seven might not exactly wow you as an excellent example of any one of its constituent genres – but it’s a very creative and fun genre hybrid with some genuinely inspired elements.
Steam User 8
Summary:
Sadly, the game is very under-appreciated. It is a very unique and refreshing game, with excellent world-building, exploration and stealth-action. Despite all of its flaws, it deserves a wider audience. Recommending something after listing so many design flaws must count as a strong recommendation, yet somewhat conditional. If you can enjoy the stealth-action-RPG of playing the master thief, you will be hooked before you realize any of these flaws, as I did, and enjoy the game despite them all. Maybe it is all the missed potential that makes this an interesting game. It could have been a masterpiece, but isn't. Maybe this missed potential is somewhat conducive to our imagination and leads to further enjoyment.
The good:
Amazing world-building (cyberpunk/post-apocalyptic/medieval mash-up)
Unlimited freedom of movement & rewarding exploration. You can travel anywhere and everywhere, vertical and horizontal, from the get-go. Since exploration includes a good deal of climbing and jumping down, the world becomes much bigger than it really is.
Good mechanics of stealth and thievery. (up to a certain point. more below on that.) Being able to enter any forbidden area, and accomplishing the objective feels very master-thief-like.
Sense-mode is very practical for spotting items, information, quest items etc.
Sometimes taking a side-quest nudges you toward the vicinity of the next main quest location. Therefore, such quests guide you and encourage you to explore the world.
Acquired taste:
The camera view is focused on the character unlike other isometric RPGs. It may be frustrating and take a while to adjust. You may feel that you are not taking in all the beautiful environment. However, you come to appreciate it once you realize the freedom of movement enabled with this design choice.
There is no character creation, you play a master thief and follow the story-line. Few side quests effect the ending.
There no skill points and leveling-up. Instead, there are skill chips which you can switch depending on your needs.
The bad:
The absolutely fun stealth becomes trivialized after you acquire a very overpowered skill around mid-game. It becomes even more trivial after that overpowered skill can be upgraded further in late-game.
Fighting is not as smooth as in the promotional videos. No big deal, since you rely mostly on stealth-kills. However, the creatures in the wilderness can become annoying at times.
Spawn mechanics in the wilderness. Oh my! This is by far the most annoying issue with the game. First, spawn rate is 2 mins. What is worse, everything re-spawns when you load a previous save or the auto-save. Since you fall a lot during your explorations, this becomes infinitely annoying. I remember clearing a certain section in the Mire, 9 times over before I was finished with the region.
Although, there is a tutorial section of the journal, not everything is adequately explained. (e.g. Most people cannot figure out how to use the body dissolver.)
The role-play options (dialogues & character feedback) are very binary and limited, and mostly without consequence. (Except few which effect the ending. You can check the guides to see which ones they are.)
It also has some very minor flaws such as quest triggers. (Freedom of movement might take you to places before you were meant to visit those places.)
The main characters are okay, but voice acting for some NPCs are terrible.
You have a companion after the prologue. However, the dialogue options with the companion are very limited. This is somewhat compensated by the occasional interjections about the certain events in the game. Still, you feel that a potential is missed by the developers.
The journal acts weird; you learn things which no one has told you explicitly, just by accepting a quest.
There is no legend, which explains what certain icons mean, and some of them are likely to lead to confusion.
There are some ridiculous fetch-type side quests, however, these are mostly balanced by their unexpectedly great rewards. (I completed every quest and quest-line, except the one trigger I missed.)
The in-game economy is terrible. You end up carrying more auryte (gold equivalent) than all the merchants in the game-world combined. Their items are mostly not worth paying for as you can find or steal most of these items. You mostly need gold to buy junk, and they aren't expensive. Also, the merchants do not have enough money to pay any of your items' worth.
The stashes you spot in sense-mode have very underwhelming rewards. Maybe useful initially since you start with nothing, but it all quickly leads to a moment where you wish those unnecessary stash icons disappear by themselves.
The contents of the locked drawers are even worse. Who locks their socks?? (Yes, there is a ridiculous quest where you try to find paired socks for someone, but even this is not justification for all the locked away junk in the game.)
There is little incentive or reason to use the alchemy table and crafting recipes. You already find a good deal of these items that you can produce.
The crafting station recipes are somewhat more interesting, but they aren't very necessary either. The junk you need are not always easy to acquire or carry around. There are vending machines which were introduced later to solve this problem, but some recipe ingredients cannot be found in these machines.
Trying to actually use these two stations you end up carrying unnecessary weight, and become bothered by inventory micro-management troubles. One more proof of the crafting system not being optimized and incentivized.
That being said, all hats/helmets look terrible except the hood and the gas mask.
There is a good disguise mechanic, but it is rarely worth the trouble. The disguise serves little as it is easily broken by ranked guards or officers. In the end, not using a disguise does not make anything any harder. On the contrary, it makes everything more fun. (Until you get that overpowered skill which trivializes stealth.)
There aren't enough players to ask around when you get stuck. The most complete guide is the one in "gamepressure". The actual title is: Seven: The Days Long Gone. It is %99 complete, yet does not include any information about the Drowned Past (DLC) quest-line, which is included in the enhanced edition. Steam forums are your best bet, if you get stuck there.
There are minor issues which I have also mentioned under the discussion "how bug-free is it?" in the game's discussion forums. The final version is playable and there is nothing game-breaking. Older reviews mostly refer to versions before the enhanced edition.
Lastly, the endings are somewhat underwhelming. None of them serve as a full resolution to the story. The 'good' ending is a cliff-hanger; the two versions of the 'bad' ending has some elements which you might like and thus, does not feel as bad as it should have been.
Steam User 7
I have already played this game on console a long time ago, and I really liked it, still do.
I love the freedom in this game, I love that you can get any armor, any weapon rather early on, that is if you can kill the enemy. It's such a good thing to have in probably any type game.
The verticality is amazing, you can go so many routes to reach your mission and finish it. Only thing with the verticality is sometimes I wish I can move the camera to see better. And the combat is rather simplistic, but fun still.