
Gauntlet: Seven Sorrows - Official Website
Centuries ago, four immortal heroes banded together to bring down a cruel and powerful emperor. They failed, and for their crimes, they were crucified to a great tree for all eternity. Now, Elf, Valkyrie, Wizard and Warrior return in the darkest, most edgy Gauntlet saga ever, in the rebirth of the legendary franchise.
This December, gamers and Gauntlet fans alike will be able to take the heart and soul of Gauntlet, cooperative gameplay, to the online arena, with a robust four-player co-op mode and system of trade and barter, that brings the Gauntlet universe to life.
Prepare for the return of a legendary franchise with Gauntlet: Seven Sorrows. The Warrior, Valkyrie, Wizard and Elf return, united on a quest of revenge and redemption. Gauntlet: Seven Sorrows is currently slated to ship December 13, for PlayStation®2 and Xbox®.
Gauntlet: Seven Sorrows Features Include:
- Addictive Co-Op Play - The franchise that started the cooperateive play craze is back with up-to four player co-op play and for the first time ever, takes it all online.
- Hack'N'Slash Combat At it's Best - The intuitive hack-and-slash combat style that Gauntlet made famous has been reinvented to be more dynamic and even more destrutive
- Now Online Co-Op Play for the First Time - For the first time in the history of the franchise, Gauntlet takes its legendary co-op play online. Gather your team from anywhere in the Earth Realm!
Game Chronicles takes a look at this exciting new game with an exclusive GCM interview.
| GCM: |
Thank you for your time! Please get us started by introducing yourself and telling us about the team behind this latest Gauntlet game.
| | Nate Birkholz: |
My name is Nate Birkholz, and I am an Associate Producer on the Gauntlet: Seven Sorrows team. We have a dynamic, dedicated, diverse group of forty people currently on the team, though many people outside the "official" Team Gauntlet have contributed to the project.
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| GCM: |
In previous Gauntlet games the "story" has never really been a driving force behind the gameplay. Explain a little about the plot and the steps being taken to make it more integral to the overall experience in Seven Sorrows.
| | Nate Birkholz: |
In Gauntlet: Seven Sorrows, we definitely wanted there to be a stronger story than in previous entries. People have always had a true affection for the characters of the Wizard, the Elf, the Valkyrie, and the Warrior, but their adventures have usually been unmotivated by deep storylines. We wanted to change that, to give them a world with personality to match theirs, to give them a place to really come alive.
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| GCM: |
The title is intriguing. What exactly are the "Seven Sorrows"?
| | Nate Birkholz: |
For many years, the four immortal Heroes served the Emperor until, goaded by his advisors, the Emperor betrayed the four, binding them to a tree at the bottom of the world and stealing their immortality for himself. The advisors had plans of their own, however, and in turn stole the heroes' power themselves. The six betrayers proved unable to handle the power, however, and became horrible, twisted monsters, throwing the world into chaos.
Now the Emperor bears great regret for his seven sorrows, for betraying the Heroes and trusting his sorcerous advisors. So he sets the heroes free from their imprisonment and begs them to undo his other sorrows, to set the world right so that he can rest in peace knowing that he did not bring about the destruction of his own empire.
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| GCM: |
Gauntlet has always managed to get a fresh new look with each new installment. What were some key artistic elements you wanted to bring into this latest game?
| | Nate Birkholz: |
We really wanted to bring a "heightened realism" to the game experience, preserving the epic setting that you might expect from a Gauntlet game, but making it look like a place that could really exist. Previous entries in the series have had a lively and vibrant look, which really gave them a fun feel, but with the more detailed story line and our desire to really grow up with fans of the series, we moved into something more immersive.
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| GCM: |
While Gauntlet continuously evolves visually, not much has changed in the gameplay since the 80's. What new twists can we look for in Seven Sorrows to hopefully break out of this old-school hack-n-slash rut?
| | Nate Birkholz: |
Well, the real challenge has been in doing just that, taking the gameplay up a notch, while not making things so complex that people can't just pick it up and play. Gauntlet has always been very accessible, and that basic button-mashing gameplay has led to a lot of the popularity of the series. So we've got a bit of a blend of the old and new in Gauntlet: Seven Sorrows.
While the previous entries have been largely about projectile attacks, this game is more about head-on combat. Every character still has a powerful projectile attack, but the ranged combat plays a supporting role to the melee attacks (which we called "Hack" attacks and "Slash" attacks in homage to the classic Gauntlet genre), as well as a launching attack that sends enemies into the air and leaves them susceptible to even more complex attacks. The melee attacks can be chained into combos with different effects, and the game rewards players for using style to defeat their enemies.
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| GCM: |
Any Gauntlet fan knows that this is a game best played with friends. What were some challenges in taking this franchise online?
| | Nate Birkholz: |
Well, primarily the challenge has been how to make combo-based, timing-dependent gameplay stable and predictable for all players. Additionally, we wanted to make sure the game turned out as fun for one person as for four.
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| GCM: |
Explain a bit about the improvements to the combat system and how you hope to deepen the experience.
| | Nate Birkholz: |
The combat is based on a combo system. As you play the game and gain experience, you will be able to unlock new skills that can change the way your combat strategies work.
Different enemies react differently depending on how you attack, for example. Some enemies block anything but the strongest Hack attacks, others will dodge anything but the fastest Slash attacks. Other enemies will wait for you to be distracted by their allies, then dash in and try to get in a cheap shot. The combos give you opportunities to trump these attacks and still not get have to focus on dealing with only one type of enemy.
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| GCM: |
Any veteran Gauntlet player has their favorite character that they tend to stick with. How closely did you model the new characters after the classic ones, and what were some challenges in balancing their abilities so they complement each other without dominating?
| | Nate Birkholz: |
While still growing up with our audience, as I mentioned, we certainly didn't want to mess with the legendary chemistry of the four classic Gauntlet Heroes. So we have all four classic characters, but now they have a variety of attacks that feel right for each. Different characters have different styles, with the Warrior being more about brute force and the elf being more about finesse, for example. The combat system is really fun and hectic, but easy to pick up.
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| GCM: |
With more than 15 intricate levels to create, were there any challenges in coming up with fresh ideas and concepts that we haven't seen before in a Gauntlet (or other) fantasy RPG? What is your personal favorite level in the game and why?
| | Nate Birkholz: |
Interesting question.
We had a lot of great concept art and a lot of background story that isn't even in the game, "setting" information that really helped the designers and artists bring their imagination to life. Additionally, the cultures that appear in the game had unique characteristics inspired by historical cultures here on Earth, and that really brought the locations to life.
I have a few favorite levels, but one that always leaps to mind is the Imperial City. This level is a city of massive columns and staircases, all decorated in a style reminiscent of the height of the Incan Empire. The lighting, the architecture, the textures, the waterfalls and harbor, as well as some of the more challenging gameplay we've created, all combine to make this level a truly memorable experience. In fact, it's the first level I ever saw in the game when I joined the team at the
beginning of this year, and it really knocked me off my feet!
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| GCM: |
From what we've seen so far the visuals are quite stunning. What can you tell us about the musical score, composer, etc. and how will sound complement the experience?
| | Nate Birkholz: |
We have the work of several highly talented composers on the soundtrack. The music is heroic and stirring, but also has some real subtlety, matching up with the different cultures represented in the game world. We have ended up with so much great music for the game that we have extra tracks that we are trying to find places to use, just so people can get to hear it.
The awesome-looking game world would seem pale without a rich sound experience, so we've focused on bringing the soundscape alive. Gauntlet sounds as good as it looks, and we're very proud of that.
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| GCM: |
Thank you again for your time. Do you have any final words for our readers regarding Gauntlet: Seven Sorrows?
| | Nate Birkholz: |
Thank you for the great questions!
We're looking forward to everyone having fun with Gauntlet: Seven Sorrows!
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