Gauntlet Review

By Scott Alan Marriott - Posted Jan 31, 2006

2 Comments

Blast from the past or just should've stayed there...X-Play reviews Gauntlet: Seven Sorrows for the PS2

The Pros
  • Four-player co-op play
  • Four difficulty settings
  • Fast-paced combat
The Cons
  • Short length
  • Repetitive gameplay
  • Extremely linear design
  • No unlockables or incentives

One of the unwritten rules in gaming is that if a fourth quarter release is pushed back until mid-December, buyer beware. While the delay could simply be a case of the developers adding in features or an extra coat of polish at the eleventh hour, it is more likely a last-ditch effort by the publisher to earn whatever cash it can for the remainder of the lucrative holiday season. Sadly, Gauntlet: Seven Sorrows seems to fall under the latter scenario. What was originally promised as a bold re-imagining of the classic coin-op series, Gauntlet: Seven Sorrows’ troubled development has lived up to the game’s title. Among the “sorrows” befalling the game were reports of veteran designers mysteriously leaving during development, features being dropped, and the scope narrowing to unsatisfactory levels. The end-result is a basic hack-and-slash game that feels woefully incomplete.

Blast from the Past?

On one hand, Gauntlet: Seven Sorrows attempts to be a throwback to the 1985 original with updated graphics and light role-playing elements, with a strong emphasis on the word “light.” Players can once again choose from the four iconic characters, including a warrior, valkyrie, wizard, and an elfin archer. Levels are still linear in nature, reminiscent of the mazes found in the classic arcade game, and are filled with treasure chests, food to replenish lost health, and keys to open locked doors. Monsters also automatically spawn from “generators” as in the arcade game, and the most important feature, the four-player cooperative action, is still very much intact. Players can even team-up with friends or a band of miscreants online, a first for the series. Of course, longtime fans have already experienced most of this content in Gauntlet Legends and its offshoot Gauntlet: Dark Legacy. So what does Seven Sorrows bring to the table?

On the Straight and Narrow

Not a whole heck of a lot, actually. The graphics are slightly improved from earlier Gauntlet games, offering more dynamic environments with scripted elements such as boulders smashing into walls, fire shooting from floors, and so forth, but the levels themselves are more confining than a straightjacket. There is often only one path to the level exit, and the hidden secrets from previous Gauntlet games have been removed for a more clear-cut action experience. Keys are not needed to open treasure chests this time around, for example, and there is no need to search for hidden areas to access secret routes, power-ups, and so forth, because everything is out in the open. Players simply attack an onslaught of enemies until they run into a dead end or a clearly marked switch, in which case they press a button to automatically perform the required “action,” from lowering a bridge to pushing a statue.

Need for Speed   

The story is told between levels through sepia-toned sketches in a style reminiscent of The Mark of Kri. The heroes are brought together once more to vanquish the seven “sins” (re: bosses) of a tormented emperor. After selecting a character, Gauntlet fans will be initially surprised at how fast the game plays. Earlier Gauntlets featured a deliberate pace, but here it seems that every creature wants to run headlong into you, perhaps to distract you from the lack of things to do. Fortunately, your character’s moves are responsive, with four different attacks mapped to the face buttons. Players can also block with the left shoulder button, unleash magic with the right shoulder button, and perform special attacks by tapping the directional pad. The left analog stick is used for movement, while the right analog stick performs a nifty jump-kick to knock enemies down. Simple two- or three-button combo moves are available for each character, but moves have to be purchased in between levels with gold earned from treasure chests.

Character Flaws

The role-playing elements have been downgraded from Gauntlet: Dark Legacy, which is hugely disappointing. Characters only have three stat categories (damage, mana regeneration, and health), and the stats max out at 20. Experience points are earned through melee combat only, so characters that rely on projectile attacks like the elf and wizard are automatically handicapped. To offset this imbalance, the elf also wields a rapier and the wizard has some defensive spells up his robe’s sleeves. While there are also five weapon variants and five armor sets, they are automatically earned during the game after opening golden treasure chests. There is no individual character customization apart from buying new moves, which all can be acquired well before the game’s final level.

The Long and Short of It

Gauntlet: Seven Sorrows’ biggest issue, however, is its short length. Each of the game’s 16 levels can be completed within 10 minutes--10 extremely repetitive minutes--and there is no incentive to revisit past stages due to the lack of hidden features or bonuses. Unlike previous Gauntlets, there is no overworld or hub to pick and choose levels, so players must tackle each realm in succession. There are only four playable characters, there are no longer potions or power-ups like temporary invisibility, puzzles have been completely stripped down, and there are no co-op moves when combining two or more characters. Why the developers couldn’t offer random dungeons, diabolical traps, an assortment of upgradeable equipment, and similar features while still retaining the hack-and-slash theme is anyone’s guess. It’s not like this is a new genre. The only thing Seven Sorrows has going for it is its cooperative play online and off, but considering it can be finished within four hours, the game will leave you with more sorrows than advertised.