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Review Showcase
Seven: The Days Long Gone has managed to impress me with its dystopian sandbox structure and stealth gameplay mechanics. It’s been too long since I’ve played such a hybrid of themes and genres. As the Steam debut of Fool's Theory (with help from Humble Bundle and IMGN.PRO), there’s very little to complain about their project and I sincerely admire their bold decision in setting their standards significantly higher than what many indie devs would hope to achieve from the get-go. If starts are meant to be the hardest part, then I’m really looking forward to what this dev team can accomplish in the foreseeable future.

“In a closed society where everybody's guilty, the only crime is getting caught. In a world of thieves, the only final sin is stupidity.”
"Fear and Loathing in Las Vegas" by Hunter S. Thompson

I love it when games explain their fictional worlds through the famous words of writers whose works, I’ve actually read and enjoyed. This wonderful quote is shown at the end of Seven: The Days Long Gone’s introduction. It fits the game’s themes like a glove. Teriel the “master thief” is neither stupid nor entirely guilty for the life and profession that he’s leading. When you live in a semi-primitive dystopia that is literally built in the shadow of war-torn past civilizations, you have a limited choice if you wish to survive, not to mention prosper. Survival and finding a meaning to life, are both central topics which are deeply imbedded in Seven’s storyline. This figure, “magic number” and powerful symbol in so many cultures and contexts refers to multiple aspects even in the game’s narrative thread. There are seven strictly monitored districts in the penal colony of Peh. The nearly mandatory pilgrimage of the pseudo-religion present in-game, is called the “Seven Steps of Drugun”. That’s Emperor Drugun, for you and me.

You see, no matter in what kind of post-apocalyptic world you may try to scrape a living in, there will always be enough lunatics to cling on to their twisted definitions of power and submission. The Vetrall Empire is no different. Built on the smoldering ruins of what was left of civilization after a Great War, several tribes were united by a warlord who imposed an “imperial cult” of worshipping himself and his heroic deeds. Emperor Drugun’s rule is absolute and any form of dissidence is met by a swift and violent death. It almost sounds like an equivalent to Warhammer 40K’s God Emperor of Mankind, yet the world of the Vetrall Empire is even bleaker than the Imperium of Man. Our story’s mystical tyrant is also enforcing his will through oppressive factions that are seemingly loyal to him. The Biomancers are self-proclaimed healers which hide their ulterior motives very well. In exchange for their tireless spewing of propaganda, Drugun allows them to conduct all manner of heinous experiments on the commoners within the empire. If you think that these guys are the the worst villains in this tale, let me tell you about the Technomagi.

“Affectionately” referred to as Tinnies by nearly everyone’s who doesn’t belong to their faction, the Technomagi are a mix between Fallout’s Brotherhood of Steel and a brutally efficient police force. I should probably call them “The Brotherhood of Plastic” since they seem obsessed with securing old world artifacts while sporting polymer weapons and armor sets. There really are no “good guys” in Seven: The Days Long Gone, so stop looking for any and just enjoy the story. A considerable amount of triva and backstories have been written for characters, factions, locations or the mutant wild life. All this information is stored in a Codex that can be consulted at any point, so I won’t focus too much on minor narrative details. I’ll summarize it as a thief’s journey of self-discovery that will take him from one hellhole to another. You won’t even notice how fast the scenery changes from the neon-lit capital of the Vetrall Empire to the desolate landscapes of the Peh prison colony that mirror Alcatraz’s lethality and impossibility of escape. Teriel shall be spending most of his time sneaking around and infiltrating places that are normally off-limits to prisoners. That’s part of Seven’s charm, that you’ll also be able to blend in via disguises.

If you never played or even heard of the Planet Alcatraz series, you’re forgiven. They can be found on the Steam Store and while they aren’t very popular titles, they seem to share some elements with the game I’m reviewing today. Isometric RPGs which combine Sci-Fi and post-apocalyptic topics with combat that favors a more stealthy approach, are a rather narrow niche which could always use more representatives. As I mentioned above, Teriel can disguise himself if he obtains the approapriate sets of factional armor. That is one of the first things you should keep in mind once he’s incarcerated on the penal colony. Impersonating his captors, is the only way the “protagonist” will be able to reach heavily defended checkpoints or fortifications. Make it a priority, in silently taking down a lone Technomagi guard and stealing his equipment. Just like in the Hitman series, blending in while disguised won’t be a fail-safe procedure (since officers can see right through your ruse), but it is the only way forward since Teriel won’t be able to fight back and survive encounters with multiple heavily armored foes. Play it smart and patiently. There are no in-game time constraints to accomplishing any of Seven’s many objectives.

Powered by the Unreal Engine 4 and featuring an isometric projection with a healthy dose of cel shading, Seven: The Days Long Gone is a sight to behold. It may strain your GPU depending on the resolution you choose, but I found a nice compromise between beauty (maxed out details, naturally) and stable 60fps, around 2560x1440. There were still minor frame rate drops, but nothing in comparison to the instability found on 4K resolution where I’d witness drops from 60 to 30 far too often for the game to be enjoyable. I like 4K screenshots and especially so if they’re made by me, yet for the sake of stability I settled for 2K. From what I’ve been reading on the game’s Steam Community tab, there were serious frame rate issues at launch, but a quick succession of patches have managed to solve that. You can’t accuse the developer of slow support, at least. Several glitches which involve NPC pathfinding and texture pop-in are still present but I’m certain that in time, they’ll also be eradicated. Other than that, there are many landmarks to visit, climb around or sneak into. Cutscenes are divided between skilled drawings and rendered by the game’s engine. I really enjoyed Seven’s art style. From retrofuturism to bleak realism.

The sounds are also complementing the visuals quite nicely. A discrete soundtrack, ample supply of sound effects and skilled voice acting, all ensure that Seven: The Days Long Gone is regarded as a quality experience, capable of conveying the much needed identity to its oppressive game world. Of course, with the amount of dialogue and side quest complexity, not all NPCs feature voice acting, yet the crucial missions and objectives are properly explained and voiced through different English dialects. No typos were found so far and I do hope it shall remain that way.

Gameplay, Verdict, Summary & Rating are below in the Comment Section.
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Divide et Impera is a total overhaul of Rome 2 that seeks to provide a challenging, historically authentic, realistic experience of the ancient world and warfare. Almost all aspects of the game have been overhauled, including hundreds of custom units and t
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bigh XCX 5 minutes ago 
:FallingLeaf: Happy Halloween! :FallingLeaf: Boldog Szia Becs! :FallingLeaf:

ℌ𝔞𝔭𝔭𝔶 ℌ𝔞𝔩𝔩𝔬𝔴𝔢𝔢𝔫!

QUISS 3 hours ago 
happy halloween mate :rbiggrin:
KAEONA 3 hours ago 
May the spooks be with you! Happy Halloween!
BlackThug 6 hours ago 
:totcskull: Happy Halloween :totcskull:
◥ Sonic123 ◣ 7 hours ago 
Booooo! :ms_ghost: