29th March 2005, 3:10 PM
http://www.cgonline.com/content/view/603/2/
The writers have a sense of humor at least, but I'm still pretty dubious about if this game will really be Gauntlet, or will just be a new action/RPG with the Gauntlet name tied to it... I want generators creating 98% of the enemies, constant spawning that forces you to fight massive numbers of enemies, very simple levelling up (maybe having choices when you level up could work, but if you do that keep it very simple -- this is Gauntlet, and simplicity is a big part of why it's fun...), shooting-the-walls and hitting-switches puzzles... you know, everything that makes Gauntlet Gauntlet... and I don't know if this game will have that.
"But it might be BETTER", you say? Eh, who knows... I just know that Gauntlet, as it was in Legends and Dark Legacy, was great and didn't really need a huge revamp. We're getting it anyway.
But if it does work, and it is still Gauntlet... well, I think I'll need a new video card. :D
Quote: Gauntlet: Seven Sorrows Interview Print E-mail
Written by John Callaham
Monday, 28 March 2005
Josh Sawyer of Midway talks to Computer Games Magazine about Gauntlet: Seven Sorrows, the upcoming remake of the classic fantasy action-RPG.
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Gauntlet is definately one of the more well know video game franchises and later this fall Midway Games plans to bring that famous name back into the limelight with Gauntlet: Seven Sorrows, a remake that brings together two famous designers from different genres; former id Software member John Romero and former Black Isle Studios member Josh Sawyer. Computer Games Magazine got a chance to chat with Sawyer about their plans for Gauntlet: Seven Sorrows.
Computer Games - First, why did Midway wish to come back to the Gauntlet franchise at this time?
Josh Sawyer - Midway is very interested in modernizing its classic franchises. The new Area 51, Narc, and L.A. Rush are all based on Midway arcade games. Gauntlet is one of the granddaddies of co-op action, so it was another great choice to bring onto today’s consoles.
Computer Games - In addition to the basic gameplay, will Seven Sorrows have and winks and nods to previous games in the Gauntlet series?
Josh Sawyer - Definitely. The most obvious will be the inclusion of the “narrator voice”, which is a tradition going back to the very first Gauntlet. We don’t use food in to regain health in Seven Sorrows, but most of the old lines (and some new ones) will be in our action-oriented advance mode. The gameplay elements include things like generators, Death, super attacks (which we call “class skills”), and so on.
Computer Games - What can you tell us about the storyline for the game?
Josh Sawyer - The story starts about two centuries after four immortal heroes conspired to assassinate the all-conquering Emperor Yupanqui of the Urcointi Empire. The magical tree to which they were crucified mysteriously collapses, setting them free. They seek out the emperor only to find that he has used magic to prolong his life. Wracked with guilt over seven acts of cruelty, the emperor is attempting to merge himself with the energy of the world to bring back his murdered lover. The main problem with this is that it might tear the world apart. The heroes then set out to undo the sorrows of the emperor to stop him. Along the way, each of the heroes has to come to terms with their own past as they return home.
Computer Games - What will the playable characters in Gauntlet: Seven Sorrows be like?
Josh Sawyer - There are six PCs. The core four are the warrior, valkyrie, wizard, and elf. The two new characters are the lancer and tragedian. Here’s a quick run-down on each of them:
Warrior
• Likes: Two-handed swinging weapons, vengeance, assassinations, breaking oaths.
• Dislikes: The emperor, being branded on the face, most of his countrymen, the valkyrie.
• Signature Move: Isle’s Defense – The warrior spins and releases his weapon, which flies around him like a lawnmower blade and returns to his hand.
• Class Skill: Retribution – The warrior swears that everyone who strikes at him will fall. By pressing the left trigger immediately after an attack hits him, the player can make good on that promise.
Valkyrie
• Likes: Keeping oaths, giving advice, cleaving weapons, ravens.
• Dislikes: Conflicting oaths, people telling her what to do, jerks, wearing armor over her vital areas.
• Signature Move: Northern Slash – The valkyrie charges her weapon and spins forward through the air, knocking enemies down and away.
• Class Skill: Flock – The valkyrie calls down ravens on her enemies. By jamming on face buttons, the player determines how many ravens come down and on which targets.
Wizard
• Likes: Wands topped with deer skulls, astrology, carved stones, eating human flesh.
• Dislikes: The empire, hysterical people, talking about his past, vegans.
• Signature Move: Soul Menhir – One unlucky soul is destroyed by the wizard’s attack. The wizard uses the dead man/woman/creature’s soul to create a pillar of magical force that roves around the battlefield.
• Class Skill: Mote Ignition – The wizard uses the spirits of fallen enemies to create spheres of elemental energy orbiting around him like tiny planets. Tiny planets that annihilate enemies when the player steers them around using the analog stick.
Elf
• Likes: Crystals, rapiers, being friendly and optimistic.
• Dislikes: Deception, pessimism, imperial sorcerers.
• Signature Move: Backhand – Spinning backward, the elf uses his shield to clock an enemy, sending them flying into the air. Often followed up by a rapid triple shot of his crystal throwing shards, which keep the enemy airborne.
• Class Skill: Glow – Calling on the ancient star of his people, the elf starts to transform into magical energy. The aura around him burns enemies and can eventually explode if the player takes it to the fantasy equivalent of critical mass.
Lancer
• Likes: Elitism, racism, talking down to people in their native language, the Great Ones.
• Dislikes: Uppity lower class people, foreigners, people with skin lighter than his.
• Signature Move: Noble Vaward – Floating into the air and bracing for impact, the lancer launches across the battlefield, his lance skewering any opponents who happen to be in his path.
• Class Skill: Supremacy – The lancer dons the ghostly armor of his ancestors. While equipped, the armor prevents the lancer from reacting to hits. It also allows him to annihilate weak enemies with a single strike of his weapon.
Tragedian
• Likes: Populism, being helpful, preserving culture, Harlot’s Tongue (sign language), long combos on the beach.
• Dislikes: Intolerance, being tortured for a decade, sing-alongs.
• Signature Move: Falcon Pact – After launching an enemy in the air, the tragedian leaps up, plants her feet on the victim’s chest, and repeatedly drives the target into the ground.
• Class Skill: Maquette – Used when surrounded. The tragedian conjures up a floating dummy of herself and teleports away in a cloud of smoke. Enemies attack the maquette until it is destroyed. Insert self-deprecating joke about AI here.
Computer Games - What kinds of environments will players see in the game?
Josh Sawyer - In a departure from the traditional Gauntlet formula, many of the areas will be exterior locations. The maps range from creepy swamps and sunken cities to plague-infested villages and an underground nexus of magical energy. Of course, we have a few bona fide dungeon levels as well.
Players should also expect a very high level of art quality in the environments. These maps are custom-built, not tile-based. We use a variety of camera types and angles throughout the game to achieve a nice balance of beauty and usability.
Computer Games - What will the combat system be like?
Josh Sawyer - Gauntlet’s combat is more like a fighting game than an RPG. Characters use a variety of weapon styles to perform different moves and combo chains. In addition to the stock “peashooter” missile weapon each character has (crystal knives for the elf, axes for the warrior, etc.), they use the other face buttons for Quick, Strong, and Special attacks. Quick attacks are the bread and butter moves, used for interrupting enemy charge attacks and dealing out fast damage. Strong attacks are used in preparation for an enemy advance or to clear a large area. Special attacks are sort of a grab bag of things like elbow smashes, kicks, and hilt butts. They are often used to knock down a character, break a block, or juggle an enemy into the air. Players will combine these button presses to perform special combos for different situations.
Each character class also has a super attack, or “class skill” that they will be able to use. These super attacks vary greatly, but all of them have an “active” component to their activation or use. For example, the valkyrie’s Flock skill places face button markers over the four nearest enemies. Every button press calls down a raven on the corresponding target.
In addition to these elements, players can co-operate to pull of large “junction skills”. Junction skills are comparable in power to class skills, but the mana cost can be shared by a number of co-operative players.
Computer Games - How will the characters "level up" in the game?
Josh Sawyer - At the end of each stage (or when quitting the game) players with enough experience will be able to assign one point to their character. This point can be used to advance their base statistics, add power to their class skill, or to unlock new weapon combos.
Computer Games - What kinds of enemies will players face in Gauntlet: Seven Sorrows?
Josh Sawyer - Enemies range from the mindless insect-like Skull Spawn to the highly organized and deadly Imperial Legion Lieutenants. The monster designers are working on making each enemy distinct. The enemies don’t have to be ultra-sophisticated in their behavior as much as they have to significantly differ from other creatures in the environment. We want the player to determine that the complexity of dealing with a situation lies in the combination of enemies, not in any specific enemy or enemy behavior on its own.
Computer Games - What will the multiplayer modes be like in the game?
Josh Sawyer - Offline, players can go through the 1-2 player story mode or the 1-4 player advance mode. Story mode allows the players to use alternating pairs of heroes (warrior and valkyrie, elf and wizard, lancer and tragedian) as they work through the seven sorrows. In advance mode, the story elements (dialogues, cutscenes, etc.) are stripped away so the players can focus on advancing their characters and collecting more treasure.
Online, players can participate in the advance mode or “perfection matches”. Perfection matches allow players to go through the game solo while connected to our central server. Perfection matches are very difficult, because the game spawns enemies and scales bosses as though four players were in the game. For completing a perfection match, players get a visual merit badge next to their character’s name. If they have the highest perfection score for their level bracket, they also receive a unique weapon or shield that is effectively a useable trophy – for as long as they hold the high score.
Computer Games - What other interesting gameplay elements will Gauntlet: Seven Sorrows have?
Josh Sawyer - Seven Sorrows uses the spirits of dead enemies to regenerate player health. It’s somewhat similar to the system found in Onimusha. Because the players have to share this resource in multiplayer games, it becomes an interesting co-op element.
Also, to prevent loot-grabbing in online play, treasure drops usually dispense one item for each player. The items might not all be of equal value, but everyone gets one.
We are also using a light challenge system in multiplayer to keep players on their toes. A challenge might be a command to not use block for the level, or to kill at least three enemies with junction skills. Players who complete their challenges receive keys, which are used to unlock rare “special” chests. Special chests only give one item, but the item is usually more powerful than the standard treasure drops for that level.
Computer Games - What are the game's graphical features be like and will there be any enhanced graphics for the PC version?
Josh Sawyer - We have re-written our multi-pass renderer for both Xbox and PS2. We support bloom, glow, specular and environment mapping – all sorts of goodies. Also, we’re supporting 720p and 1080i, which looks fantastic.
Computer Games - The game is being designed by John Romero and yourself. What do do and he bring to the table in terms of creating a new Gauntlet game, especially since you both come from two different game design backgrounds?
Josh Sawyer - John’s focus is usually on the core fun of the gameplay. I’ve been working on the world and character design, story, the RPG system, and the core combat mechanics.
Computer Games - What is the current status of the game's progress and when will it be released?
Josh Sawyer - We are rapidly approaching alpha, so a lot of elements are being integrated as I write this. We’ve also just wrapped up our first pass on voice recording, which went very well. We are scheduled for release in Q4 of 2005.
Computer Games - Finally is there anything else you wish to say about Gauntlet: Seven Sorrows?
Josh Sawyer - It’s going to knock your socks on your ass.
The writers have a sense of humor at least, but I'm still pretty dubious about if this game will really be Gauntlet, or will just be a new action/RPG with the Gauntlet name tied to it... I want generators creating 98% of the enemies, constant spawning that forces you to fight massive numbers of enemies, very simple levelling up (maybe having choices when you level up could work, but if you do that keep it very simple -- this is Gauntlet, and simplicity is a big part of why it's fun...), shooting-the-walls and hitting-switches puzzles... you know, everything that makes Gauntlet Gauntlet... and I don't know if this game will have that.
"But it might be BETTER", you say? Eh, who knows... I just know that Gauntlet, as it was in Legends and Dark Legacy, was great and didn't really need a huge revamp. We're getting it anyway.
But if it does work, and it is still Gauntlet... well, I think I'll need a new video card. :D