PS2 Review: Gauntlet - Seven Sorrows

Gauntlet - Seven Sorrows
If hack and slash interests you, Gauntlet: Seven Sorrows is the perfect game. There is hacking, there is slashing, and then there is some more hack and slash thrown in for good measure. It’s really a love it or hate it sort of game. If you need engaging story lines to make you happy, stick with Final Fantasy. If, on the other hand, online multiplayer bloodshed is your thing, this is your game.


Reviews

IGN writes:

Gauntlet: Seven Sorrows should come packaged with a warning label, like booze or cigarettes. In this case, it should say: “Warning. Excessive play of Gauntlet: Seven Sorrows may cause your thumbs to fall off.” Seriously, if there ever was a game to give you “Nintendonitis,” that pesky little ailment that afflicts habitual button pushers, then this is it. You will hack. You will slash. And you will do it some more.

Gamespot.com says:

Gauntlet first appeared in video game arcades about 20 years ago, and its addictive hack-and-slash action was well worth the 25-cent price of admission. Featuring a memorable assortment of heroes and monsters as well as one of the first successful implementations of four-player cooperative gameplay in an arcade game, Gauntlet quickly became a classic. It’s gone on to influence countless similar games, such as the hugely successful Diablo series and various Gauntlet spin-offs and sequels. The latest of these is Gauntlet: Seven Sorrows, a short, forgettable game that seems content merely to copy the design of its ancient predecessor rather than introduce any noteworthy twists or updates to a formula that’s been driven into the ground over the years. Four-player cooperative play just doesn’t do much to help alleviate the monotony of this game’s flat, simple action.

Yahoo Video Games says:

When Midway first announced its newest Gauntlet game, the pitch was impressive. Early demos talked about how the game was going to take more of an action-RPG slant, feature multiple character combos, and generally have a lot of depth. Explore the world of the Warrior, Wizard, Elf, and Valkyrie without falling back on a repetitive hack-and-slash formula. But during development, both John Romero and Josh Sawyer left the company, resulting in a drastic scaling back of the project. The end result is a mere shadow of what it could have been and a middling rehash of what we’ve all seen before.

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