MobyRank MobyScore
PlayStation 2
59
3.2
Xbox
63
4.0
Xbox 360
...
...

Trivia

Another change is evident when looking at the credits and promotional footage for the game: Lead designer J. E. Sawyer (as well as early print ads) mentioned the epic storyline. In the credits, many names of the ACT3 studio can be seen - which usually provides Midway with pre-rendered FMV scenes. Also, in the E3 build, the game started with a two-minute cut-scene that used the ingame render engine.

The final game has none of this. This is because the actual number of levels is less than half of what was initially announced in previews, and since the missing levels created huge gaps in the storyline, the story was discarded altogether and replaced with a more generic plot. As evident from the credits, Josh Sawyer ended up asking to have his name removed.

Contributed by EboMike Bronze Star Contributing Member (2592) on Feb 17, 2006.

Gauntlet: Seven Sorrows underwent a major re-design in summer 2005. Watching Gamespot E3 videos (which present game before the re-design) offers a glimpse of the big changes that were done: For one thing, the game was originally planned to be very M-rated: The warrior could hack people in two, the valkyrie could decapitate people, enemies could be picked up and thrown into spikes, all with very bloody results. Also, the traps in the dungeon passage were all very lethal indeed (the saw blades for example would chop a careless creature into chunky little pieces of meat).

Contributed by EboMike Bronze Star Contributing Member (2592) on Jan 17, 2006.

Josh Sawyer (Icewind Dale developer) and John Romero (Daikatana designer) were attached early on during the development of Gauntlet: Seven Sorrows. Both of them left the company somewhere around July of 2005. A PC version was also announced but it was cancelled.

Contributed by Karthik KANE (468) on Jan 16, 2006.

The game was originally developed with the RenderWare graphics engine. However, unhappy with its capabilities, the developers replaced it with their own engine they wrote from scratch.

Even though the RenderWare logo is shown, there are almost no traces of the RenderWare engine left in the game (except for a few framework functions).

Contributed by EboMike Bronze Star Contributing Member (2592) on Jan 06, 2006.

 

Errors and omissions on this page may be reported to the MobyGames approvers.

MobyGames™ Copyright © 1999-2009, MobyGames.
All rights reserved. Do not duplicate or redistribute in any form.
moby sites | about us | advertise | disclaimer | privacy statement | become an approver | RSS