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.
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).
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.
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.