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I would hesitate to call 7th an adventure game. I would consider an adventure game to be one whose primary purpose is unraveling a story. 7th is really a collection of mini-games loosely tied together by a rapier-thin plot and not-so-captivating mystery. The developers could just as easily have included a “quick mode” where solving one puzzle immediately takes you to the next, and you would have missed nothing but some attractive rooms and a couple of ghosts. I say this to warn you against picking up 7th and expecting a typical adventure. Think of it more as a well-made and reasonably entertaining CG interactive riddle book and decide accordingly.
All in all, if Shivers is like a Tim Burton film, I'd have to say The 7th Guest is the Roger Corman of adventure games, mostly from the creepy, second-tier acting and costumes, like Fall of the House of Usher, a three-star Corman effort that is still relegated to American International release versus a major studio.
This was a fun game to play for perhaps 6-10 hours. With little story or exploration, it is only marginally in the genre of adventure games. It is a great game for the puzzles, and if you like cheesy “B” grade horror flicks, you’ll love the melodrama.
The 7th Guest is as famous and significant a game as Myst—well, almost. Released a year before Myst in 1993, it had the same kind of luminous graphics wound around a familiar point & click format. It tantalized users with a siren song of perspicuous graphics and open exploration. Gamers flocked to game stores clamoring for it. However, that is where the similarities between the two games end. Now some years later, Myst has proved a durable survivor of the adventure game exodus, still holding a great deal of its original appeal, while The 7th Guest has slowly faded into obscurity.
Idag kan det rekommenderas till fans av casual-spel som går igång på pussel. De som förväntar sig ett äventyrsspel med en tydlig och central handling göre sig icke besvär.