Seven, by Fool’s Theory: Is This Something?

Seven, the newly-announced game from newly-founded indie developer Fool’s Theory (which is comprised of former CD Projekt RED developers, fresh from the The Witcher 3 team), certainly sounds like it could be something:

Seven is a Thief-inspired, 3D isometric RPG, in which you take on a role of a lone traveller. You’re going to explore a nonlinear, sandbox world – Empire of Vetrall.

Classic isometric gameplay is going to be redefined with parkour climbing system that gives you the ability of free-traversing obstacles on any height horizontally and vertically.

Quest line set in a “beyond-post-apocalyptic” environment is created by minds behind The Witcher 3: Wild Hunt. You can expect branching choices with moral consequences. More to come soon.

That’s a pretty terse description, and it’s about as much as the game’s equally terse website has to offer as to what sort of game it will be. Well, no, there’s also a bit of lore on the page, which suggests that one of the game’s main focuses will be exploration and artifact…”retrieval”:

Not everyone’s happy about me rummaging through these once-buried cities. Sure, it’s illegal, yeah. But to be honest, ‘illegal’s’ kind of an understatement when you consider what the Inquisition Tribunal will do to you if they catch you mooching around out there. On the other hand, what choice is there? Could you steal from mothers with starving children? Or be happy starving yourself? Nahh, I reckon it’s better to rob the dead and burgle their cities than steal or starve. Least you don’t have to worry about whatever horseshit the Biotek Order is currently trying to convince you of.

I know, friend, I know. But look — this whole plateau, Peh included, was worth less than a rat’s liver at a cryo auction. And then lo and behold, the earth rumbled and shook, cracked and exploded, and farted out these impossible buildings with their metal pipes full of magic and weaponry only the Technomagi understand.

Still, claiming the mantle of Looking Glass’ Thief is not something one does casually; if nothing else, it communicates a certain level of ambition on the part of the developers. Or hubris; it’s an awfully high height to fall from. And how, exactly, will Thief-like stealth elements — and parkour, for that matter — work in an isometric viewpoint?