Though, conceptually, this story-driven game has a unique hook, in practice it is quite aggravating
One of the great things about the indie space is that you will often see developers taking big and daring swings at new approaches and ideas. There’s no doubt that 7 Days falls into that category. I’ve played a number of games, to this point, where one component of the experience is working out an understanding of a language you don’t know, and through a series of puzzles and scenarios roughly coming to understand what certain symbols mean in order to progress at certain points. 7 Days takes that concept and goes all in on it, with your interactions with another character being completely in this unknown language. Where this is at least interesting is that it puts the power of determining what they’re saying in your hands, potentially making things funny, sad, or even threatening, quite literally putting words in their mouths. That said, while it’s an interesting exercise that may be temporarily diverting, I find that its method of really shifting the enjoyment of the experience almost completely on the player to be a bit frustrating and even lazy. As long as you understand what you’re in for you may find it to your liking, but on a general level I’d look for a title with a little more meat to offer than this pretty minimalist exercise.
Justin Nation, Score: