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Demystifying Killer 7

Akia

Member
Finally some intresting impressions:

Eurogamer said:
Killer 7 is arguably the most audacious piece of game design ever. Not that it's an especially complicated game - we'll try and demystify it in a moment - but simply that it's one of the few games that has been designed around the artwork with very few compromises.

It'd be easy to take one look at Capcom's latest masterwork and dismiss it as a vanity project, but all it essentially does is shift the focus in subtle, intriguing and above all intelligent ways. In some senses it's a game that messes with most of your preconceptions about videogames; about how a game should control, how a game should be viewed, how a game should look. Hell, even the way the game sounds is utterly unique, and the characters... Well, has there ever been a bigger collection of oddballs?

It's a game that'll have you exchanging bewildered glances with onlookers and remarking "what the hell was that about?" But anyone with a soul couldn't fail to fall in love with what it stands for: originality, personality, pushing the boundaries, shock, and taking players to places they've never been before. Places they never knew existed, and certainly never imagined. Killer 7 is a very special game indeed.

And yet somehow despite all of the arch, arty weirdness bursting out like the blood from Kaede Smith's wrists, the core of Killer 7 is still comfortably familiar; certainly the long-term Capcom fans will spot the long-ingrained design philosophies almost immediately. It's comfortable to know from the very beginning that there's nothing to be afraid of here. Killer 7 is not reinventing the wheel. It's just using it as a Banjo, playing Hendrix licks with its teeth, smashing it onto the stage to shock and setting it on fire and burning its audience alive for kicks.

So, if you're still with us, you're probably due an explanation of who the infamous Killer 7 are exactly. Think Ocean's Eleven, only substitute Clooney, Pitt, Damon, Roberts [pfft, she wasn't one of the eleven -Ed] et al for The Smiths. And we're not talking about those Mancunian miseries Morrissey and Marr, but seven selectable weirdoes who you play as throughout the game; or more accurately the seven personalities/alter egos of a certain Harman Smith, a wheelchair-bound old man who also happens to be the world's most feared assassin and also just so happens to carry a large anti-tank rifle around with him. Subtlety is not his strong point it would seem.

Actually, for a bunch of trained assassins, subtlety is precisely the last thing on the minds of this lot. Killer 7, for reasons not even Capcom seem to have gotten to the bottom of, allows the player to seamlessly select (via the Start menu) from the cast of Harman's mind, if you like. Each one has its own specialty, so in the case of the superfly 'leader' of the pack, Garcian Smith, you come equipped with a silenced handgun. The overtly aggressive Dan comes armed with a custom Magnum, former wrestler MASK De packs a huge punch with his double grenade launcher, Coyote acts as the token locksmith, the albino Kevin (?!) can disappear and prefers throwing knives, the unhinged KAEDE (their choice of SHOUTY block caps, not ours) meanwhile has a handy pistol with a scope, and prefers to shower blood on her foes by slitting her wrists. Don't even ask. And finally, Con has the curious ability to visualise sounds, not to mention run like the wind with a hilarious Billy Whizz style.

It seems hugely ambitious to even try to attempt to make sense of why you're busy trying to make the best use of the various personalities of Harman Smith, but we'll give it a shot. Essentially Killer 7 has a reputation for getting the toughest jobs done, and is the kind of organisation that Governments will call on when things go tits up and even the Army/CIA/CTU/Delta Force cower in fear at the task in hand.

In the case of Capcom's deeply unhinged game, the year is 2003, and a "new wave of terror is spreading fear and panic throughout the continent". This deadly threat goes by the sweet and innocent name of Heaven Smiles, which are effectively a deadly army of walking bombs - essentially zombie-like shamblers that blow up in front of you if they manage to make contact. This axis of evil is headed up by a certain Kun Lan, and it's the job of Killer 7 to root out his henchmen one by one.

And this is our rather long and winding route to actually telling you about the game. Designed as a series of chapters (the opening one being called 'Angel') the overall goal of each one is to work out how to find the 'boss', and doing so involves solving a bunch of typically Capcom-esque problems; picking up objects, facing off against a slew of deadly Heaven Smiles and then duking it out with a boss.

It sounds relatively straightforward when you try and sum up the basics like we've just done, but it probably won't really seem like that to begin with, and here's why: from a control/camera perspective Capcom has pretty much ripped up the rule book, defying conventional wisdom about how you're supposed to do these things, and instead, as we said before, seems to have very much designed the game to look a certain way. First of all the graphic novel art style very much dictates the gameplay - simply by almost shoehorning the actual mechanics around it. It seems abundantly clear that directors Goichi Suda (Grasshopper Manufacture Inc.) and Shinji Mikami (Resident Evil) wanted to remove the camera control from the gamer, and in fact any real movement control at all.

In Killer 7, all you have to do to move is hit the A button to run and B to turn round. That's it. It's jarring as hell to begin with as you'll be haplessly trying to spin the camera and move your character around the environment, but it's no use. But in forcing this upon the player the very deliberate midget's-eye-view camera angle gives the game a very stylistic edge that wouldn't be possible if the freedom was given over to the player.

Run down a corridor and the camera sweeps with you. Reach a junction and a shard of glass option menu slides into view. Point the left stick in the appropriate direction and your character will continue in the direction. Reach a door and the same thing happens - just hit the direction again and you'll enter. See a character or an object to interact with and the same principle applies: the character's name or object appear as a shard in that general direction on the screen and you move the left stick to confirm you want to interact with it. It seems odd to even have to describe how you move around and interact with things in a game these days, but, believe us, it's entirely at odds with anything you'll have ever played.

Combat scenarios are a little more traditional, but still take a bit of getting used to. In Killer 7 every time you hear a maniacal cackle, it means a Heaven Smile is in the vicinity, heralding a face-off. At this point it's really important that you simply stop in your tracks and hit the right shoulder button to flip to a first-person view. Hitting the left shoulder button then scans the area, as at this point your enemies will be invisible to you. After that, you'll be slightly unnerved by the fact that they're heading in your direction and are set to explode unless you start pumping some lead into them.

With infinite ammo you can happily just get rid of the initial wave of shambling Heaven Smiles by shooting them several times until they explode in a shower of blood, but each one has a yellow 'weak spot' which, if successfully targeted, kills them in one shot. However, from a distance it's a major task getting the cross hair to line up just so so you'll probably miss more times than is strictly comfortable.

If you do happen to cop an exploding Heaven Smile, the little eye indicator at the top starts to close, indicating your loss of life. But successful kills stock up your blood supply, and can be used to top up your life force at any time, so long as you have some in stock. Combat success also elicits a bunch of (quite strong) expletives from your chosen personality, which are as amusing as they are quite shocking. Imagine Clint Eastwood with Tourette's and you won't be far out with the potty-mouthed antics on show here.

Dotted around you'll find rooms that house the mysterious Samantha (a saucy, sex mad temptress, it seems, not averse to shagging the disabled, we kid you not) as well as a TV set. If Sam is dressed in a nurse's uniform you can save your progress (well, obviously), while the TV bizarrely acts as a means of 'changing channels' between personalities, as well as enabling you to power up one of four of the stats of whichever personality you feel is the most deserving. In this sense it's typical Capcom, reminiscent of the power-up systems used in Devil May Cry, Onimusha, and even Haunting Ground most recently. Blood acts as your currency here, so as long as you're killing regularly, you'll soon be able to power up each personality in the usual areas, such as health, weapon, targeting ability and the like.

Although admittedly we had a Capcom representative present to give us helpful hints, the game feels well structured and logical, with plenty of NPCs on hand to dish out background info and hints as to where you should be heading next. In one instance we had to find a Fire Ring in order to light a sequence of candles, another we had to find an emblem to place on a wall to open up a locked section. Later a locked door yielded to a code scribbled down elsewhere. All very Capcom.

But all the while, there's so much going on in terms of the audiovisual style and presentation that feel so completely different that it's a game that can't help but grab your attention. Having seen four of the game's chapters, it's clear that the style changes quite radically as well. At the start it's quite stark, set in a fairly featureless and clinical office environment, but later it switches to sunny outdoor settings and the yet maintains a consistency of style that charms the socks off you. If there's a cooler looking game that's ever been made, then we haven't seen it.

Even the audio is on a different plane. The voice work from all the monstrous creations you come across along the way (the ever-helpful Iwazu and the raspy T-shirt loving Travs, to name but two that we came across) is mostly unintelligible garble. Death-rattling gobbledegook that you'd never understand if it wasn't for the subtitles, while other speak in clearly decipherable English, but not in a way your ears have ever heard it. Truly alien indeed.

But just as charming are the little snatches of guitar work that intersperse little actions, cut-scenes and incidental flourishes. It's like the game's way of providing an audio cue to something impending, and give the game an even richer atmosphere that leaves you beaming from ear to ear at how much loving care has gone into creating something so unlike you've played before, yet has enough solid familiarity to draw you into something with structure and purpose.

With E3 just a few days away, there are going to be one hell of a lot of confused souls who will try to get a hands on during the show and leave the demo pods utterly confused and doubtlessly indifferent to what they've seen. They may shake their head wearily and write it off as an indulgent experiment that's not for them. If that's the case, that's a shame, because in the quiet confines of Capcom's Hammersmith Euro HQ it was quite clear to us that what we have here is a game of immense promise, originality and charm that isn't a game you can just pick up and play and expect to understand or even like for at least the first half hour or so.

All we know is that Killer 7 is one of the only games that will be released this year that is daring to do anything new whatsoever, and deserves your attention on that basis alone. Whether it really does deliver on its promise over the course of the 20-hour game remains to be seen, but its mid-July release is looming large, and we've been promised that we'll be able to get hold of a review copy in the near future.

Soruce Eurogamer
 
I don't see anything NEW or SURPRISING about this, just check up on what the developer Grasshopper has been making all along. :P
 
Let me shorten that load of crap:
Push A to move on rails.
Push b to turn around.
Hold R to aim.
L to "scan" kind of like Metroid.
Occassionally solve puzzle by using special powers.
That's it. Not much of a game.

Story is student film script mess of useless shit that you will like if you are into weird ass anime.
Game is artistic.
Looks and sounds cool.

Reviewers will herald it for being artistic, unsual... bla bla bla. In other words: more boring than ICO and Cubivore combined.
 
Drinky Crow said:
Man, I coulda spotted this review coming from a mile away.

I don't play games for the "audacity," nerds.

Antonyms for audacity are: circumspection, cowardice, fear and spinelessness.

Sounds fun.
 
Musashi Wins! said:
I want this game to succeed.

Eurogamer is trash.

So you want a game that you've never played and from experience of the developer will likely be arty-farty stupid crap forced into some sort of interactive experience to suceed? Or is there something you know that we don't?
 
duckroll said:
So you want a game that you've never played and from experience of the developer will likely be arty-farty stupid crap forced into some sort of interactive experience to suceed? Or is there something you know that we don't?


Yes to the first part, no to the second. It looks cool. I want it to be interesting. Why do you find that offensive? Are you talking about sales? I don't care about that.

And I'm just saying that Eurogamer isn't trustworthy.
 
Hey, at least it'll inspire Tim Rogers to write a 25K word essay bookended by fictional accounts of his life in Japan. And really, isn't that what we ALL want?
 
DrLazy said:
Let me shorten that load of crap:
Push A to move on rails.
Push b to turn around.
Hold R to aim.
L to "scan" kind of like Metroid.
Occassionally solve puzzle by using special powers.
That's it. Not much of a game.

Story is student film script mess of useless shit that you will like if you are into weird ass anime.
Game is artistic.
Looks and sounds cool.

Reviewers will herald it for being artistic, unsual... bla bla bla. In other words: more boring than ICO and Cubivore combined.




Thank you.
 
Musashi Wins! said:
Yes to the first part, no to the second. It looks cool. I want it to be interesting. Why do you find that offensive? Are you talking about sales? I don't care about that.

And I'm just saying that Eurogamer isn't trustworthy.

I don't find it offensive, I was just curious really. It's just that Grasshopper is a *really* arty-farty studio whose output is really less than stellar. If not for the Capcom name on it and the much higher budget, no one would give two shits about the game honestly.
 
Drinky Crow said:
Hey, at least it'll inspire Tim Rogers to write a 25K word essay bookended by fictional accounts of his life in Japan. And really, isn't that what we ALL want?
Nah. I want a beer.
 
I wonder what the reaction would be if this game wasn't on Gamecube... What other games have Grasshopper made?
 
duckroll said:
It's just that Grasshopper is a *really* arty-farty studio whose output is really less than stellar. If not for the Capcom name on it and the much higher budget, no one would give two shits about the game honestly.

So like Kingdom Hearts and Xenosaga, except for the presence of some originality?
 
djtiesto said:
I wonder what the reaction would be if this game wasn't on Gamecube... What other games have Grasshopper made?

Silver Jiken (PS), Flower, Sun, and Rain (PS2), Michigan (PS2), Killer 7 (PS2/GC). They might have been involved in Bounty Hunter Sara as well for the DC/PS. They're mostly adventure game developers but usually sacrifice HUGE amounts of actual player enjoyment just to make the game weirded out and strange.

Catchpenny said:
So like Kingdom Hearts and Xenosaga, except for the presence of some originality?

I'm not even sure how that factors in. KH is a traditional action RPG and Xenosaga is a traditional RPG. When I say arty-farty I mean the entire game is a gimmick that rides on something weird and/or disturbing with no real solid narrative or purpose. Plus the gameplay is secondary, non-standard and usually more of a hinderance than fun.

The director of Killer 7 directed Michigan so there's zero reason to believe this game is anything other than another wankpiece for him.
 
duckroll said:
I don't find it offensive, I was just curious really. It's just that Grasshopper is a *really* arty-farty studio whose output is really less than stellar. If not for the Capcom name on it and the much higher budget, no one would give two shits about the game honestly.

I want it to be good because it looks neat. That might be shallow, but I don't demand that much more from initial game impressions. I agree, based on early gameplay impressions it is probably shit. But I hope not. The Capcom connection has very little to do with it though I admit I like Capcom. They release a lot of shit, no question. I'm not turned off sight unseen by "arty-farty" as that's a descriptor that finds rare use in games.

With books, film...yea, I've become a little less tolerant of arty-farty. Getting old.
 
I'll at least rent it. It sounds like it will at the very least be good for a laugh or two when all the weirdness gets piled on.
 
duckroll said:
I'm not even sure how that factors in. KH is a traditional action RPG and Xenosaga is a traditional RPG.

I mean the dominance of creative elements over gameplay. Kingdom Hearts, if it's about anything other than a fanboy explogasm, is about Nomura's art. Xeno is (or was) all about the Takahashi's vision and story, such as it is. As for the rest of what you said, Kingdom Hearts and Xenogears/saga had bigger publishers and bigger budgets than Killer 7.

When I say arty-farty I mean the entire game is a gimmick that rides on something weird and/or disturbing with no real solid narrative or purpose. Plus the gameplay is secondary, non-standard and usually more of a hinderance than fun.

You don't see how this applies to Xeno or Kingdom Hearts? :D
 
IGN's preview is far more direct and interesting (+has videos), it seems kind of different, but I think people are mroe thrown by the style than the gameplay. It looks like a fine game to me, it's just more arcadey in control and exploration. When you really get down to it, what is the difference? The game is very stylized in it's visual presentation, and full character control would require camera manipulation that would screw it up.

Not only that, but what's the point of exploring? How is it done in most games? Most games are no less on rails than this, you simply have the freedom to run from one side of the hallway to the other rather than be forced to stay in the "middle lane"--but still limited to hallways. The current format of Killer7 allows more arcade-like shooting setups, which the game is obviously focused around.

Then instead of just randomly running around a free environment to find what is plainly there, you have to play around with things a bit and switch characters to find what you need and open up new areas. There seems to be some strategy here that makes combat and exploration more interesting than a typical action game. It's unique style is a major selling point, but I'd say that's also true of games like Kingdom Hearts.

I like the mix of arcade shooter and old-school adventure it has going on, so the real question is whether or not I'd get into how freakin bizarre it is. Games this different don't stay at full price for long, you'll likely be able to find it for $15 a couple months after release. So I don't really wonder whether it has the value but would I enjoy it enough to keep it or should I just rent? The videos were freakin weird, but would it grow on me?

-edit-
Haha, I was busy typing so I didn't see you mention Kingdom Hearts, I guess we both have the same idea.
 
I find that a lot of postmodern criticism comes out of a necessity to defend the indefensible.
 
I don't see a problem with that, we have a point. The only thing truly different about Killer7's gameplay is the controls, and given the nature of most games it's of little consequence to simplify, in fact it focuses the action and frees you to enjoy the style that they put a lot of work into--something that nobody argues is of value and can be demonstrated in the favorable reception of other stylistic games from more traditional formats.

We have made good points, and I really don't understand what is so indefensible about Killer7. But in the meantime critics of the game haven't even bothered to define what "real gameplay" is. A game is entertainment, to be received on the whole, with each game working it's own rules. Killer7 has a different working to it, but nobody has seen fit to define exactly what standard it has fallen from, how it has and why it's departure is truly a drop in quality.

Postmodern, deconstructive arguments are an opportunity to find the truth, if the critics have any real points against it they'll be able to show them. Merely sounding right by stressing your assertions with pure arrogant condescension may be how you win in politics, but actually being right and making a proper expostulation is how you win in a written argument.
 
chespace said:
I find that a lot of postmodern criticism comes out of a necessity to defend the indefensible.

Yeah, all the great video game criticism was written in 1914 by honest-to-God modern critics.
 
Flynn said:
Yeah, all the great video game criticism was written in 1914 by honest-to-God modern critics.

Where in my sentence do you see the words "video" and "game" ?
 
I remember reading a preview for Killer 7 a few months ago in OPM and thinking to myself, "this has to be, bar none, the dumbest concept for a video game I have ever read about." I have no idea what Capcom is thinking with this.
 
I think it's a brilliant concept, personally. I mean, honestly, what other game has a more unique premise? And I don't see how anyone can deny that this game has some of the most slick, unique, and fully fleshed-out art in a video game ever.

However, I fear the gameplay will become a repetitive mess about five hours in. This one has PN03 written all over it. I hope I'm wrong, because right now I'm pretty hyped for this thing.
 
“If this were a PS2 exclusive, all the catty Sony hags on this board would be praising K7 right alongside Wanda.“

Is this type of statement the fanboy flavor of the month?

Anywho, that preview made me want to dislike the game. Darwinia takes plenty of risks but the media I read never lost focus of its fun factor.
 
SaucerEyedMurder said:
If this were a PS2 exclusive, all the catty Sony hags on this board would be praising K7 right alongside Wanda.

Right because we were all SO FUCKING EXCITED about Michigan being a PS2 exclusive! Oh wait... :lol
 
“Catty Sony hag, I take it?“

Oh man, you have no idea! I'm all like, so hard on Sony that I haven't even bought a PS2 because I'm afraid of seeing my little fanboy reality shattered should a game not live up to the hype.

Get banned.
 
SaucerEyedMurder said:
Yet ya cheer on ICO and Wanda. Huh, I wonder why that is.

I do? Wow news to me! I gotta get that split pesonality back for all the praise he's been showering on ICO and Wanda when I'm not looking! :lol
 
CabbageRed said:
“Catty Sony hag, I take it?“

Oh man, you have no idea! I'm all like, so hard on Sony that I haven't even bought a PS2 because I'm afraid of seeing my little fanboy reality shattered should a game not live up to the hype.

Get banned.

Like, dude, if you're not a Sony hag why are you getting your panties in a knot when the comment isn't even directed at you? Because you're a drama queen? Help me out here.
 
duckroll said:
I do? Wow news to me! I gotta get that split pesonality back for all the praise he's been showering on ICO and Wanda when I'm not looking! :lol

Well, my comment was aimed at Sony hags and you responded saying "we all" implying that you consider youself a Sony hag, and Sony hags love ICO and have been hyping Wanda, so there it is, right? :)
 
SaucerEyedMurder said:
Well, my comment was aimed at Sony hags and you responded saying "we all" implying that you consider youself a Sony hag, and Sony hags love ICO and have been hyping Wanda, so there it is, right? :)

To clarify, who are these "Sony hags" you speak of? I consider myself a pretty big supporter of Sony's gaming branch and I pretty much hate on the DS every chance I get when another crappy game is announced for it. Except now it seems that to be a "sony hag" you MUST be hyping Wanda..... so I'm a little confused here. Maybe you meant Wanda Hags? But then that wouldn't make a difference if Killer 7 was a PS2 exclusive since Ico/Wanda fans mostly don't care for these games anyway so I'm a little lost here.... :D
 
SaucerEyedMurder said:
I could just come out and call him a flaming twit but that seems a but rude at the moment.

Let me guess -- Gamecube roX@!!!1

Or something like that?
 
SaucerEyedMurder said:
I could just come out and call him a flaming twit but that seems a but rude at the moment.

You got a crank it up before they come. You know that, right? You're going to feel ripped off for just this little bit.
 
“Like, dude, if you're not a Sony hag why are you getting your panties in a knot when the comment isn't even directed at you? Because you're a drama queen? Help me out here.”

Why? Apparently because I like to spell out for fanboys what is painfully obvious to the average poster. I like to read threads without bumping into tools who have nothing better to do troll around with their usual rhetoric of juvenile hate and bias.

I'm sure that there is a fansite forum out there where you're respected and considered to be insightful, ("'If it was on PS2...' lollers!!! ^_^ You know how they be doing it!") don't waste your time here with us and our deaf ears.
 
duckroll said:
To clarify, who are these "Sony hags" you speak of? I consider myself a pretty big supporter of Sony's gaming branch and I pretty much hate on the DS every chance I get when another crappy game is announced for it. Except now it seems that to be a "sony hag" you MUST be hyping Wanda..... so I'm a little confused here. Maybe you meant Wanda Hags? But then that wouldn't make a difference if Killer 7 was a PS2 exclusive since Ico/Wanda fans mostly don't care for these games anyway so I'm a little lost here.... :D

Sony hags are catty Sony fanboys. Now it's true that not all Sony hags are identical. On rare occasion you kids have been known to have an independent thought. So you may indeed be that rare subspecies of Sony hag that doesn't like ICO and hasn't hyped Wanda. And out of the goodness of my heart I'm willing to concede that you may be one of them. But the "I'm a pretty big supporter of Sony's gaming branch" coupled with "I pretty much hate on the DS every chance I get" does indeed make you Sony hag nonetheless. :)
 
SaucerEyedMurder said:
So you may indeed be that rare subspecies of Sony hag that doesn't like ICO and hasn't hyped Wanda. And out of the goodness of my heart I'm willing to concede that you may be one of them.

Well actually I liked Ico, but it's not a SUPER groundbreaking game like some feel it is. I'm not hyping Wanda because it looks potentially boring, could be cool but even the recent IGN videos show it needs a ton of improvements before release.

But the "I'm a pretty big supporter of Sony's gaming branch" coupled with "I pretty much hate on the DS every chance I get" does indeed make you Sony hag nonetheless. :)

Yay! Thanks, I was afraid I was missing out there! :D
 
CabbageRed said:
“Like, dude, if you're not a Sony hag why are you getting your panties in a knot when the comment isn't even directed at you? Because you're a drama queen? Help me out here.”

Why? Apparently because I like to spell out for fanboys what is painfully obvious to the average poster. I like to read threads without bumping into tools who have nothing better to do troll around with their usual rhetoric of juvenile hate and bias.

I'm sure that there is a fansite forum out there where you're respected and considered to be insightful, ("'If it was on PS2...' lollers!!! ^_^ You know how they be doing it!") don't waste your time here with us and our deaf ears.

Oh the drama!
 
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