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Demystifying Killer 7

duckroll said:
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.



Yay! Thanks, I was afraid I was missing out there! :D

See, that's the spirit. :)
 
now that the game has been explained, i've lost all interest in it. i liked it before when all we had were the pics to go on.
 
Well i dont know im not like the above two posters...

if drinky and some random guy from eurogamer says its like a film school movie (ive seen tons of film school movies and uh, they arent like what ive seen of killer 7) im gonna just believe them and not play it.
 
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?

GONZO GAME JOURNALISM IS THE BEST THING TO JHAPPEN TO THE INDUSTRY SINCE STEVE HARIRS FAGOT.
 
i'm surprised capcom is letting this game through. it's obviously not gonna sell well. not saying it's gonna suck but it doesn't seem like this game is gonna go too well with the masses
 
I'm all for games like Killer 7 (and Cubivore, and Ico, and...) as long as they are fun. Cubivore was fun to me. Ico was not. Killer 7 is looking...not. But I'll try to be optimistic. Art is good, but it can't replace gameplay.
 
if it plays like a point and click game then i dont see what the problem is. weve played and loved these types of games before.
 
I really like how it looks and sounds. I'm not going to make any judgements on gameplay until I get my hands on it. As it stands, the style and premise of the game are the driving forces behind my interest in this title.
 
i've been thinking this for a while, but the gameplay doesn't sound much different from Resident Evil, pre-Resident Evil 4 of course. If anything, i like the sound of the control better because the combat is hampered by the controls.

And seriously, Drinky knows how to stir up some controversy. You'd think people would just ignore him or take his comments in jest by now, but i suppose there's a junior born every hour on GAF.
 
How come you folks can't be this open-minded for niche games on the PS2 not developed for a fanboy favorite console or by a terribly inconsistent big-name developer, eh?

IF ONLY WE'D GIVEN PSI-OPS A CHANCE
 
If this were a PS2 exclusive, all the catty Sony hags on this board would be praising K7 right alongside Wanda.

Fuck that; I'd be shredding it just as vociferously. Any time a game stinks of the whole "narrative/concept first; gameplay second" shenanigans tripe like Xenosaga, Shenmue, and yes, even ICO have inflicted upon us, I pull the fuckin' trigger until I hear clicks.

You design the mechanics, then you slap a coat of narrative on it. That's just how it works.

Also, the DS fuckin' sucks.
 
Drinky Crow said:
You design the mechanics, then you slap a coat of narrative on it. That's just how it works.

Skip the narrative and most games turn out better.

The only problem with this logic, Drinks, is that I'm not sure how Maniac Mansion fits into the "game mechanics over narrative" approach... and I know Maniac Mansion is a blast to play.
 
Drinky Crow said:
Never got into adventure games much, myself. I'd rather just read a decent book.

Eh. I love books, but good adventure games can be quite fun. I think I'm a little more lenient on story-based games because of that... my main issue isn't as much a game having a story as it is a game being taken over by video clips. Interactive elements are good.

Actually, I think I'd accept more modern cinema-based games if their annoying cut scenes were replaced with a page or two of text... probably because the clips break out of the game and delay the interaction, while text can be read quickly. I am made to watch a video clip, but I can read text at any speed I wish.
 
You design the mechanics, then you slap a coat of narrative on it. That's just how it works.

Dumb. There shouldn't be any grossly hierarchical relation at all among those basic elements. Your starting point shouldn't be anything concrete, but rather a completely abstract, formless idea which precedes mechanics, narrative and everything else, and from which those more concrete elements organically arise, all at more or less the same time. If you do it right, it will be meaningless to speak of a "central" element due to how all elements are intertwined (conceptually if not technically).
 
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