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Killer 7 First Impressions

GameCube PlayStation 2 First Impressions by Kristan Reed

10 May, 2005

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' Screenshot 1

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.

'Killer 7' Screenshot 2

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.

'Killer 7' Screenshot 3

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.

'Killer 7' Screenshot 4

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.

'Killer 7' Screenshot 5

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.

'Killer 7' Screenshot 6

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.

Check back soon for more on Capcom's great arthouse action-adventure.

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Comments: 1-45 of 45 in total

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Thamuhacha
10/05/05 @ 13:20
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This is PS2 now as well isn't it?
victor
10/05/05 @ 13:27
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i want !
morriss
10/05/05 @ 13:28
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can't wait.
Machiavel
10/05/05 @ 13:29
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I'm glad it seems as unhinged as its visuals - how dreadful it would be if you found some half-baked RE Survivor model underneath the shazam stylings.
drumbaby
10/05/05 @ 13:31
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Not too sure about this, either way. It's only the 2nd game that I'll be THINKING of playing on GCN, that's for sure.
Kiigan
10/05/05 @ 13:39
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Killer 7 is arguably the most audacious piece of game design ever.

/sees mostly guns, shooting, violence, blood, murder, silliness and the usual tedious adolescent fantasy representation of women.

Riiiight. Sounds really audacious, alright :)

Sure looks stylish as fuck though, and that alone makes it interesting to me.

The coarseness of movement and control is nothing new really though, it's just not something you expect to come across in a modern big budget console game. Not necessarily a bad thing though.

(figuring out the new site edit)
Edited 6 times, most recently on 10/05/05 @ 14:44
Teeth
10/05/05 @ 13:40
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It sounds like a point and click adventure with random battles and a shooting gallery thrown in. Whatever works, I guess!
Derblington
10/05/05 @ 13:44
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Sounds good. The Heaven Smile's remind me of the regenerators from RE4, minus the invisble bit obviously.
binky
10/05/05 @ 13:46
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This is PS2 now as well isn't it?
Yup
Hicksy
10/05/05 @ 13:54
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This and the Sin City movie may have a few styling ideas to share :)
Tonka
10/05/05 @ 13:54
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I find the trailers that I've seen of this disturbing in the same way as 'Canibal Hollocaust'. After watching that movie I gave away my newly bought Cannibal DVD box to a friend of mine. I wonder if he will get my copy of 'Killer 7' as well.
QuickBen
10/05/05 @ 13:54
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Dear old Capcom appear to be on a bit of a roll at the moment.
asphaltcowboy
10/05/05 @ 13:56
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Sounds cool... I want a GC!
Grunk
10/05/05 @ 13:57
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Looks like they've put the mugshots of EG staff into a game.
L0cky
10/05/05 @ 14:01
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This has been in production for quite a while now, I remember seeing preview footage before the GC was released.

Definetly sounds different!
Sky Blue Sam
10/05/05 @ 14:11
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This has been in production for quite a while now, I remember seeing preview footage before the GC was released.

How so?
This was one of the 'Capcom 5' that was announced ages ago, along with Viewtiful Joe, PN03, etc.

If it's half as good as Viewtiful Joe, it'll be smashing!
Edited 1 times, most recently on 10/05/05 @ 15:11
NAC
10/05/05 @ 14:20
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Capcom are really putting out quality games currently. Even some of the lesser games they have released such as Shadow of Rome and Haunting Ground are really good. Along with RE4, DMC3 and VJ2 every game at the moment is excellent so I think killer 7 will continue the trend.
terminalterror
10/05/05 @ 14:29
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I'm tempted to preorder this from Game, even though its a fiver more than elsewhere, you get a free T shirt.
Teeth
10/05/05 @ 14:43
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"even though its a fiver more than elsewhere, you get a free T shirt."

lol
HarryB
10/05/05 @ 14:48
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they actually sell you the shirt for £5 but it came to them free anyway... so they are just conning ;)
Nikanoru
10/05/05 @ 15:20
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But anyone with a soul couldn't fail to fall in love with

You'd be surprised how many people are without.

Or just 12 years old. Judging from some of the posts in this thread.
Royal Fool
10/05/05 @ 15:55
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I really like everything about this game - except for the baddies. I can't say I'm looking forward to being shock assaulted by invisible limping monsters with gigantic mouths that scream. That's not exactly my best idea of fun, heheh.
Tweakmonkey
10/05/05 @ 16:35
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Sounds like the equivalent of an art house movie.
Juriel
10/05/05 @ 16:39
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Was intrigued by the game's different visuals, though I did not particularly like those. But at least they were something other than trying-to-be-real-and-failing-badly, as we usually see.

The game just does not sound interesting to me, though. Obscure puzzles and killing foes that aren't exactly personal or varied...sounds like many other games. Like certain Resident Evils.
Burton2000
10/05/05 @ 17:02
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strange how we dont get the cell shadings for kids coments here wen that was all the rage wen wind waker was comin out
otto [mod]
10/05/05 @ 17:49
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/dons pedant hat

It's "speciality" unless you're an American by the way...

/doffs
L0cky
10/05/05 @ 18:07
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'Liar.'

Bit harsh.

Ok I was wrong by 6 months, but it was still before I got my hands on one ;)
Chtulie
10/05/05 @ 18:24
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So movement is down to deciding wether you wish to move on or back, or what direction at an intersection? Wow, a game that acknowledges the linearity inherent in games, and revels in it, post-modern (it's what capcom has been calling the game in all the trailers) indeed.
read_only
10/05/05 @ 18:49
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Killer 7 is arguably the most audacious piece of game design ever.

/sees mostly guns, shooting, violence, blood, murder, silliness and the usual tedious adolescent fantasy representation of women.


Good point Kiigan. But it does look pretty. Innovative in terms of style, presentation and control but still within the confines of "have gun, will shoot things". Not a bad thing, far better this than generic FPS.

Good article, am looking forward to trying out.
Edited 1 times, most recently on 10/05/05 @ 19:50
deathgibbon
10/05/05 @ 19:44
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I don't care if it's crap or not, I'm buying it. :)

US release date, anyone?
Killerbee
10/05/05 @ 19:50
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Sounds... weird. One I'll be keeping an eye on, though.
tenma
10/05/05 @ 20:23
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I saw the first trailer of this over a year ago and was blown away by it as well as truly saddened that it was only for GC at the time. I'm so pleased to hear that it's coming to PS2.

I agree that it'll either be really fun or really dissapointing. Either way, it's beautiful in my opinion. It's nice to see that there are a few game designers trying to be original these days.
azmol01
10/05/05 @ 20:36
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I'm not sure if I've got the energy left to get excited about this, it's been in developement for years and only recently been made playable, CUBE magazine done a play test a few months back and even then I could barely rasie a smile.

Still Capcom are on top form at the momnent, RE4, VJ2, DMC3 etc.

BTW today I managed to finish The Mercernaries on RE4, got a Five-Star rankning on every map with every charachter, the gun you unlock is awesome. How I did it with Hunk and Leon still amazes me. Ada, Wesker and Krauser are definetly the best.
toy_brain
11/05/05 @ 00:41
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As a couple people have already said, Capcom seem to be on a roll this generation, with most of their games being solid, well-polished and fun.
So really looking forward to this. Gameplay-wise it dosent sound that amazing (though far from bad), but I suspect that -as with Onimusha, Haunting Ground, Resi et all - the style and presentation will more than make up for it.
Burton2000
11/05/05 @ 06:41
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i got fed up with mercinaries and the ada mission is shit so i decided to play it thru on proffesional instead
jlaakso
11/05/05 @ 07:32
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This article finally shed some light on Killer 7. The weird puzzles don't do much for me., though, but I do applaud the bold decision to do something new with the controls.
AnotherMartin
11/05/05 @ 10:45
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Capcom's Hammersmith Euro HQ

oi, I'm only down the road you buggers! Give us a shot next time you go. :-D
pha2er
11/05/05 @ 13:37
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am i the only one that thinks this game will be complete toss?

go down this corridor, shoot these fuckers,
go down that corridor, shoot those fuckers, watch a cut scene of a woman take it up the arse.
change into a more psychotic psycho, go down that corridor, figure out how you open this door and shoot the fuckers on the other side.

oh come on.
Galvanizer
11/05/05 @ 13:52
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Cel-Shading RULES SUPREME!!
WoodenSpoon
11/05/05 @ 16:46
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" am i the only one that thinks this game will be complete toss?

go down this corridor, shoot these fuckers,
go down that corridor, shoot those fuckers, watch a cut scene of a woman take it up the arse.
change into a more psychotic psycho, go down that corridor, figure out how you open this door and shoot the fuckers on the other side.

oh come on."


You make it sound generic. Pretty much ever other shooter out there is based around the "walk down corridor - kill baddies" idea.
Epitaph
11/05/05 @ 17:41
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/rubs hands

Can't wait for this, really looking forward to it.

/rubs lap
pha2er
12/05/05 @ 09:32
#42
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"You make it sound generic. Pretty much ever other shooter out there is based around the "walk down corridor - kill baddies" idea."

but nothing i've read so far makes me think that this is anything but a walk and shoot. in fact from what i've read you barely control you're character, you're led through the game - wtf do we actually get to do in this game except admire it's pretty looks?

i suppose there will be some strange japanese storyline that none of us will ever be able to understand in this lifetime as well, so it wil bore us and confuse all at the same time! bring it on!
ekko
12/05/05 @ 21:51
#43
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You didn't control where you were going in Rez either.

Style over substance it certainly is but I don't think that is such a crime everyone once in a while.

Some other game designer is probably going to rip off most of this and make a more mainstream game somewhere down the line, so might as well enjoy this now.
stormcr0wfleet
16/05/05 @ 21:08
#44
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It looks quite good.. but i hope it doesnt turn out to be another XIII. + i think this should be an xbox360 title, the current gen hardware doesnt do this style justice.. its screaming out for a bit of antianilising!. im right in thinking none of the current gen systems can do this?. perhaps they could, giving the lack of textures this game seems to have?.
captain-future
05/06/05 @ 16:38
#45
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how about a Eurogame Psychodelic Signature Edition? *LOL*

Comments: 1-45 of 45 in total

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