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Killer 7 Review

GameCube PlayStation 2 Review by Kristan Reed

22 July, 2005

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Kristan's take...

Few game creators could ever or would ever get away with conceiving a game that pushes its stylistic vision to the forefront of the experience, but that's exactly what Capcom and co-conspirators Grasshopper have done with Killer 7.

In many senses, Killer 7 distances itself as far as possible from the videogaming herd while also being an incredibly focused and back to basics shooter at heart; you just have to unravel a few obtuse layers to get there. While many games before it have played around with cel-shading and have made striking visual statements, few have thrown so many radical design changes at us in one go and expected the audience to take them on board.

That Killer 7 throws control and camera convention completely out of the window is one thing, but to do so without so much as even the briefest of tutorials is the biggest possible statement of its wilfully obscure arthouse intent. To thrust gamers into an environment where even the ability to move around or change the camera angle is completely at odds with anything else tells you something about where the developers' heads were at during this game's protracted development process.

For a while Killer 7 really does feel like a case of 'forget everything you know'; a bit like the sense of disorientation of getting in a left-hand-drive for the first time. And then being asked to steer with your feet, use the in-car stereo controls instead of the pedals and high-five pedestrians with your spare left hand.

As ludicrous as that analogy sounds, it's not all that far removed from Capcom's intriguing decision to map the movement controls of your character to a single button and completely remove any responsibility over the camera angle. That's right, hitting the A button has your chosen character run forward, and hitting B turns you around 180 degrees. That's it.

'Killer 7' Screenshot 1

Head: meet foot.

As you approach objects of interest (such as doors, corridor junctions, objects, NPCs) a transparent glass shard indicator slides onto the screen allowing you to interact with them. A quick nudge of the appropriate direction on the left stick confirms your choice of path, and that's all there is to the nuts and bolts of getting around Killer 7's environments.

As alien as it sounds, and as jarring as it feels when you first get your hands on it, this new control system hasn't ripped up decades of game design principles simply for the sake of being 'arthouse'. Okay, perhaps that's a matter of opinion, but by locking the camera to a midget-staring-at-your-armpit view it instantly allows Capcom to continue in its long-held desire to deliver a 'dramatic' jaunty angle on the proceedings. Remember how long Capcom persisted with the fixed cameras in Resident Evil? [*shudder* - Ed].

Whether this is a good thing or not is an argument that will rage forever, but it does - at the very least - mean that we, the viewer, get to see the game presented in The Way The Designers Intended. It's an admirably single-minded purity of vision, but a somewhat superfluous decision given that the actual meat of the game - the combat - actually takes place entirely in a manually selected first-person mode.

About eighty per cent of your time with Killer 7 will be spent trying to defend yourself from a perpetually respawning posse of exploding zombie-like creatures, known as 'Heaven Smiles' after their delightfully fixed grins. The main issue to address initially is to actually find out where the threat is coming from, due to their state of invisibility. The first thing that alerts you to their impending presence is a delirious cackle that emanates from the speakers whenever they catch sight of you. At that stage you must switch to the first-person view by holding down the right shoulder button and performing a quick 'scan' of the area with the left shoulder button. If you're looking in the right place (not always likely - they could be behind you or around the corner) they'll show up in all their vile glory, complete with a gold-yellow weak spot for you to target.

'Killer 7' Screenshot 2

Targeting the yellow weak spots is tough when your aim is drifting like crazy.

The combat system feels rather like Resident Evil 4's in many respects, and, just like Capcom's other zombie fest, the degree to how much you enjoy Killer 7 depends an awful lot on how proficient you are with the analogue stick. With practice, skill, familiarity and a succession of upgrades it's possible to really get into the Virtua Cop-style combat, but for the first few chapters it can be a real ball-breaker and somewhat unforgiving. In tandem with the overall bewilderment you'll doubtlessly experience with the unfamiliar, counter-intuitive control system, and the rambling, obtuse character interactions it's a game that takes a long time to truly appreciate.

You might rapidly come to the conclusion that Killer 7 is a complete pile of self-indulgent nonsense that's sprung forth from the minds of men bored with making conventional crowd-pleasing entertainment. It's like Radiohead's Kid A all over again. For the first few hours you'll go through the full range of emotions - from delighted admiration through to total distraught bewilderment. But whether you come full circle very much depends on what you want from videogames. Do you want to wallow in the glow of the familiar or experience something that sets out to do things differently? If it's the former then you'll almost certainly throw the pad down in disgust in less than ten minutes, but if it's the latter, then Killer 7 is likely to provide a peculiar degree of satisfaction the more time you invest in it.

There comes a turning point during Killer 7 when somehow everything starts to click into place. You stop getting so annoyed with being blown up and start appreciating that the combat's perhaps not as annoyingly simplistic as you thought it was, that the enemies don't quite wield as much power as you credited them with, and that you're not as bad an aim as you thought you were.

You also start to appreciate the puzzles for not being as elaborate and overbearing as they could have been, and start to slot into a nice rhythm that makes you want to make progress because it's actually good fun, and not merely just to 'get it out of the way' like many other games.

'Killer 7' Screenshot 3

That wiped the smile off your face didn't it?

The other main factor we haven't discussed yet is how significant the characters are to Killer 7's unique appeal, and it grows with every passing chapter. To begin with, all you can fathom out is that a wheelchair-bound old man by the name of Harman Smith seems to have an ability to command a plethora of radically different personalities that collectively form the infamous 'Killer 7'.

Each element of Harman's twisted split personality is selectable via a TV set - several of which are dotted around each level - or interchangeable through the pause menu, and each has their own specific set of strengths and weaknesses that come into play at specific points during the game. For example, Kaede Smith is the only one of the seven to sport a zoom on her gun, so becomes essential when you need to pick a target off from distance. Coyote, on the other hand, is adept at lockpicking and leaping to improbable heights, Kevin can turn himself invisible, ex pro-wrestler Mask can blast anything to pieces with a bloody great shotgun, Con can run like the wind and hear things others can't, while Dan is just a badass extraordinaire. The smooth-talking, laid back leader of the gang, Garcian, plays a crucial role of 'cleaner'. Although his duty in the game appears to be less 'hands-on', his ability to resurrect downed members of the Killer 7 by picking up their remains is one that spares the player from many a Game Over screen.

As you go through the game dispatching Heaven Smiles you'll swiftly gather up blood for targeting their weak spots - mere kills don't earn you anything. Siphoning off blood eventually allows you to trade two different types of the sticky red stuff; thick and thin blood. The former allows you to convert it to a serum, allowing you to upgrade each characters in four key areas (Skill, Speed, Waver and character-specific skills like Invisibility, Range and so on), while the latter acts as health, allowing you to survive unexpected blasts from the devilish foes you often inadvertently run into.

It's important to emphasise that it's only when you've steadied your aiming abilities and powered up that the game really starts to come into its own. Also, as each of the 25 different varieties of Heaven Smiles start to become familiar to you, the less of a menace they become and the more satisfying it is to blast them in the best way you know how.

Acquiring the intimate knowledge of each character's skills helps make the game's combat way more enjoyable, although we'd prefer it if Capcom didn't resort to respawning enemies into areas you've only just battled through. Satisfying combat is one thing, but repetition borne out of lazy, old-fashioned gaming mechanics is entirely another. There should be a law against this stuff.

'Killer 7' Screenshot 4

Breakdancing was never their forte.

And while we're on the subject, it becomes an awful drag to find yourself having to constantly resurrect your downed characters, especially when the sparseness of save points can result in unpleasant, tedious retreads if Garcian himself cops it (being as he is the only character you can't resurrect, therefore prompting the dreaded Game Over screen).

But as much as we admire a lot of what Killer 7 stands for, we can't help shake the feeling that the game is far less ambitious than it initially appears. It is, for want of a better summation, a very simple linear shoot-'em-up with a cast of complete oddballs and a story that you'll either lose interest in, or wish you hadn't really bothered getting your head around in the first place. In this case it really does seem to be being obtuse for the sake of it, or maybe something was just lost in translation (especially the Pigeon Carrier notes that all feature song titles from The Smiths, hilariously).

The crunch issue is whether you'll want to buy it or not. For those desperate for something new to chew, it really is one of those games you need to play for yourself and to hell with what anyone else thinks of it. Try it. You might like it. The slightly awkward conclusion is that Killer 7 definitely isn't for everyone. It's a concept game, an arthouse game, a simple game, an often beautiful game, but most certainly never an everyman's game. For some people Killer 7 will be deemed awful, shallow, impenetrable, undesirable. It's a game that's sure to polarise opinion, but this reviewer swung from loving it to hating it and eventually to admiring it despite its obvious flaws. You just wish Capcom had gone all the way and done something truly mesmerising with gaming, so you could say yours truly is personally disappointed that it's ended up merely being a stylised shooter. But taken on its own merits, it's a damned fine effort and it's earned itself a fan here - certainly in the context of any future drunken rant on the subject. Just try it.

8/10

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Comments: 1-50 of 65 in total | next 50 »

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Tonka
22/07/05 @ 12:03
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A 7/10, how fitting.
Dizzy
22/07/05 @ 12:09
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So the game gets high marks for being "daring"?

Penny Arcade said something like this "I recommend you do NOT buy this game, but I do recommend you PLAYING this game". I guess that is a good description of K7 ;) An aquired taste...
Edited 1 times, most recently on 22/07/05 @ 13:10
Blerk
22/07/05 @ 12:12
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But that's ridiculous - if they say people need to play it but warn them not to buy it, it doesn't sell. And if it doesn't sell, they don't do similar stuff. So then we get more car games.

/makes 'retards' face
Teeth
22/07/05 @ 12:18
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I might have to pick it up, sounds like a blast. Plus the idea of the woman having sex with the disabled guy gets me hot.

can't type today, I dunno
Edited 1 times, most recently on 22/07/05 @ 13:20
Huntcjna
22/07/05 @ 12:20
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Yep that sealed im gonna order it £26.99 on play.com both reviews were great
jack_klugman
22/07/05 @ 12:21
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I might have to pick it up, sounds like a blast. Plus the idea of the woman having sex with the disabled guy gets me hot.

The idea of a break from the norm gets me hot.
disc
22/07/05 @ 12:22
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So why is this not a lightgun game?
Dizzy
22/07/05 @ 12:25
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> But that's ridiculous

Ok true... but I guess the PA guys were approaching it from a gamers point of view. Not good enough to waste money on but interesting to play to see what it is all about.
Tweakmonkey
22/07/05 @ 12:25
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So why is this not a lightgun game?

Good point. They should have put light-gun support in there just like Resident Evil Survivor.
sephy
22/07/05 @ 12:26
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I've never seen anything promoting or even referencing the ps2 version except in one forum thread this week.

It's all been cube, cube, cube. No wonder the cube version is supposed to be selling much more then ps2as few people seem to know it exists. I saw ONE copy of the ps2 version in all of canterbury on Monday
AtomicBanana
22/07/05 @ 12:27
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'But that's ridiculous - if they say people need to play it but warn them not to buy it, it doesn't sell. And if it doesn't sell, they don't do similar stuff. So then we get more car games. '

No it isn't - Makes perfect sense to me. It's something they feel is worth experincing, but not good enough to justify it's current price, and after reading this review I think I feel the same way.
itamae
22/07/05 @ 12:29
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I'm very, very tempted to buy this. Will have to find out whether the German version has been altered in any way first though.
smelly
22/07/05 @ 12:34
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I have this game.. not convinced.. after an hour play i didnt like it.. but i might keep at it...
onyxbox
22/07/05 @ 12:36
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I was hoping this would be a lightgun game :-/

Minimal controls and a gun would have made this game a classic. When the multiple choice things come up you could have shot the option you wanted etc..
Blerk
22/07/05 @ 12:37
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No it isn't - Makes perfect sense to me. It's something they feel is worth experincing, but not good enough to justify it's current price, and after reading this review I think I feel the same way.

Not a great way to support the 'oddities' market though, is it?

Why not buy it then trade it? That way everyone 'wins'.
joey
22/07/05 @ 12:37
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spehy, if your in Canterbury Game I'd be surprised you could find any Cube games as they now only have a small isle unit with a few games on, looks like they think it's game over for the Cube already! (hey you could always try Lee's 'Entertainment' tho ;-)
mcmonkeyplc
22/07/05 @ 12:40
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Lets just give up on a conker review then :P

AtomicBanana
22/07/05 @ 12:42
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'Not a great way to support the 'oddities' market though, is it?

Why not buy it then trade it? That way everyone 'wins'.'

I see what you're saying, but I don't know about you but I certainly can't afford to buy every oddity I wish to support. I try my best but it's not always going to happen. If I was loaded right now I'd go out and buy it - but I'm not.

What the PA comment says to me is, regardless of that, I should try and play it, just to experince what it's like, instead of just saying 'I can't afford that' and ignoring it wholesale. I know gaming is a business just like any other, but hey, sometimes the art aspect comes into it if you see what I mean.
WoodenSpoon
22/07/05 @ 12:43
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I was thinking of a clever Kid A comment just when I came to reading the comment about Kid A in the review. Bast!
kangarootoo
22/07/05 @ 12:46
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Seems like a hard game to score. Some people will find it annoying "style over content" tosh, where others will find it a refreshing detour from the norm. Sort of like GTA:SA, which is full of huge scope, invention and adventure whilst at the same time being so full of kindergarten design flaws and an apparent lack of playtesting as to make me wince.

I am a cynical old bugger, ready to call "emperors new clothes" at any given opportunity, so I am kind of cautious about this one. I applaud new ideas and lateral jumps in control mechanic design as much as anyone, but I also feel that whatever new direction you take your gameplay, pissing off or frustrating your player is simply A Bad Thing. For that reason I am not sure that Killer 7 would be my bag. I'll give it a hestitant rental I think.
kangarootoo
22/07/05 @ 12:47
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" Lets just give up on a conker review then :P"

Is that a promise?
AtomicBanana
22/07/05 @ 12:47
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Is kid A the Aphex Twin style one? If so I instantly loved that one, missing out on all these emotions :D
Ted Cuntablast
22/07/05 @ 12:53
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Will the Conker whingers shut the fuck up for once!
tomacwhite
22/07/05 @ 12:53
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I have the Japanese GC version, and I love it. A couple of occasional frustrations (and that boss was an utter fucker that is mentioned in the second review), but its a cool game.

Freek
22/07/05 @ 12:58
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Blerk, there's actaully a comforatable middel ground between Killer 7s "lets make it so out there that we end with a broken game that looks really cool" and NFS: Undergrounds "Lets not f%cking bother at all" apraoch to game design.
It's not one or the other.
Stuff like Viewtifull Joe and Katamari Damaci lives there where you can be original and quirky but also have good gameplay.
Edited 1 times, most recently on 22/07/05 @ 13:59
Chtulie
22/07/05 @ 13:00
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'tale of a planet tumbling into anarchy in the aftermath of World Peace'

Would it be too much of a spoiler to say that this is actually only the side story?
Much like an anime series, only at about the halfway point does the real big, over, meta plot kick in, start tying together little hints dropped since the beginning and bring it to one hell of a conclusion in the end.
Gurgeh
22/07/05 @ 13:05
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It's interesting, it's different, but the gameplay is lacking. It would work better (but sell far less) as a pure puzzle game because the combat is basically a light-gun shooter minus the light gun.
Feanor
22/07/05 @ 13:08
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Do you speak Japanese or do you not care about the story?

Kid A has some great songs on it, (e.g. Idioteque and Morning Bell) and others I almost always skip.

/considers buying Killer 7 knowing he can't skip tracks on a game
Cyhwuhx
22/07/05 @ 13:10
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.::: A few comments. You can change characters at any spot as long as you've awakened them (you can choosse them in the pause menu and they'll 'blood-change' into each other). You don't need the tv. You do need the tv to awaken characters and make them available though.
If you can't see the enemies you can also wait for the little flash to kill enemies instantly with your counter-attack. So even if you can't find your enemies you still have a surviving chance.
oerhört
22/07/05 @ 13:11
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Seems no one have said it yet, so I will:

DO NOT BUY THE PS2 VERSION

Reasons: crappy framrate in places, longer load times, less effects, generally more sluggish feel. Seems to me the Eurogamer staff didn't test it at all, 'cause for once, there is a big difference between the versions. So, just don't buy it, OK?

Furthermore, the difference between this and San Andreas is that this is indeed a very nicely designed game, without any obvious design flaws, apart from maybe some frustrating bits here and there.

So, in short, it's very good. The combat is intense once you get the hang of it, it's possible at all times to change characters and fill up your health gauge (if you have the blood to do so, naturally). All in all - once you learn how to work things out, you seldom die, and instead you are having lots of fun with it. Even if the individual gameplay parts are simple, they are also gratifying, and their appeal lasts (I know, I am on my second play-through).

The puzzling is basic and badly integrated, but integration was never the point here. The important thing is, there are plenty of hints, and the puzzles themselves never fail to be logical. Therefore, they are also constistently entertaining.
Edited 6 times, most recently on 22/07/05 @ 14:17
krudster [mod]
22/07/05 @ 13:17
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It wasn't a case of not testing the PS2 version - Capcom didn't send it to us, or else we might have.
tiddles
22/07/05 @ 13:19
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Story, presentation, style - 9/10

Gameplay - 5/10

Personally, I like it :)
tomacwhite
22/07/05 @ 13:21
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Do you speak Japanese or do you not care about the story?

Its all in English except the memos.

Eighthours
22/07/05 @ 13:25
#34
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It's arty, it's quirky, it's great.

My girlf hates it, but she's got no taste.

Ah.....
sephy
22/07/05 @ 13:29
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sephy, if your in Canterbury Game I'd be surprised you could find any Cube games as they now only have a small isle unit with a few games on, looks like they think it's game over for the Cube already! (hey you could always try Lee's 'Entertainment' tho ;-)

They always have the recent cube releases as well as a selection of older stuff. It's the ps2 version I havent seen much.

re lee's: Its been years since I gave that bastard any money and I like it that way. I'm in complete opposition to his business methods
Kiigan
22/07/05 @ 14:00
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A huge disappointment, this game. The stylish presentation was... not all that stylish at all at times, and pretty glitchy and ugly at other times. Story was utterly stupid - really sub-par adolescent drivel. And it isn't all that much fun to play... puzzles are so absurdly straight forward that you wonder why they are there at all. Combat is tedious, repetitive and sometimes frustrating (especially if you die when walking blind around a corner etc).

It's an interesting game, worth a look definitely. I'm glad it got made. It's just a bit of a let-down.
stormcr0wfleet
22/07/05 @ 14:01
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Well.. Ive just won an industury promo PS2 disk of killer7 on ebay for £4.20 :). thought at that price i might as well check it out (even if the ps2 is the weaker version). Playing thou Cold winter at the moment thou so it will have to wait untill ive finished that :)..
Feanor
22/07/05 @ 14:06
#38
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"Do you speak Japanese or do you not care about the story?

Its all in English except the memos"

Oops, didn't know that. Well, that's handy for importers.
davyuk
22/07/05 @ 14:35
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Well I love Kid A, Aphex and even Autechre. Killer 7, on the other hand, I could not tolerate.

The only redeeming feature of K7 is the visual style, yet even that lends to marring the already frustrating gameplay. Gameplay that equates to being late for work when every traffic light turns red as you approach, and each of those is 10 yards apart.

This may be good anime, but it's a terrible game.
smelly
22/07/05 @ 15:46
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"Why not buy it then trade it? That way everyone 'wins'. "

apart from the developer who's just lost out on one sale.
davyuk
22/07/05 @ 15:49
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"Why not buy it then trade it? That way everyone 'wins'. "

apart from the developer who's just lost out on one sale.


More sales are lost to rental than trade-ins. Besides, I keep all the really good games, and trade the ones I shouldn't have wasted my money on.
sonmi451
22/07/05 @ 16:19
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a very disappointing game. fair play, it attempts to break away from the norm, but fails miserably. it's still a gun game. but it's clunky, slow, irritating, and feels remote and distant to play. it tries to be stylish but again fails miserably and looks plain ugly and confused. 4/10 from me.
Sid Nice
22/07/05 @ 16:43
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I have a feeling that the bargain bins in Game will be full of returned copies. My first impression was " This looks cool. " Then that Iwazaru's (guide) mubblings began to irritate. My biggest mistake was loading the game without reading the manual, once I sussed out the controls things got better and better. I haven't played the game long enough to give an opinion, but it is easy to see why some people will play the game and think WTF.
Darth_Flibble
22/07/05 @ 16:55
#44
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I can understand the criticism but I really like the game. I think a part of the reason why people like the style people are sick of bland crap pumped out by certain companies.
tenma
22/07/05 @ 17:02
#45
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The reviews were spot on. I had been looking forward to this game for almost two years and beat it almost a couple of weeks ago and it's very much like they described: I started out loving it, and then hating it, but after you get used to the whole schematics of things, it's very easy to start loving it again and genuinely wanting to improve your characters.

The only gripe that I have about the game is that the story was too deep for a 15 hour action adventure game. Each chapter is so filled with complex storyline (that's never really resolved by the end of it) that they could each be made into a 30 hour RPG. It seems like Killer 7 is an RPG inside the body of an action/adventure FPS.

Definitely makes me want to try Suda's "Silver Affair" though.
JP
22/07/05 @ 17:10
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Only artists are allowed to invoke artistic license.
Artemus
22/07/05 @ 17:14
#47
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Mask doesn't have a shotgun in my version... ;-)
kentmonkey
22/07/05 @ 17:44
#48
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Seen it on that Bravo gaming show & it really didn't do anything for me. Lots of promise but didn't actually look all that fun to play & I don't play to "experience things", I play to have fun at the end of the day.

Sephy, what's wrong with Lee's Entertainment? I mean I know they're seriously overpriced, the store is always in a mess, it's dark & dingy & they hardly ever have anything in (certainly worth getting anyway) but wonder what his ethics are.
Chtulie
22/07/05 @ 17:47
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"The only gripe that I have about the game is that the story was too deep for a 15 hour action adventure game. Each chapter is so filled with complex storyline that they could each be made into a 30 hour RPG. It seems like Killer 7 is an RPG inside the body of an action/adventure FPS. "

Maybe it's more the other way around, you've got games which are story oriented but usually have a very, essentially short story stretched out over 40 hours of gameplay (in comics the term 'decompressed storytelling' would've been often used by the author), whilst this and a few other story otiented games have a story dense enough to fill the 15 hours it takes to finish it.
raikov
22/07/05 @ 17:49
#50
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Sounds like a good example of why we need episodic content at a cheap price.

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