| Cover Art |
 |
| Credits |
Platform: Nintendo Gamecube
Also available on: PlayStation 2
Publisher: Capcom
Players: 1
Year: 2005
OFLC Rating: MA15+ |
Killer 7 is quite possibly
the most bizarre game I've come across in
a long time. There was a lot of hype surrounding
this one about being a little bit different before
it hit the shelves so I wasn't quite sure
what to expect. What followed was a gigantic bag
of mixed feelings.
Killer 7's story is fairly
in depth. Actually really in depth. You play as
any one of 8 characters. Harman Smith, a sinister
wheelchair bound character who isn't all
he seems, Garcian Smith, the burly go-between
for the clients of Killer 7, Dan Smith; a cocky,
magnum wielding gunslinger, Kaede Smith; a slight
young woman who's suicidal tendencies come
very handy, Kevin Smith; a silent, knife-thrower
with the ability to turn invisible, Coyote Smith;
a wild-handed thief with incredible acrobatic
skills, Con Smith; a super fast kid, and Mask
Smith; a masked wrestler toting two grenade launchers.
It's a bizarre mix of characters, made slightly
more bizarre by the fact that they aren't
really characters – they're personalities.
I won't say anymore about them, because
there is a very surprising ending that involves
the personalities and their true identities.
As Killer 7, you are sent on
assignments that find you entangled in a war between
the US and Japan that has you playing inadvertently
on both sides. Surrounding each mission is a variety
of in-game and anime cut scenes that go further
into the details of the story, but the conspiracies
involved are far too in depth for me to really
explain properly in this review. It really is
kinda mind blowing, but also very confusing, so
make sure you don't skip any of the cut
scenes or conversations.
As a game, Killer 7 is a very
different playing experience. It's a strange
child of arcade shooting, first person shooting,
puzzle gaming and third person action. It takes
heavy elements from each of these and manages
to mash them all together, creating a new style
of playing mechanics that I've yet to come
across in any other title. The whole game is set
on a track. By that, I mean you have no control
over how much exploration you can do. It's
like the House of the Dead and Virtua Cop games where the story
runs along and all you really do is shoot. It's
a little more in depth than that, but that just
gives you an idea. In my mind, this is both good
and bad. First person shooters are all about exploration
(maybe not, maybe it's all about killing
shit, but exploration comes close), and Killer
7 really only offers you the ability
to look around from your position on the track.
You can go back and forth along the track, and
you can choose which rooms you want to go into
and the like, but they're all still part
of the track. You move along simply by holding
a button (A in the case of the Gamecube) and can
reverse direction by hitting another (B on GC).
The camera trails along just behind you until
you hit the first person, or target button (Right
shoulder). When in this mode, press the move button
while holding the target button and you'll
shoot. You also aim with the control stick, but
it's important to note that you can't
see your enemies at first. You'll hear them
laugh, so you have to immediately enter first
person mode and hit the 'scan' button
(Left shoulder) to see them. It's a little
confusing at first, but after a few minutes into
it is fairly intuitive.
Each puzzle is played out differently too, some
use a cursor, others require button tapping, others
are fetch-and-place jobs. The puzzles vary as
much in difficulty and logic as much as they do
in controls. Some puzzles are rather baffling
in terms of logic compared to others, which may
leave some less patient gamers furious because
they can't get back and shoot stuff good.
That said, we arrive at what some may find to
be the biggest problem with Killer 7.
It requires a large amount of patience.
There is a large amount of dialogue in this game
and some of it holds clues to particular puzzles
throughout the game. Information is given to you
by the ghosts of your previous victims, the most
common being a gimp suspended by a rope, wearing
bright red latex, and a man called Travis. You
come across these characters a lot, along with
a few others, and they usually have something
important to tell you. The problem is, and it's
the same with pretty much everyone in the game,
that they talk so much bullshit around the edges
of what's important that I found myself
wishing to God they'd just tell me what
I wanted to hear, instead of wasting time with
their needless banter. Some gamers may be inclined
to skip these sequences, as you are given the
option to, but in doing so, you've no doubt
robbed yourself of important information. It's
the same with some of the movie sequences too;
they become repetitive to the point of annoyance.
The second problem I had with Killer
7 was along the same lines. It does get
very repetitious. Most games do, but this becomes
obviously repetitious, and the fact that you're
restricted in terms of what you can and can't
do may be the biggest contributor to this fact.
You run, you shoot, you solve a puzzle and switch
personalities to do something only they can do,
then switch back. Some might not mind, but come
the second disc, it all becomes a bit monotonous.
In spite of these two things, Killer
7 is an extremely stylish production.
The visual aesthetics are like none other, and
the use of colours and cell-shading techniques,
especially in the surroundings, are absolutely
superb. It's carried through in everything,
and the boss fights are some of the most bizarre
gaming experiences I've come across in a
long time. How many bosses have you fought where
their afro has taken control of their body and
must be destroyed? Or where two Yakuza gentlemen
have blown their brains out and hurtle chunks
of the grey matter at you? There's also
a really nice battle where you don't even
fight, it's a face-off where you must wait
for a pigeon to fly, and then simply press the
shoot button.
It's all these little moments that break
the repetition that kept me going in this one.
When they come along, they really are ingenious
moments and completely unexpected. The game contains
other little surprises along the way, especially
in terms of content. You'll walk into your
wheel-chair bound boss's room to find him
being beaten or having sex with the young aide.
You'll come across missions involving child
abduction, abuse and slavery, cult brainwashing,
Japanese criminal syndicates. Moments and themes
running through the game also help carry it and
you'll find yourself suddenly sitting back
going "Holy Shit!" because you can't
believe you just saw what you did in a video game.
Especially the violence!
It's really tough working out what to give
this one. All in all Killer 7 is a mixed bag. The pros far outweigh the cons,
but the cons are really bad traps to fall into
for a game nowadays, especially one of this sort.
If you're patient, you'll find there's
a lot in Killer 7 to wrap your
brain around as well as your itching trigger finger.
This is one that you may want to rent for a couple
of nights before you decide whether or not you
want to own it though. |