
It's wacky. Yes. Just don't make the mistake of thinking of the different personalities as radically different characters. It's easier to understand Killer 7 if you classify Harman's different personalities as different weapons, which happen to boast some rather disturbing visuals. In any shooting game you have to switch through weapons, right? The only difference here is that it changes the way the character looks and applies a few other minor pluses and minuses. The bleeding girl isn't exactly a machinegun, but you get the idea. There's a tool for every situation and the tools are made to look human.
In terms of layout, Killer 7 is a sort of straightforward survival horror-ish adventure with a few puzzles and a lot of what amounts to on-rails shooting. Players steer their characters around linear environments using a single button for acceleration. Every level we saw had the player walking in a relatively straight line and then choosing a path when he reached a door or intersection. At those points a fabulously artistic and broken glass indicator would popup. From what we know, the whole game is pieced together by these shards, as it were. Each shard represents a room. If you can imagine walking down a corridor and receiving a visual cue before you stepped into a room, you can imagine this.
Once Harman reaches an enemy the player can switch to a first-person mode and begin shooting or knifing or bleeding on them. Please stop trying to understand the bleeding girl. The proposed trick to combat is hitting the bad guys in specific weak spots to bring them down faster. Killing Heaven Smiles grants Harman blood to improve any of his personalities. In addition to dropping foes faster, hitting the Smiles in their sweet spots also causes the amount of collectible blood to increase, making for easier upgrades.
That's how it's supposed to work, but we noticed a slight hiccup we brought to Capcom's attention. Enemies, you see, respawn indefinitely. It's then possible to walk in and out of a room shooting and shooting at them (since you have unlimited ammunition).This makes the sweet spots totally unnecessary. Why try and aim for the hard point when you can just blindly wander out firing and then walk back and forth through rooms causing reloads? Since the blood level is capped on each mission, you need not worry about striving to attain the most from precise aiming.
Let's recap:
Aside from the ridiculous artistic endeavor Killer 7 represents, the game may sound a bit straightforward. That's because it is. Mr. Kobayashi was quick to admit as much in hopes that people will understand where Capcom is coming from. "We went for a very simple, stripped down play to focus on mood and setting." He went on to describe how too few games these days were getting completed and how his 10 - 15 hour title that focuses on art should hopefully pull players in start to finish.
One of our editor's snips of notes from the event included this choice line, "Disembodied head propels elemental rings for puzzle solving." We'd normally attribute something like that to on the spot chicken scratch, but with this game... Who knows? Look, we understand that the concept is nearly beyond comprehension for some folks, and we understand that attempting to explain Killer 7 is only going to confuse more people, but that's alright with Capcom because that's what they apparently intended.
Expect Killer 7 to hit GCN and PS2 this summer, putting to rest any rumor that it might never see American release.
©2005, IGN Entertainment, Inc. All Rights Reserved
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Posted: 25 Feb 2005
Also Available: PS2