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Retro Review: Killer 7

LisVender reviews:

Available on Gamecube and Playstation 2. Developed by Grasshopper Manufacture.

Here’s an example of a story-based game done right. Killer 7 is a fever dream of a game, comprised of an off-the-wall collection of experimental ideas. Goichi Suda, its writer, designer, and director, deserves the acclaim that this title has brought him. He has made a game that is truly unlike any other. It’s a fine game for action-adventure lovers, but you should try Killer 7 even if you just enjoy a good mindfuck. Killer 7 is not always an easy game to play, or even to understand, but don’t give up on it. It’ll haunt you.

It’s Friday night, and Harman Smith (God) and Kun Lan (the devil) are in the mood for a friendly competition. They take a good look at the world, and see that its nations are at peace, having stamped out terrorism, opened up all trade, and destroyed their nuclear stockpiles. Kun Lan decides that it’s time to introduce a new threat to humanity: the Heaven Smiles, an army of cackling suicide bombers who exist only to inspire fear. In response, Harman takes charge of a mysterious group of assassins called the Killer 7, who are singularly skilled at hunting the Smiles. So begins another turn in the cycle of human history, one that will be marked by many bizarre and terrible events.

THE KILLER 7

Garcian Smith, the front man. He’s the one who takes orders from Harman and missions from the U.S. Government. His silenced pistol is a poor weapon, but he’ll have to risk his neck occasionally to do corpse runs: Garcian is the only one who can recover fallen members of the team and bring them back to life.

Dan Smith, the all-rounder. He’s a cocky and angry fellow in a business suit who hefts a huge revolver. He can “charge” his gunshots to take out even the toughest enemies instantly.

Kaede Smith, a.k.a. Barefoot. Her pistol bears a scope for long-range sniping, and she can open hidden doors by showering them with her blood.

Kevin Smith, the oddball. Kevin is as pale as the moon, he never speaks, and he prefers throwing knives to guns. He can also turn invisible for short periods to sneak past enemies and tripwires.

Con Smith, the kid. Quickness is the name of Con’s game. His automatic pistols fire rapidly, he can sprint at high speed for a short time, and he can squeeze through tiny passages.

Coyote Smith, the thief. Sort of a mix between Dan’s power and Con’s mobility, Coyote can charge his shots, jump onto roofs, and pick padlocks.

Mask de Smith, the luchador. He’s big and slow, but when you need heavy firepower, Mask’s your man. His twin grenade launchers are devastating to groups of enemies, as well as to certain cracked walls.

The game’s look is as memorable as its cast. Few of its polygons are textured. The backgrounds are filled with simple color gradients, and every surface is edged with hard black shadows. It looks like an elaborately lit stage play, and that works to the game’s benefit: you can view any given screenshot of Killer 7 and recognize it immediately.

The game is divided into six chapters, and each chapter is represented by the target you’re out to eliminate. You’ll take control of the Killer 7 and pilot them through large, maze-like buildings and complexes. As you go, you’ll shoot down hordes of Heaven Smile, converse with the ghosts of your past kills, solve the occasional puzzle, and collect widgey-whazzits to open doors and gain access to your targets.

None of these conventions sounds particularly unique for a video game, but Killer 7 grabs them and twists them into new shapes. While most shooting games give you an arsenal of weapons to switch between at any time, Killer 7 lets you switch entire assassins at any time. You choose the Smith you want from the pause menu, and your character literally transmogrifies from one form to another. You’ll have to do this many times to advance in the game.

Another striking feature is that you don’t use the control stick for movement. Instead, you hold A to move your character along a pre-determined path. You press B to turn him or her around to move in the opposite direction down that path. When you reach a point where you can choose from multiple paths or interact with objects, a list of choices appears. You select your choice of direction with the control stick, and then continue holding A to move along the path. You don’t have the freedom to move wherever you like, but in a way, this is kind of a relief. You don’t have to adjust the camera, and you’re only ever presented with meaningful options. You’re not going to be obsessively checking every door, corner, and wall for secrets to hoard, because you can’t. It’s really a daring and brilliant design choice. The only game I can think of that incorporates a similar sort of “on-rails” movement is The 7th Guest, but that game didn’t have bloodthirsty terrorists out to kill you.

The Heaven Smile are a violent lot, but they’re also rather cheery. As you run about the area, you’ll hear these mad bombers snicker at you. When that happens, hold the R trigger to enter first-person aiming mode. While aiming, pull the L trigger to perform a “scan,” which neutralizes the Predator-like camouflage the Smiles use. Suddenly, you’ll see these hideous, gangly beasts creeping toward you. Lock on to them using B, aim manually with the left stick, and press A to fire.

The shooting action plays something like The House of the Dead. None of the Smiles have long-range attacks; their only method of fighting is to march up to you and detonate their bombs. You must finish them off before they can get close enough to do that. The trouble is that most of the Smiles don’t go down easily. You can tear off their arms, legs, and even their heads, and they’ll continue to come after you. Every Smile has a glowing weak point which can be shot for a one-hit kill, but it’s not easy to hit, and sometimes it’s in an awkward place, like a knee or an elbow.

You could just use Mask and his grenades to burn up the bad guys, but there are a couple of drawbacks to that strategy. First, some enemies are immune to grenades, and second, burning the enemies wins you no blood.

Blood is the currency of Killer 7, and you earn it by blasting off Smile limbs or by shooting out their weak points. You’ll collect two kinds of blood: thin blood, which is depicted as test tubes while aiming, and thick blood, which is depicted as a beaker in the pause menu.

Thin blood can be used to heal your character, or to power special attacks. Dan, Kevin, Mask, and Coyote can each “charge up” their weapons by pressing Y while aiming. Each level of charge requires one tube of thin blood. Some enemies can only be killed using these charged attacks, and sometimes you’ll be unable to advance in the game until those enemies are killed. This means that without blood, you’re fucked.

The key to success is to be a sharpshooter. Your gunplay must be accurate enough to consistently hit the Smiles’ blood-spilling weak points, while also being fast enough to kill the Smiles before they can reach you. Once you get the hang of it, picking off Smiles with one shot a piece is a thrilling and wonderful rush.

It’ll take practice to get to that point, but upgrades are available to help you along. You can purchase them at the “Harman’s Rooms” that are scattered about each area. Thick blood is converted into a special serum, which is then used to improve the stats of your team members. You can boost each assassin’s attack power, increase their firing rates, reduce the kicks of their guns, and inflate the hitboxes of enemy weak points. At the beginning of the game, it’s easy to keep every member at an even level of strength, but towards the end, the upgrades become pricey, and you’ll have to make some tough choices about whom to improve and in what areas. Odds are you’ll grow to specialize in the use of a particular Smith, and I recommend you pour most of your upgrades into that guy (or girl).

As a bizarre game, Killer 7 also has some bizarre problems. The worst one is that its difficulty is uneven. It’s all over the place. Early missions have some tough encounters against hordes of spawning Smiles, while later areas can be extremely tame. These tough fights aren’t too bad if you use the different skills of the Smiths effectively, but they still seem as though they belong in later stages. Meanwhile the final areas offer hardly any combat at all.

The puzzles are so simple as to be laughable, and if you still get stumped by them, there is a friendly character who will give you complete solutions in exchange for some thick blood. In case you encounter a confusing obstacle, you can check the map screen for icons that tell you exactly which Smith you need to use to get past that obstacle. It’s nice that you’ll rarely get stuck, but it makes me wonder why the puzzles are even there in the first place.

Then there’s the story. It’s a cool story, told in a tongue-in-cheek, horror-movie style that keeps you from taking it too seriously, but it’s also a little ambitious, and by “ambitious,” I mean confusing. It’s messy and wild, which can be fun if you’re in the mood for it, but after a while it can make you crazy. This is a story you want to seize by the shoulders and force down in a chair so it can start talking sense. It leaps from one plot thread to another in an instant, it dramatically introduces characters who may or may not be significant, it delves into the pasts of some of the Smiths while ignoring others, and it never bothers to piece its own dreamlike fragments together. You might be able to connect some of the dots if you’re especially attentive, but a host of unanswered questions will still remain. The natures of Harman, Dan, and Garcian are especially strange, but the game never clarifies them, so you have to draw your own conclusions. The finale is a series of half-revelations that seem like they could be powerful and resonant, if only they actually explained anything.

I get the feeling that Goichi Suda had a hell of a lot to say in this game, but he didn’t have the time or the resources to make it all fit. If you’re the sort of person who pores over episodes of Twin Peaks, Aeon Flux, or Lost in search of the tiniest connections in logic, then Killer 7 will keep your mind revved and spinning for weeks. If you’d rather ignore a game’s story, or prefer that the it tie up its own loose ends, then Killer 7 is not the one for you.

Killer 7 is a polarizing experience. Its nightmarish look, unorthodox controls, freaky characters, and shattered plot pissed off a ton of gamers back in 2005, and it didn’t sell well in any territory. Odds are that it will still piss off a lot of people today. Your enjoyment of this game will depend on your willingness to be hypnotized by its creepy world. Once you’re drawn into it, you’ll find Killer 7 to be a lovely gem.

If I still haven’t convinced you of how exceptional this game is, check out the following video, which illustrates the action better than I can describe it.

Controller1.com rating: 2/3

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REVIEW: STREET FIGHTER IV

On PS3, Xbox 360, PC. Developed and published by Capcom
C1 regular Lisvender weighs in with his thoughts on Street Fighter IV…

Hidden somewhere on Green Emperor Way, where tower touches midday sun, there’s a perverted church to Street Fighter. To enter it, you must stand before its doors and perform a double fireball motion followed by three punches. The altar is a stone effigy of John Choi. The congregation is a swarm of obsessive little worshippers who fell in love with Super Street Fighter II Turbo HD Remix, and then immediately abandoned it when the Second Coming, also known as Street Fighter IV, arrived.

sfiv-01

Street Fighter’s story is tragic. It birthed the genre that is now controlled by its zealous, anal fans. Like Japanese RPGs and space shoot-em-ups, fighting games are meticulously vivisected and judged by fans who complain when the games show any motion toward modernity. Thus we see the backlash that resulted when Dragon Quest IX was announced as an action game. Thus we continue to get King of Fighters games, even though no one really cares. Thus we get the Street Fighter strategy guides that detail frame-counting and space controlling, like we’re learning freakin’ chess or something.

And thus, we get Street Fighter IV, a fighting game that won’t adapt to work with modern controllers that use four face buttons, analog sticks and triggers, and then we get complaints that the controllers suck for not being made to work with Street Fighter.

Street Fighter IV is not that great. It’s the same one-on-one, six-button fighting game that we’ve been playing in various incarnations since 1991. You choose a character and duke it out with another character. Every fighter has three different punches and kicks operated by single button presses, special moves that require weird controller motions followed by single button presses, and super moves that require irritatingly long controller motions followed by multiple simultaneous button presses. Super Moves are just souped-up special moves that do a lot of hits without any additional input, and that inflict a win-guaranteeing amount of damage.

You can link certain attacks to create combinations, and if you’re really good (or really anal), you can perform combos that start with regular punches or kicks, continue with a special move, and then end with a flashy super move. The game is about adjusting your position and timing your attacks so you can catch your opponent off guard and capitalize with those combos. Oh, and you press Up to jump and move away from your opponent to block. It’s nothing we haven’t done before.

It’s certainly pretty, what with its fancy 3D graphics and particle effects, and its nifty art style that’s both cartoony and surreal. I like the weird, ink-splattered look, and the exaggerated expressions that the characters make. One of my favorite things about the 2D Street Fighters was that you could see Ryu’s trip-face, or Blanka’s bulging eyes, or Cammy’s bouncy boobs in sharp relief.

I really don’t like Cammy’s bouncing boobs, but they are pretty hard to ignore.

I was worried that such details would be obscured in 3D, what with all the visual effects, increased animation, and the varying angles. Not so. The characters make all the great, goofy grimaces, grins and guffaws that I remember from the early days of Street Fighter II, and I really enjoy them. Capcom does some terrific facial animation.

What I don’t understand, then, is why they added anime sequences to the game. Whenever you select a character in Arcade Mode, you’re treated to a 2D cutscene that reveals that character’s motivation for entering the Street Fighter tournament. I don’t much care about the storylines of fighting games, but I could have been swayed if they were presented with as much skill as the game’s 3D animation. Unfortunately, these anime scenes are dull and poorly drawn. You can skip them anyway. So what’s the point of them, other than to appease the uberfans? My guess is that Capcom wanted to make the game feel more “fleshed-out,” so as to justify the sixty-dollar purchase of a threadbare product. See? It’s not just a simple arcade experience we could have sold over Xbox Live Arcade! There’s a STORY!

I can’t argue that the 3D graphics don’t look great, because they do. I wouldn’t feel right, though, if I didn’t describe one of the problems caused by this new look.

Judging distance is a pretty important skill in Street Fighter, as you need to know the ranges of your attacks, the arcs of your opponent’s jumps, and how to adjust the speeds of your projectiles in order to maintain control of the battle. To do this, you need to have a steady, side-on view of both fighters at all times.

Well, Street Fighter IV wants to be fancy, so it presents fighting stages that curl and twist as the fighters move back and forth. The camera will rotate slightly at times to adjust to this, and that causes your perspective to be temporarily skewed. When you’re viewing Ryu slightly from the rear, you’re not going to have a perfect idea of how far he is from Ken, and therefore you won’t know if your jump kick will reach him. You have to wait for the camera to align itself to the proper side-on viewpoint before you can make your attacks effectively. It’s not a constant problem, but it happens often enough to be irritating, and it’s such a fundamental issue that I’m disgusted Capcom didn’t notice and rectify it.

sfiv-02

The fancy 3D style also causes certain moves, moves that only require one bit of input to create a fancy attack, to be presented in a “cinematic” style. When Zangief or Abel grabs you with one of their special spinning throws, you’ll be treated to a lengthy, stylized closeup of your character getting tossed and slammed into the ground. Like the fabled summon spells of Final Fantasy games past, these attacks look cool the first time you see them in action, but when the computer uses them on you again and again and again, you’ll start to wish that Capcom hadn’t been so eager to show off.

In fact, the 3D show-offery slows the whole game down. When a fighter is knocked out, the KO image stays on the screen for far too long, especially when it’s a super finish. Before every match you get introductory cutscenes of the two fighters, where the characters run, jump, or stand around taunting each other. When you near the end of Arcade Mode, you have a “Rival Match,” which pits your fighter against someone he or she supposedly has a special vendetta against. The introductory cutscenes for these matches are even longer than the usual ones. They look good, and some of them are even funny, but they get old fast, and before long you’ll just hit Start to skip them so you can get on with the fighting already. Why can’t you turn them off? Why are they even there?

Like Super Smash Bros. Brawl, another overhyped cash cow fighting game, Street Fighter IV tries to show off its value by forcing you to unlock many of its characters. You have to beat the game with specific characters to unlock them. You can set the game to Easiest difficulty, and make every match a 1-round win, and then blaze through the Arcade Mode to do this, but it’s still a lengthy and unnecessary pain in the ass. And yes, Seth, the game’s final boss, is still a jerk, even on the Easiest difficulty, because the AI has failed to evolve over the past ten years. The computer knows how to interrupt your every move with something faster, more powerful, and more annoying. The AI does this with all the characters, but Seth is especially bad because he has several moves that do ridiculous amounts of damage, and a whole lot of the aforementioned “cinematic” moves that involve watching your character getting thrown, kicked, spun around, sucked into a vortex, and then smashed into your TV screen. You need incredible patience to put up with the blatant cheating that this game throws out.

Online play? Oh yeah, there’s that too. You can accept fight requests from random online players as you slog through Arcade Mode, though I don’t recommend this because you may not get stable connections. For some strange reason, Street Fighter IV’s matches are more prone to lag than those in the recent SF2HD, so you’re better off manually searching for matches with high stability. Make some time in your schedule before you settle in for online fighting, though, because the match searches in this game take an extremely long time. By the time the match list appears, odds are that the lobby you select will be full. We’re not talking Gears of War 2 wait time, but it’s still pretty bad.

The matches themselves remind me of Gears of War 2, though. Whereas in GoW2, players eschew the fundamental cover-based shooting in favor of charging up and pounding each other with shotguns, in SFIV, strategic play is thrown out the window, and the two fighters just bounce around poking.

In Street Fighter, every attack has a level of priority that determines what happens in the case of simultaneous strikes. If one fighter throws out a high priority attack at the same time that the other throws out a low priority attack, the high priority attack will hit, and the low priority one will be interrupted. In the case that two attacks of equal priority are thrown out simultaneously, both characters will be hit.

A poke is an attack that has very long range and very high priority, which makes it difficult to get around. Constantly tossing out pokes is a low-risk, high-reward strategy that many gamers adopt and never let go of. Vega the bullfighter, Sagat the kick boxer, and M. Bison the dictator have tons of these moves, so a majority of your online matches will be against these three characters. So much for skill!

I enjoyed playing Street Fighter IV when I first played it. I really did. Then I spent some enough time with it to discover that, in spite of what Capcom and the big gaming websites want me to believe, it’s just another fighting game. I know this has been a long review, so for those of you with ADHD, here’s the tl;dr limerick version:

After ten years, here’s Street Fighter IV
It’s got 3D, but then not much more
If you want punches and kicks
Just get HD Remix
And shove Street Fighter IV out the door.

Controller1.com rating 1/3

Lisvender

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controller1.com Focus Test STREET FIGHTER IV

Broken street dates are a wonderful thing. Cam adds another notch to his SF purchase Tally, Clint mashes buttons with skill and george sits in the middle confused by all of the pretty colours.

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Controller1.com Focus Test- Street Fighter II HD

Cam has bought the various iterations of Street Fighter II so many times that the ridicule he endures in the podcast is not for the feint hearted.

Play FT SF II

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