It's amazing how much you can get done with just a little bit of unconventionality, isn't it? Killer7 dares to take the mere act of walking from one place to another and render it unrecognizable. What's usually a two-stick process is now mapped almost entirely to the "A" button, denying the player control over both the camera and the path your character takes. This game's tutorial mission scrambled my brain- not because walking is at all complicated, but because it's such a radically different approach from everything else I've played that I couldn't comprehend it at first. Hardly ever being responsible for the direction that your Smith goes in makes it that much more difficult to create a mental map of the area, even when frequently consulting the actual in-game map. Trying to decipher spacial layouts in Killer7 is as tricky as trying to decipher the game's overarching plot, and I often found myself stopping to take aim when there weren't any enemies around just for a more orthodox camera perspective. And, clearly, this was a deliberate trap. In the collective mind of the Smith syndicate, the world only makes sense when viewed through the scope of a rifle, a detail that's communicated entirely through gameplay and embellished through audiovisuals. The simple geometry and basic color gradients of every environment seem to mock you, claiming that they're not as complicated as you think they are, and the haunting laugh of every Heaven's Smile adds that extra bit of disorientation. Given how effective this one facet of the game is, then, it's such a shame that the rest of it is just so conventional. I shoot enemies in their glowing weak spots. I solve puzzles that I'm given the answers to. I'm never tasked with managing the mutual vitality of the Killer7, nor do I even choose my Smith based on the situation that I find myself in. Conforming to the standard structure of ending most levels with a boss battle is the most poorly considered of these decisions, as the lack of any mobility whatsoever means they're all simultaneously painful yet far too easy. The one exception is Andrei Ulmeyda, who represents an exciting chase through an arena that was actually built to take advantage of how moving around works. Ulmeyda Intercity, in general, seems to have been lifted from a much more cleverly designed game, mainly due to how it reevaluates how horror should operate in the context of Killer7. It's pretty unconventional for a game's scariest level to be its least confined, isn't it? Unfortunately, this game isn't all that weird, despite how desperately it wants to convince you otherwise. Samantha, for instance, abstractly transitions between various erotic fantasies and/or stages of adolescence whenever you see her, and only allows you to save your game when she's an adult-slash-French-maid. Leaving such a vital part of the game to an unreliable character is a stroke of genius, especially when you consider how much of a relief finally reaching a safe zone in a stressful game can end up being, but it's all rendered pointless by the fact that the map tells you where you can and can't save, allowing you to ignore Samantha's whims entirely while planning your path. But, I suspect, fans of this game will consider any non-thematic analysis of Killer7 to be equally pointless. I won't pretend to be smart enough to fully get what Suda is ultimately grasping at, though I will say that fate and control are far and away some of the least interesting themes for video games to cover, even back in 2005. Nor will I pretend to care all that much- thematically rich or not, the game's still boring, and in my eyes, anything that demands a deeper look is obligated to contain more replay value, not less. I've almost certainly only been made dumber by the amount of times I've heard Leon S. Kennedy's corny one-liners, but I'm not sure if I'll ever return to this (according to Suda acolytes) incredibly intellectually rewarding work. For better or worse, I no longer get that DS feeling...

Reviewed on Dec 31, 2022


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