I can't remember my friends names but I still remember the every move in any Street Fighter game, ever. I'm an absurdist existentialist with shades of zen taoism, but call me that and I'll deny it. I own a Wii, a DS and frequently partake of my friends other 360's and PS3's. Games are art. Games are new media that must be understood.
"Fuck 'em if they can't take a joke", Hagbard Celine.
I can remember that, when this game first came out, the reviewer at IGN said that if video games didn't have an arthouse category before, they did now. I don't write this to belittle the opinions of people who don't like the game, and if you don't, please feel free to explain why below. No, I write this to allow people who don't like it as a game to appreciate it for what it does for art and what it does for games as a result.
The label of linear is one that is often made as a complaint toward the game, as it gives the player very limited choices in directions or actions, but some of the best games made have been that way. Take the classic point and clicks like Day of the Tentacle or Sam and Max, they were linear to the extreme, there was one thing to do and one way to do it, that was all. The only interaction (something manifest in the new Sam and Max games particularly) was mouse clicking.
But how we played was not the point. It was the characters and story that made us play. Had this game been released on PC there would be no bitching, it is just that it appeared on a console that caused people to dismiss it. It didn't have what other console games had, where was the free movement, the sprawling sandbox overworld? If I see characters in the third dimension then I should be able to move them about in it without constraint. I can't? Bah, this is crap.
No.
This is a very limited view of games, a kind of stunted function over form view. Now, I LOVE function, I own a Wii for the myriad gods sake, but I can appreciate when my control is stunted, not due to poor design, but due to a vision that reqires it.
Had the game not had the plot and characters it did, I would not have enjoyed it as much. But the control becomes a character in the game itself. As Garcians whole existence has been one of rigid control it stands as an artists stroke that our control be limited. We are trapped, as Garcian is, running a pre-determined path. Beyond the metaphor, the linear nature also serves to highten the tension, by making us bound slaves in a world of free roaming threats.
This is much like the arguments I have with people over the works of Lynch et al. You can't watch Eraserhead with "normal" eyes, you must understand that it does what it does, not because of poor film/game making, but to make a specific point and to create a deliberate stylistic feel.
This is vital to gaming as an artform. We need the Suda 51s as much as we need the Magrittes, ce n'est pas un jeu, it is an interactive art show. Gaming needs this, as it will blur that bullshit line that artists have created and allow gaming to evolve into a serious medium. This, in turn, will allow for all kinds of experimental gaming ideas and an abundance of games that will challenge the barriers and force evolution.
Again, I don't write this to change a view, just to create a space where a view might change of its own accord, even if slightly. This is an arthouse game, much akin to the simple interactivity of the point and clicks, if you judge Killer 7 by the gameplay alone, then you have missed the point entirely.
This is an awesome breakdown of the game. Despite my complete lack of following the plot I loved how well it was all put together and the statement it made about gaming. I think the on rails. I never thought of that as part of the character but now that you say it it makes total sense. Nice job man.
I love this game and think you explained it excellently, but I can completely see how it isn't for everyone. A lot of people think Lynch is shit too whether they understand were he's coming from or not. Different strokes.
Great writeup, soul3150. More people need to experience this game for sure. So many people were turned off at first by the negative reviews (I know I was), but now that one can pick up Killer 7 new for around $15 they have no excuse not to play it. Seriously, try the game out. It is a fundamentally flawed game that is still fun to play at times, and the story is entertaining (even if it is impossible to understand).
I love the "Susie Swears" video! That remains one of my favorite moments in my personal gaming history.
That third video is great as well!
Having the third video playing at volume level "10" on one of the main TVs in your house as your mother walks up the stairs is not. Not to mention that the remote doesn't work that well either...sometimes it takes forever for the buttons you press to do anything.
When so many games do the same things in the same ways as so many other games before them, stuff like Killer 7 -- flawed or not -- is an amazing breath of fresh air. I'll admit that I rarely had any idea what was going on in this game, but in spite of that (or perhaps because of it) there were so many jaw-droppping, "What-the-FUCK!?" sort of moments that I couldn't take my eyes of it, and I couldn't stop playing.
Definitely not a game for everyone, but definitely something for those who are tired of seeing the same old designs rehashed over and over and over again. If we can't tip our hat to originality of this type, it's our own damn fault for getting a bunch of boring, uninspired sequels.
When I first played it, it was like drinking really black coffee with orange juice instead of milk, but after awhile I realized that was the point. To appreciate Killer7, you just gotta play along - cause it's definitely NOT a comfort-food kind of game that can be easily fit into an existing genre.
I was really sitting on the fence about this game after reading mixed reviews. Lately I've realized Dtoid is pretty good at separating the wheat from the chaff, per se, so the next time I'm up near a game shop I'll hunt for Killer 7.
I respect that you say that you're not trying to do anything more than create an opportunity for minds to change. That's refreshing. In the same spirit, I'd like to give you my perspective on the game. :)
On the matter of creativity and atmosphere carrying the game a bit further than it otherwise may have gone, while I agree with you about the industry needing creative individuals the likes of Suda 51, I also believe that he and others like him have a responsibility to make sure that creativity isn't the only thing noteworthy about their games.
Think about the precedent it would set if developers started making really off-the-wall concepts into games, but neglected the parts that actually make them fun to play. Would any of us really be happy with that, or would we be crying for the rehashes after too long, just so that we could play something that is even remotely fun?
That's what it boils down to for me. While I can appreciate what Suda was doing, I didn't think that it made for a very entertaining game. And while I can appreciate the creativity behind it, I don't think that any of us should stand for sub-par products. I think it sends the wrong message to developers. I'm all for creativity, but not at the sacrifice of good gameplay, and I feel that in the end, that's exactly the problem that Killer 7 embodies.
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I love the "Susie Swears" video! That remains one of my favorite moments in my personal gaming history.
That third video is great as well!
Having the third video playing at volume level "10" on one of the main TVs in your house as your mother walks up the stairs is not. Not to mention that the remote doesn't work that well either...sometimes it takes forever for the buttons you press to do anything.
Definitely not a game for everyone, but definitely something for those who are tired of seeing the same old designs rehashed over and over and over again. If we can't tip our hat to originality of this type, it's our own damn fault for getting a bunch of boring, uninspired sequels.
Great writeup!
analog sticks too sensitive made aiming a bitch.
while i understand that movement is limited so that the camera angles could reflect the dev's vision, i still thought it sucked. couldn't get over it.
That's too bad! The load times and controls were way better on the GC, IMO.
I respect that you say that you're not trying to do anything more than create an opportunity for minds to change. That's refreshing. In the same spirit, I'd like to give you my perspective on the game. :)
On the matter of creativity and atmosphere carrying the game a bit further than it otherwise may have gone, while I agree with you about the industry needing creative individuals the likes of Suda 51, I also believe that he and others like him have a responsibility to make sure that creativity isn't the only thing noteworthy about their games.
Think about the precedent it would set if developers started making really off-the-wall concepts into games, but neglected the parts that actually make them fun to play. Would any of us really be happy with that, or would we be crying for the rehashes after too long, just so that we could play something that is even remotely fun?
That's what it boils down to for me. While I can appreciate what Suda was doing, I didn't think that it made for a very entertaining game. And while I can appreciate the creativity behind it, I don't think that any of us should stand for sub-par products. I think it sends the wrong message to developers. I'm all for creativity, but not at the sacrifice of good gameplay, and I feel that in the end, that's exactly the problem that Killer 7 embodies.