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in #gaming6 years ago


Whether it's an untraditional genre mix that features playability, or a story that turns your head off, and if you're not paying attention for a while, you can lose it. This is Japanese creation in the best form. If you think Kojimov Metal Gear Solid is tangled, you still have not tried to rock Killer7. There is space and time, of course, between characters. Something is reality, something else, allegory. In fact, in many moments you will not even know what is real and what is not.

It's just the story Killer7, which is what keeps you here. Or it discourages you. Once it seems that players can only create a very ambivalent relationship to the game. Either you will love it or hate it. Either you fall in love with the story, or you will be so obsessive that you play the game and you will not come back to it. For some aspects of the game can not get old in time, the story is always timeless, and if it's written well (which, in my opinion, it's definitely not), the tooth of time does not bring anything down. Killer7 is 13 years back in the form of remaster version for PC and if you have not played the game in the past on PS2 and GameCube, a non-traditional ride is waiting for you.

In this review, I will really repeat the story very often. If you played the game, you probably know why. And maybe you've put it all over again from those few lines above. But it is also very strong. It's about life and it's about death. Especially death. You stand for it for a long time. And it's been a long time for you. It is also an eternal struggle. Two rivals, but two friends. It is up to them to always meet, each with their pawns on the chessboard, you belong among them, and they will throw the world around them into chaos. It's about terrorism. It's also a political thriller. About the duel between East and West. About the power struggle within one country. It is really about many.

When you ask yourself if you're over-interpreting the game story in Killer7, you're looking for something that's not there, or that's what the creators really have. And what if you still want some of the themes? There are also those that are evident on the first signal. But there are also some that you need to look for. Some parts of the story are revealed to you in dialogues, others in the rendering scenes (those in the anime style are still beautiful, but why do they have to be archaic ?!), and there are also those that bring you a bird that you sit on your shoulder if you find him in the game. Literally. Many characters, lots of motifs, lots of options, but still it's something that the game is pulling to great heights. If you are on such weird and ambiguous tangled stories that may hide more than seem at first glance.

But watch out. If the story itself does not get you, there may be a big problem, and one of the Japanese snacks can become something you might have forgotten. Suda did not write a common story and did not even design a regular game in which you would have a clearly defined genre box. It is and it's not an action. It's not even an adventure. There are very simple RPG elements here. Well, there's also a lot of on-rail gaming, but the game does not match House of the Dead, Virtua Cop and other classic of this automated genre. It is difficult to describe it, it is difficult to understand and it is difficult to get used to it.

We are at the age of 13 years after the original release, some things are already working, and while in the PS2 era, the phrase "console port" has clearly been associated with negative connotations, we have become accustomed to the technological degradation of such a port, but at least interface and user experience it's not like a sleigh ride in the summer. But then it was a little bit different and before I get to describe the gameplay as such, I have to worry about porting this console classical PC.

Remaster as such is not bad, only its authors probably never saw a computer. And if so, they have never noticed that we're used to playing with peripherals such as the mouse and the keyboard. Do you say he shoots from the classic first person perspectives? Super! For more than two decades, we have some misgivings about using the mouse for such playability. Well, that's not the case. Not quite. And you will not get used to those altercations of something you've known for years in a more enjoyable and intuitive form. So you'd better get a gamepad in your hand, but you have to get used to it the way it is used today. So, gentlemen, with a little effort to upgrade the control scheme, you would make it easier for players to embrace your unique world if they do not have to die unnecessarily because they just can not remember how it actually shoots.

So, yes, she's shooting here. There is also a lot going on here. You are not here as a traditional action adventure. You walk in that on-rail style when you can just go ahead or turn around and then walk behind your nose. This is how you walk until you reach the intersection, where you can choose the way you can choose. Levels are becoming more complicated, and here and there you will return to them, because something is being taken, where you can solve the puzzle and open your path where it was previously blocked. You are fighting so much when you get to where you start devilish laughter. Then you have to get the attention, stop, pull your weapon, scan your surroundings and hit the enemy. Ideal directly to the weak point that scanning reveals. In the meantime, you have to do it more quickly, more accurately, more deadly, as the enemies become stronger, more demanding, more interesting, and more strange.

Killer7 has the name "unit" you will download. It's the seven killers, each with unique abilities and a unique weapon, so you can both eliminate enemies or overcome various obstacles. Someone can open locks, others reveal hidden paths, others can even eliminate heavy obstacles and the like. Everyone has their place here and you can switch them freely between them if you make them available to them. If they live. If you kill one of them, it's time to call Garciaan to pick up what the previous figure has left and breathe life back. You can also help by leveling yourself with the blood you collect from the enemies, but that's really only a relatively marginal element of the game.

It does not imply me playing the game. It's unconventional, it's inconvenient, but it's interesting. So if you catch the story, and thanks to it you are committed to mastering such playability and control. It hinders me that even though the boss battles are always different and imaginative across the ten arcades of the game (sometimes you may not even be a duel), the levels themselves are almost too schematic before that. Come somewhere, kill demons, solve the puzzle, find something that will open your way further and listen to the boss. This is repeated constantly. In the new scenes, with a new portion of the story and against the new enemy, but actually it's still the same. It was hard for me to accept it once, it is difficult for me to accept it now.

But even so, this game was something. And there is still something. The question is, if this happens to you. If so, you will enjoy an unusual, but great story. And also non-traditional, but interesting gameplay, which is based on non-traditional action and untraditional adventures. However, you will have to overcome some of its shortcomings. Some have come up with an age, others have been there and are here now. Fortunately, however, they are not graphics and sound. Timeless visuals are something that makes the game very good today. Great is also music, even dubbing is very good, if we do not like frequent mummies of characters right out of play, when the game typically Japanese has given the usual dubbing sideways. From a general standpoint, the game has survived the test, and today you can count on it more than in the past, because strange and courageous games are getting less. But those bugs are still very frozen.

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