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For a title that has managed to elude the media’s
judgement since its original announcement, Killer7 will need
little introduction to Nintendo fans. The basic premise of the
title is that, through Harman Smith, players will control one of
seven alter-egos each with varying abilities. While the storyline
is still very heavily guarded (it appeared that occasional
cut-scenes had been edited – either that or they make no sense
anyway) the gameplay has now been demonstrated in its fullest. The
controls are rather confusing at first; with the A button being
used to run forward and B for 180degree turn. As you approach a new
area the screen splits to allow you to choose a direction with the
analogue-stick. While this may seem rather limiting to some it soon
becomes apparent that the reason you can’t explore the corridor
is that there’s clearly no need to.
Combat is constructed by pressing the R trigger to enter a
first-person perspective followed by the B button to aim at any
local targets – a simplified remedy for Halo-esque titles
that works purely because it’s no more confusing than it needs to
be. Character interaction has been expanded drastically since
previous demonstrations but still appeared to be limited by the
fact that there was no demonstration of the title – i.e. no-one
had the foggiest idea what half the AI characters where on about!
Lending itself to the light-gun based play is evident, but would
probably only scupper the progression through the complex menu and
character interaction system.
The title remains as stylish an endeavour as in it’s
original conception – which in itself maybe a turn-off for many
gamers – but endeavouring to discover the ties that bind the game
was incredibly worthwhile within the small area open to play, a
full game surrounded by this unique ambience and incredible vision
can be nothing less than remarkable at worst.
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