Ludography
82/100
Players66 ratings
74/100
Critics4 reviews
More scores
Metacritic6 critic reviews
78/100
Metacritic usersuser score
85/100
GameFAQsJust Right
4.03/5
Player reviews
93% positive3,476 reviews
Steam Deck
Playable
Runs on
Windows
Price
US$19.99

Where to get it

Killer7 cover

2005 · Grasshopper Manufacture · Adventure · Puzzle

Killer7

Sneak into a world of underground assassins as Harman Smith, a man who manifests 7 deadly personalities, the killer7. Take control of this distinct murderers' row as they hunt down the sinister Kun Lan to thwart his plan of world dominance.

Released
9 June 2005
Platforms
GameCubePlayStation 2Windows
Genres
AdventurePuzzleShoot 'em upShooter
Developers
Grasshopper Manufacture
Publishers
Capcom
Modes
Single-player
Perspective
First person
Themes
ActionHorrorMystery
Engine
RenderWare
Country
Japan
Age ratings
PEGI 18ESRB MCERO Z
Languages
English, French, German, Japanese
Time to beat
14hmain story21hcompletionist
Directors
Goichi Suda
Composers
Masafumi Takada

About

Killer7 is a 2005 action-adventure game developed by Grasshopper Manufacture and Capcom and published by Capcom for the GameCube and PlayStation 2. The game was written and directed by Goichi Suda and produced by Hiroyuki Kobayashi.

The game follows an elite group of assassins called the "Killer7". The assassins, physical manifestations of a man named Harman Smith, perform hits on behalf of the United States government. Through these missions, the killer7 uncover a deeper conspiracy regarding the role of Japan in U.S. politics and secrets about the nature of their organization. Killer7 features first-person shooter elements and a unique on rails control scheme with camera controls seemingly inspired by the Resident Evil series, but the core adventure-style gameplay has been compared to Myst and Snatcher.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

The player controls the on-screen character, a member of the killer7 group, from a third-person view using the gamepad. e. "on rails")—rather than allowing free motion, the game limits the on-screen character to predetermined paths through the environment. The on-screen character moves forward by holding a button and reverses direction with another button press.

At intersections, the player may choose which path to take. Progress is made by navigating the environment and solving puzzles. Some puzzles require the talents of a specific killer7 member. The player may switch between available members via a menu in the pause screen at any time; not all personalities may be awake at a start of a mission, and requires defeating a number of enemies before they can be awakened.

Story

Killer7 takes place in an alternate version of Earth in the early 21st century. After a treaty ends all international conflict, the world powers destroy all nuclear weapons by firing them into the upper atmosphere and intercepting them with other missiles. This event becomes known as "Fireworks" and symbolizes world peace to the general populace. In an effort to combat terrorism, pandemic disease, and cyberterrorism, the International Ethics Committee (IEC) shuts down all air travel and public use of the Internet.

Air transportation is replaced by a system of intercontinental expressways. However, a new terrorist group called "Heaven Smile" appears, targeting the United Nations (UN) and IEC. The members of Heaven Smile are humans who have been infected with a virus that evokes a desire to kill. Factory-produced Smiles are given a "bomb-organ" that allows them to explode at will, their principal means of attack.

Development

Development for Killer7 began in mid-2002 and revealed mostly in 2003 as part of the Capcom Five,a set of games overseen by Shinji Mikami and intended to be exclusive to the GameCube. Capcom produced the games to bring new intellectual property to the video game industry, which the company viewed as stagnant. Killer7's gameplay mechanics were finalized late in development because most resources went to story and visual work. Director Suda51 wrote the scenario based on a plot he conceived together with Mikami, and later decided on the unconventional control scheme as a deconstruction of how gamers play and to "create new expression".

Complex controls and combos were omitted to present a system that fosters easy progression for the player. Producer Hiroyuki Kobayashi described the controls as "intuitive" and stated that the team wanted players to "think when they are playing" so they can enjoy the mystery in the story. The long development process culminated in several delays, the last of which was due to an artistic desire to release the game on July 7 (7/7). The game was finally released on July 5, two days earlier than previously stated.

Reception

Killer7 received divided reviews and sparked debates about depictions of sex and violence in video games and the status of video games as art. James Mielke of 1UP.com likened the game's high-contrast art style to noir and neo-noir film such as Se7en. He found that despite poor pacing and stilted gameplay, the "quirky scripting and edgy plot" were strong draws, and called Killer7 one of the "most artfully designed footnotes in gaming history". Edge magazine's reviewers echoed this sentiment and predicted that the game would "[pave the way] for future creative leeway", crediting the director with an unwavering artistic vision. Eurogamer's Kristan Reed was keenly aware of the game's limited appeal, calling it "a concept game, an arthouse game, a simple game, an often beautiful game, but most certainly never an everyman's game".

Virtually all aspects of the game had their proponents and detractors. Greg Kasavin of GameSpot praised the unity of "great-looking camera work with simple controls" and compared its "thought-provoking" storyline to Metal Gear Solid, while a GamePro reviewer criticized those features, calling the controls limited, the cel-shading dull, and the story incoherent. Kasavin complimented the game's eclectic soundtrack, excellent voice acting, and distinctive sound effects, while the GamePro reviewer panned them as minimalist and irritating. IGN's Matt Casamassina likened the control scheme to "old-school adventure games like Myst and Snatcher" and commended Suda51 for making a "cult hit", "erupting with style, mood and undiluted craziness". Casamassina was also impressed by the quality of the anime-style cutscenes featured in the latter half of the game.

Releases by platformdates and regions as published

PlatformReleasedRegions
PlayStation 29 June 2005Japan · North America 7 July 2005 · Europe 15 July 2005
GameCube9 June 2005Japan · North America 7 July 2005 · Europe 15 July 2005
Windows15 November 2018Worldwide

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Licensing

Description adapted from its source, CC BY-SA 4.0.