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Killer7

 
  

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Spatula Clarke
15:04 / 15.07.05
First of all, for those who’ve not been following it, the storyline. You’re a syndicate of hitmen, the Killer7. Only, there’s really only the one of you – Harman Smith, a wheelchair-bound priest with multiple personalities. Each of the seven alternate personalities – all with the surname Smith – can be physically manifested and each has its own skills and abilities. Coyote Smith can pick locks or jump through high gaps. Kevin Smith can turn himself invisible. MASK de Smith can shift heavy physical objects. KAEDE Smith can remove barriers by slicing her wrist open and spraying blood over them. You’re sent on various missions to take out specific targets, each protected by a number of puzzles and an army of Heaven Smiles, lurching human bomb zombies that, apparently, don’t really exist.

I've been waiting for this game forever. When the first screenshots were released, it was a similar moment to seeing Jet Set Radio or Mario 64 for the first time - the suspicion that somebody somewhere was telling porkies, because there was no way that a game could look like that and remain a playable experience. This suffered more than most because of the admission that the look came first, before anybody came up with an idea for the how the thing would play. And then, when Capcom slowly began revealing gameplay details, it all started to sound like a wasted opportunity. An on-rails shooter without a light gun to support it. Visually beautiful, but lacking any real interactivity.

Got the Cube version yesterday. Any and all worries disappeared the moment I started playing it. Far from taking control out of the player's hands, the movement system feels streamlined, like they’ve thrown out all the unnecessary baggage that games have been collecting over the years. Hold down A to move forwards. Press B to turn around 180 degrees. When you come to a junction, the screen shatters into shards, with each available direction written on them – hold the analogue stick in the direction of the shard you want to take (the shards are relative to your character’s position on the screen, so you’re basically just pointing to the door or corridor you want to move towards) and hold down A again to move on.

It’s inspired. On paper, it sounds like the most restrictive experience ever – it doesn’t feel that way in practice. Full 3D movement in most adventure games is a waste of time, because when you take a step back and think about it, you're still being ferried down corridors and only making a decision when you come to a doorway or a junction. They’re forever showing you doors that are permanently locked, buildings that you can't enter. The movement system here just makes it more obvious, but in reality it's no more restrictive than most other third-person adventures. The problem's even there in games that are supposed to be totally open and free - I lost count of the number of times I tried to get into a house in Thief: Deadly Shadows, only to find that the doors and windows weren't doors and windows at all, but were just walls that they'd decided to paint those textures onto in order to make the game look bigger than it was. There's none of that frustration here, no getting stuck on a puzzle and thinking that you must have missed a room somewhere on the level. This game just makes it obvious how many others are simple corridor treks, by being one itself and revelling in that fact.

As you become accustomed to the layout of the levels, you find yourself instinctively holding the stick in the direction of the junction you want to take before the options have even appeared on the screen - and, brilliantly, doing so allows you to keep on moving without having to pause at all. The shards system is also used for interacting with items within rooms – again, it prevents the usual nonsense of having to press ‘use’ on every surface available before you find an item that you can actually manipulate and isn’t just a static bit of the scenery.

The Heaven Smiles are invisible. The only indication you get that one’s around is when you hear its inane giggle. The right shoulder button takes you into a first person mode – once there, the left trigger scans the area you’re looking at. If there’s a Smile in the vicinity it’ll become visible. The A button fires your gun, Y preps your character’s special shooting ability, a flick of the C stick reloads.

The rest of the game is insane. Visually it’s like nothing else around – the harsh, hugely stylised two-tone shading always looks stunning. There’s some mental mixing of styles, too – every now and again you’ll come across an intricately detailed bit of patterning amongst the simplicity, or an anime cut scene when you were expecting an in-engine one. It keeps surprising you. The music is all over the shop, changing styles every time you enter a new room. Sound effects are satisfyingly heavy and crisp – each Smile has its own distinct giggle, each of the characters you control has their own soundbite as reward for hitting an enemy weakspot (including a liberal splattering of “fuck it”s, “fuck you”s and “you’re fucked,” all fairly shocking coming from out of Nintendo’s little purple box). There are ghosts spread around the levels that dish out random burblings which masquerade as hints – they’re all heavily treated, some sounding like Twin Peaks’ Little Man from Another Place. Subtitles at the bottom of the screen occasionally conflict with the spoken words that you can just about make out, increasing the unease.

You can change personalities whenever you want, storyline permitting. Doing so sees the one you’re currently in control of explode in a slowed-down shower of blood drops, before being sucked back together in your new form. Killing Heaven Smiles sees them leaking blood out of holes in their bodies, if you’ve just plugged them with random shots, or else exploding in a similar eruptions of droplets if you’ve targeted their instant-kill weakspot. The blood floats towards you and is collected in test tubes and one large jar, depending on its type. Thin blood can be used to refill your health. Thick blood can be taken to the doctor who lives inside the television sets in each level, who’ll then turn it into a serum that can be used to upgrade character skills.

The entire game feels so fresh and so totally fucked up at the same time. On top of the whole multiple personalities thing, there’s Samantha, Harman’s ‘carer’. When she’s in her maid’s outfit she’s demure and willing to help, while he’s lucid and in control. When she’s in her ‘street clothes’ she the exact opposite – vile and violent, beating the shit out of him or screwing him, while he sits prone, head lolling, tongue hanging out and drawling spittle. Then there’s the bosses – all very memorable, none of them being wars of attrition as in so many games, but all totally screwy and not a little worrying. And then there’s *that* room in Garcian Smith’s house – sealed shut with a metal safe door, the only hint as to what’s inside being the screaming and pounding.

It’s littered with touches that make no logical sense, but that combine to fit into the bizarre gameworld perfectly, or clever, funny little moments that will probably pass most people by. Carrier pigeons are dotted around the levels, each holding a note which may or may not have some bearing on the plot. When you go into your inventory to read them again, you find that they’re distinguished from each other by being named after Smiths songs – Still Ill, Well I Wonder, Meat is Murder. The Smiths theme is also present in other small moments – the words How Soon is Now are scrawled on a wall in blood and form part of a puzzle. There still doesn’t seem to be any reason why the pigeons are there at all, nor any indication of whether or not the writer of the notes has any part in the story. They’re just thrown into the mix, along with everything else – the woman who crawls along walls to show that they form part of a puzzle, the ghost of one of your previous victims who wears a red gimp suit and hangs from the sky by a rope around his waist, his finger in front of his mouth as though he’s about to tell you a secret, the small boy with empty eye sockets, the decapitated head that appears in unexpected places and talks in emoticons.

So far I’ve only got the one minor complaint, and that’s that the Normal mode is maybe too easy. Some of the hints given by the ghosts take all of the challenge out of certain puzzles, which can be annoying. With that in mind, I’m considering abandoning the progress that I’ve made so far and starting the game over from scratch on the Hard setting. In its defence, though, the relative ease of Normal mode – in the first couple of missions, at least – combined with the superb reduction of the controls should make this a game that’s far more open to casual gamers than a lot of Capcom’s recent output.

This is undoubtedly an important game. In stripping the standard gameplay experience back, in reducing it to its constituent parts, throwing away everything that isn’t needed and rebuilding the form from scratch, without any attention paid to what other people are doing, Capcom have made something that’s staggeringly new and that shows that there are still huge innovations to be made. I’d be surprised if certain elements of the control scheme – the genius that is the ‘one button to move, one to turn around’ system, in particular – weren’t ripped off wholesale by less imaginative developers in the near future. But, more than just being an important game, it’s a thrillingly entertaining one. I’ve never played anything else quite like it.
 
 
The Strobe
16:04 / 15.07.05
Damnit. And I was holding off buying anything else for a while. Seriously, am very excited by your comments. And also the whole Smiths' lyrics thing.
 
 
Spatula Clarke
17:25 / 15.07.05
I was trying to get that post written last night, but every time I started thinking about something else in the game I found myself getting dragged back to the Cube's 'on' switch. I also keep forgetting things, because there are so many small moments in it.

Whenever I hear the giggle of a Smile now, I panic. For the first couple of missions they tend to materialise in front of you, but now they're coming from around corners, or behind me. The giggle comes out of the speakers and I'm immediately on alert, frantically turning and scanning, turning and scanning. I managed to run headfirst into one earlier on, and nearly needed a change of underwear when it exploded in front of me. I've also learned to hate certain types - the flying ones constantly catch me off guard as I keep expecting the laughter to mean that there's something coming at me from the ground.
 
 
hanabius yamamura
09:34 / 16.07.05
re And I was holding off buying anything else for a while. Seriously, am very excited by your comments

... I know EXACTLY what you mean but, Dupre's SERIOUSLY tempting review, a 9/10 review in Games magazine and 32 quid later, I'm just back from the shops with the 'cube version clasped in my sweaty mitts pondering how to sedate my tantrum-throwing child
 
 
netbanshee
17:29 / 16.07.05
shit... I'm not supposed to be spending any money either. Now I know what I'm doing for my weekend...
 
 
Spatula Clarke
01:08 / 20.07.05
I'm just back from the shops with the 'cube version clasped in my sweaty mitts pondering how to sedate my tantrum-throwing child

How are you finding it (presuming that you're getting enough time away from the tantrums to play it)? It's splitting opinion like nothing I've seen before. It's not exactly a love/loathe split, more a love/'think it's nice enough, but don't really see what the big fuss is all about' one. The usual 'fear of the new' crowd are complaining about it being shit, but as none of them are able to back that up with any intelligent critical reasoning, they can be ignored. Love to see which side people here are going to fall on.

Me, I'm loving every single second of it. The constant shifts in presentational style are perfect for the subject matter - you're supposed to be controlling a guy with multiple personality syndrome, so the intention behind them is obviously to disorientate and wrong-foot you, to prevent you from having a handle on the world in which the story takes place (this is where those who are currently moaning about the inconsistency demostrate just how little they understand about the purpose of the game, imo). That story, too, is scattered about all over the place, almost as though each mission was written by different people, none of whom communicated with each, but who occasionally snuck into the rooms of the others and scribbled some random bits into their design to try and create the impression that their own plot formed a common link between them all.

It's barking.

Combat is getting satisfyingly frantic now. I abandoned Normal difficulty and started over on Deadly shortly after getting to the third mission. The number of Smiles increases, as does their resistance to damage, while the map loses most of its functionality. That's a good thing, because I actually felt patronised by the map on Normal - it shows you where puzzle rooms are, where certain Smiths have to be used to open up new routes, and so on. The only real issue I've got with Deadly is that it makes the mid-level boss on mission four extremely frustrating.

That's the only complaint I've got with it so far. Otherwise, the bosses are all fantastic creations - very imaginative, very individual. The last one on mission four is probably etched on my memory for the rest of my life, not just because it's so well realised, but also because figuring it out is hugely enjoyable.

Aiiee. There's so much I want to talk about here, nearly all of it being to do with specific moments in the game or storyline. The end of mission five, which I've just passed, nearly caused my brain to escape through my nostrils it was so great.
 
 
hanabius yamamura
12:37 / 20.07.05
Dupre ...

re How are you finding it (presuming that you're getting enough time away from the tantrums to play it)?

... I have to come down on the side of loving it loving it loving it

... and, yes, I'm getting time enough, such are the benefits of a wife who habitually watches big brother 6 every night in the other room and a boy who flakes out at half 8 each night following tantrums / giggles / living room football / wiggles dancing sessions!!! thanks for asking though

... anyway, you've made loads of good points, many of which I agree with, so I'll reply by way of some more observations of my own ...

... controls: ... I was quite worried my tired old gaming brain would refuse to adapt to the new and innovative controls but, within 10 minutes, I was up and running ... oddly, this is one of the few games that I've found myself unable to play with inverted aiming controls ... normally, I'm a up is down and down is up kinda guy - sometimes known as helicopter controls - but this game I'm finding that up needs to be up etc ... otherwise though, I agree with your comment that, whilst it sounds quite restrictive, it's not at all - in fact, it comes over as streamlined and slick ...

... love the graphical style ... reminds me of sin city for some reason ...

... who the f@#k knows what's going on plotwise - I'm still on mission 1, as I only started it monday night, but there's still lots going on and gimpy freaky dude's giving me loads of stuff to think about ... as are wheezy t-shirt bloke and the masked fingerer ... by the way, if this all sounds vague, it's 'cause I'm trying to avoid inadvertent plot spoilers etc ... mind you, I couldn't tell you the plot even if I wanted to

... combat's cool ... nice and simple but still very rewarding with some genuine scares if you f@#k up your timing reloading-wise ...

... overall, excellent innovative original game that, even though I'm only 2x 1 hour sessions in, I'm already thinking about playing it again once I'm finished it ...

... and with excellent timing, the boy is waking from his afternoon siesta so I'll say ciao for now ... more comments to follow ...

h x
 
 
Spatula Clarke
13:55 / 20.07.05
The choice between inverted or 'normal' controls is one that always changes, for me, depending on the game. I'm not sure that there's any set reason why I play some with one set and some with the other, but I often instinctively plump for one before I've even started playing (always check out what the options screen contains when I first load up a new game).

That said, I think that with K7 it's something to do with the switch that you have to make from third- to first-person when you want to fire. In third-person games, up on the pad is nearly always up on the screen, and that's the case here - not in terms of direct control over your character, but as far as selecting your direction when the screen gives you a choice. Even if you're more used to aiming with inverted controls in first-person games, the switching of perspectives here would fry your head - it'd be like constantly flicking from normal to inverted controls every thirty seconds in another game. I've got a feeling that's why you're finding normal controls work best in this case.

As far as the plot goes... I really don't want to spoil *anything* here, not even the tiniest detail. All I'm going to say for now is that we already knew that Shinji Mikami must be a bit of a film buff from some of his previous games, yeah? Well, I think what K7 shows is that this extends to some of David Lynch's work. Especially a couple of his more recent films. There are what look like nods to Lynch early on - the voices, script and appareances of the psyches, everything about Harman's Room - but it's getting to the stage now (halfway through mission six) where *everything* feels Lynchian. That may be why I'm finding it so appealing.
 
 
hanabius yamamura
21:27 / 20.07.05
re When you go into your inventory to read them again, you find that they’re distinguished from each other by being named after Smiths songs – Still Ill, Well I Wonder, Meat is Murder. The Smiths theme is also present in other small moments – the words How Soon is Now are scrawled on a wall in blood and form part of a puzzle

... < drumroll > and I win the prize for being the slowest man in all the land ... upon originally reading your post, Dupre, I thought oooooooo, how groovy, I wonder why that is? ... ... ... then, about 10 minutes ago, whilst playing, I realised that, collectively, killer7 are, literally, 'The Smiths' ... D'oh!

h x
 
 
hanabius yamamura
21:43 / 20.07.05
re the decapitated head that appears in unexpected places and talks in emoticons

... also, it was well f@#king weird when I bumped into this bloke for the first time ...

re Whenever I hear the giggle of a Smile now, I panic

... any tips re when they come at you as you're coming out of a room and you've still got the junction shards on the screen? ... ... ... 'cause my ONLY complaint so far is that I can't get out of the junction shards and aim fast enough ... ... ... mind you' it might just be me being cack-handed!

re Even if you're more used to aiming with inverted controls in first-person games, the switching of perspectives here would fry your head - it'd be like constantly flicking from normal to inverted controls every thirty seconds in another game. I've got a feeling that's why you're finding normal controls work best in this case

... Bingo! ... It's far easier on up is up and I think that's the reason ... it also explains why the aim cursor was doing a 180 when the viewpoint changed ... ... ... < cough > told you I wasn't quick ... ... ...

h x
 
 
Spatula Clarke
23:40 / 20.07.05
any tips re when they come at you as you're coming out of a room and you've still got the junction shards on the screen? ... ... ... 'cause my ONLY complaint so far is that I can't get out of the junction shards and aim fast enough

Yeah, I've heard a few people talking about this. The best way to deal with it is either to try and remember where the Smiles (and junction options) are coming from before you enter the room and be quick enough to spin around, scan and take them out as soon as you exit it (difficult, for sure, but not impossible - playing with headphones on can help you determine where they are), or else to run away from them, put enough distance between you and them to be able to take them out calmly and without so much pressure.

Whichever of these you go for, Con Smith can be invaluable. His rate of fire is ridiculously fast and the chambers in his guns hold more bullets than those of the other characters, meaning that you can fire off some random shots if you're in a panic and not have to worry about getting caught reloading. Also, he moves like shit off a stick, especially if you hit his special (press Y when in the third-person view), meaning you can run away from them quickly. He's so fast, in fact, that in some situations you can run straight at an enemy and it won't be able to attack you before you've passed it.

Oh, and the scan (left trigger in first-person view) locks onto Smiles providing that you've got your aiming reticule close enough to them. You can abuse that a little by spinning your view around slowly while hammering the trigger really quickly - chances are that you'll get the lock. You'll at least see where they're coming from - if they're on the screen when you scan they'll flash red during it, even if they're not close enough to stay visible when it finishes.

The best thing to do, though, is to make use of the counter, as long as you've got a character developed enough to have the move. It can really save your bacon, especially later on when there's four or five coming at you and you've only got one shot left before you have to reload. Can be tricky to time it right at first, but becomes second nature soon enough. You've got a Smile right in your face. In the split second before it lunges at you, a white crack appears across the middle of the screen, almost like it's being torn apart. As soon as you see that, hit X and your character will counter the attack, killing the Smile in the process.

Only problem with counters is that you don't receive any blood from the kill, but seeing as they prevent you from losing any, that's an acceptable trade-off. Just make sure that you've got at least one Smith capable of performing a counter and that you're using the right one when you do it (swapping personalities freezes the game time, remember, so you can do that even when a Smile is right on you if you have to). I'd go for Dan or Con, personally, simply because they're so useful elsewhere. Each Smith has hir own counter animation, too, which can be fun - every now and then I might let a few Smiles get right up close, just so that I can rip off a few coutners in quick succession with different characters. It doesn't gain you anything other than a sense of personal satisfaction, but it can look fantastic, in a cool, cyberpunk ballet kind of way.

I wouldn't worry about not picking up on the whole Smiths songs thing. I'd noticed them as soon as the second one appeared, but didn't figure out the relevance until I wrote the words "but I have no idea what they're there for" in my first draught of the opening post :\
 
 
Spatula Clarke
02:15 / 21.07.05
Fuck me. I just finished it.

It's no wonder that the thread over at GameFAQs trying to decipher the plot currently runs to 458 replies.
 
 
Essential Dazzler
17:54 / 21.07.05
Managed to grab a very brief go on this round a friends house last week, It was pretty impressive, easy to get the hang of. One thing I didn't like were the loading screens, ugly, and far too frequent. I also loved the camera switching back to watch your character reload, making fine use of that dead time when you can't do anything
 
 
hanabius yamamura
19:26 / 21.07.05
Dupre ...

... cheers for the tips, dude ... gonna be sunday before I get a chance to fire up the 'cube again to try them out though and I'm gettin' DTs already 'cause the game just keeps gettin' better and better ...

h x
 
 
Laughing
10:40 / 23.07.05
Argh. I wish I'd never read this thread.

((Slouches off to the game store))
 
 
semioticrobotic
14:14 / 25.07.05
The metacritics are loving it; "Killer 7" is getting the second highest score in the Cube category right now.
 
 
Spatula Clarke
16:20 / 25.07.05
God, I love that Maxim review. "..totally unnatural and unnecessarily complicated controls that make it impossible to play."

A to run. B to turn. The right trigger to aim and then A to shoot. Next month: "Tetris could be a good game, if only it weren't for the overly confusing storyline."
 
 
Essential Dazzler
22:45 / 25.07.05
It was a little uninformed wasn't it? Shit like thats the reason I avoid reviews by anyone I dont trust. I'm really looking forward to getting my hands on this game proper in the next few days.
 
 
semioticrobotic
01:48 / 26.07.05
Chao: Shit like thats the reason I avoid reviews by anyone I dont trust.

Yea, I agree -- but I like the metacritic idea because it helps multiple views to be averaged into something a little more fair and acurate; I rarely read the individual reviews.
 
 
hanabius yamamura
21:35 / 26.07.05
re gonna be sunday before I get a chance to fire up the 'cube again to try them out though and I'm gettin' DTs already 'cause the game just keeps gettin' better and better ...

... joy and rapture for, after a weekend away followed by 2 lovely lazy 'peacefully-sleeping-child' nights of slowly playing my way through the end of level 1 - seriously swwweeettt boss bit - and enjoying every inch of level 2, it's still getting better ... the twisting turning plot, the gorgeous cut scenes and the wondrous smith syndicate ...

... desperate to see what happens next ... and, amazingly, I think I've got a clue what might be going on

... bloody good fun ...

h
 
 
Spatula Clarke
00:16 / 27.07.05
Rest assured that it keeps on getting better and better. Well, bar one slightly dull and problematic encounter about halfway through that seems quite out of place amongst all the other, truly imaginative battles that are thrown at you. It picks right back up again straight after that, though, and it is only a very minor complaint, relatively speaking.
 
 
lord nuneaton savage
07:48 / 27.07.05
This is frustrating. I broke up with my SO recently, she got the PS2 and I got the X-Box. I thought I got the best part of the deal.
I am beginning to rethink that now.

No plans for an X-Box release, I suppose?
 
 
Spatula Clarke
11:03 / 27.07.05
None. This was one of the Capcom Five - a bunch of 'visionary' games that were originally intended to be Gamecube exclusives until the company's finance people decided that the projected sales wouldn't justify the production costs and demanded PS2 ports. See also: Viewtiful Joe and Resident Evil 4. If they didn't figure that the Cube versions would make enough money, there's no way that they'd ever even have considered Xbox versions, I'm afraid.
 
 
The Strobe
12:18 / 27.07.05
The other two were PN03, a much-underrate GameCube rythmn shooter, and Dead Phoenix, which got cancelled.
 
 
lord nuneaton savage
12:27 / 27.07.05
Bollocks.
Cheers for the info, anyhoo...
 
 
rising and revolving
16:21 / 27.07.05
If they didn't figure that the Cube versions would make enough money, there's no way that they'd ever even have considered Xbox versions, I'm afraid.

Does that make a lot of sense today, though? The Xbox has a bigger installed base - and porting GC -> Xbox (especially if your code is portable, which it seems to be from the PS2 version) is ... well, easy would be stretching it, but not hard anyhow.

Seems like free money ... well, except for the fact that Xbox users tend to mostly have either a PS2 or GC in addition.
 
 
Spatula Clarke
16:41 / 27.07.05
Main concern's the Japanese market, I suspect. Capcom, like most major Japanese developers/publishers, haven't exactly taken to the Xbox - there was a toe in the water at the beginning of the console's life, but all we've had for it since have been the Live-enabled versions of their beat 'em up franchises.

I think there's also been some resentment amongst the developers at having to produce PS2 versions of these games. I remember reading an interview with somebody (very vague, sorry, but I can't find it now) involved with the PS2 port of RE4 who was obviously unhappy about having to lose a lot of the detail that they'd put into the Cube version - it was along the lines of "we didn't want to develop a PS2 version, but we were told we had to" - and there's an interview with Hiroyuki Kobayashi here (Babelfish it) where he mentions difficulties in producing the PS2 version of K7 (he also mentions that an Xbox version won't appear due to it not being commercially viable). They probably don't want to make too many more apparently pointless demands on their creatives right now.
 
 
hanabius yamamura
22:28 / 27.07.05
... and the pumpin' disco beats of the colosseum entrance hallway just keep gettin' better ... OOOOOOOOOOOOOOOOOOOOO yeah ...

... by the way, kronenburg blanc brain aside, did I read the above correct re is RE4 goin' to PS2?

h
 
 
The Strobe
06:05 / 28.07.05
hanabius: yes, RE4 is due for PS2 by the end of the year.

Unfortunately, from the screenies we've already seen, it looks appalling - jaggy, lower-quality textures and models, horrid-horrid. I'm sure PS2 owners will bang on about it for ages, but really, the only way to experience it is on the Cube as far as I'm concerned.
 
 
hanabius yamamura
14:39 / 28.07.05
re Unfortunately, from the screenies we've already seen, it looks appalling - jaggy, lower-quality textures and models, horrid-horrid

... sighs with resigned shaking of head ... another sad triumph for money over quality
 
 
hanabius yamamura
16:46 / 29.07.05
re bar one slightly dull and problematic encounter about halfway through that seems quite out of place amongst all the other, truly imaginative battles that are thrown at you

... (being very vague and spoiler-free) it didn't involve 2 men, did it? ... if so, I'm at it and it's very irritating and repetitive ...

... otherwise, the game's still f@#kin' sweeeeeeeeet

h
 
 
Spatula Clarke
21:46 / 29.07.05
Nah. It's at the end of the first half of mission four.

There's a trick to those two men, hb. If you're still stuck and want a hint, PM me (we really need to figure out a decent form of hiding spoilers, just for this forum).
 
 
hanabius yamamura
20:12 / 30.07.05
re There's a trick to those two men, hb. If you're still stuck and want a hint, PM me

... cheers, dude, but I finally beat the f@#kin' twisted cacklin' little c@#%s this mornin' ... but I'm sure more PM-material awaits on later levels e.g. mid-level 4 ...

... I remain totally f@#kin' obsessed ... played every night this week which, as any other fathers of 2 and a half year old boys will know, is serious addiction and time investment

... good gaming ... and it's SO stylish as well

h
 
 
thirty/thirty
06:53 / 02.08.05
It should be noted that "Killer 7" is actually quite homophonous to "Killer's Heaven". Given the violent nature of this game this pun does not seem to be unintentional.
 
 
The Strobe
07:20 / 03.08.05
I buckled.

My copy shipped yesterday.
 
  

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