Fractured Persona – killer7 #5

With Cloudman behind us, we’re pushing on through to another double-length chapter! This chapter, entitled Encounter, is split into two very distinct parts so, much like Sunset, I’ll be writing a separate article for each half. How fun! How many answers will this chapter hold? And how many new questions will come from the explanations? The only way to find out is to read along!

I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren’t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!


Target #03 – Encounter (Part 1)
“The guy in the main event is unlike any other!”

The first things we see as this chapter begins are rows of bullets. A few are carefully selected from the group and loaded into a handgun’s magazine. Classical music swells as the camera pans out a bit, exposing the interior of a classy limousine. The man loading the handgun slowly aims and opens fire on a scantily clad woman sitting across from him. We see the door of the limousine fly open and the man begins to make his way up the steps of a very large office building. His progress is shown through a first-person perspective. He eventually makes his way to spacious lobby, taking a good look around before opening fire on all those present. The last is a young woman who stares up at the man in horror. The screen cuts to red quickly before showing the man leave the building. He appears to be a bit older than middle age, with white hair on his head and face. As he approaches the camera, a small grin can be seen on his face.  A freeze frame captures his left eye for just a moment before fading out.

The scene shifts to Garcian in his trailerhouse. Like every other morning, he listens to a telemarketing message left by the Republic Party asking for his vote in an upcoming election. Like every other morning, Garcian ignores it and makes his way to Harman’s room. The man behind the locked door is still screaming his head off, but Garcian still doesn’t seem to care. When Garcian enters Harman’s room, he sees Samantha abusing Harman again. This time she is forcing him to eat and eventually gets so fed up that she slams the contents of the bowl onto his face. This is a far cry from the awakened Harman we are used to seeing. Garcian wakes him up using the televsion. They speak of a man named Curtis Blackburn, who Harman refers to as a “surge.” Garcian recognizes the name and mentions that he killed Dan Smith years ago. Harman says his arrival on the world scene is an act of fate and that he’ll soon make his move. Garcian offers to take care of Curtis personally, but Harman says Dan is more than Curtis can handle.

Garcian leaves the trailerhouse and meets up with Christopher on the overpass. Christopher says Curtis has been keeping his head down for fifteen years by working for the government. There’s a rumor going around that he’s involved with organ trafficking, which is then used in production of the Heaven Smile. Christopher hands Garcian a flyer for a nearby amusement park. It seems Curtis is going after children’s organs at the fairgrounds. Christopher urges Garcian to hurry and take Curtis out. “The blood of innocent children,” Garcian says, “is unnecessary.”

The Killer 7 head to the amusement park called Ishizaka Land, or ISZK-Land for short. The security camera at the front gate changes Garcian into Con Smith, the youngest member of the Killer 7. Iwazaru is also waiting for the group at the gate. He reiterates Christopher’s words, urging them to hurry and kill Curtis before he can harm more children. While Iwazaru is as cryptic as ever, Travis eventually appears to shed some more light on the park. He says it’s been abandoned recently and has become a great place to hide out if you’re in trouble. But it’s always been a pretty bad place that’s linked to an orphan trading syndicate.

Just like Travis said, Ishizaka Land is abandoned…except for the Heaven Smile, of course. The Killer 7 make their way to the String Quartet area of the park and search the four large auditoriums for clues on Curtis’ whereabouts. Cinema 4 contains a treasure chest. Inside is a new outfit for Mask de Smith that makes him the Main Event, powering his weapons up and making difficult barriers easier to bypass. Travis is waiting for the group in Cinema 3 and sheds a bit more light on Dan and Curtis’ relationship. There’s a lot of history between the two, and Dan supposedly goes crazy at the mere mention of Curtis’ name. Travis says his bloodlust is so powerful that not even Harman or Garcian would be able to hold Dan back. Garcian recovered Dan’s body after he was killed, but Travis can’t recall where that was. He questions how much the others in the group know about the situation.

As the Killer 7 approach Cinema 3′s stage, the ghosts of Kurahashi and Akiba appear before them. If you don’t remember, these two were the Japanese politicians killed by Matsuken at the beginning of Sunset. Their bodies refused to die, but they were soon killed again by the Killer 7. They don’t seem to notice the Killer 7 standing before them, and appear to be having a conversation. Akiba asks Kurahashi if he likes war. Kurahashi replies by saying Akiba should already know his answer, because he doesn’t consider it war. Akiba mentions that the missiles from the beginning of the story hit their target in Japan, killing over 80 million people in an instant. The whole country was destroyed and the whole world stood by in silence. Kurahashi laments Akiba’s idealism, saying that this is the age of power. Akiba disagrees and says the rest of the world watched on and did nothing because they were afraid of what could happen to them. “The maggots,” he says, “live on.” Future events should be interesting to watch, they say, because their will continues to live on even after their deaths.

Travis is waiting for the Killer 7 in Cinema 2 as well. His recent conversations with the Killer 7 seem to be only directed at Garcian, no matter who is in control at the time. He mentions that Garcian doesn’t show much interest in the rest of the group, questioning if they even exist at all outside of being small parts of multiple personalities. He segues directly from the cryptic questioning into more information on Dan and Curtis’ history together. Curtis was Dan’s mentor in the Seattle Self-Defense Force and taught him all he knows about killing. Dan was suspected of betraying the Force and then killed in a back alley. Garcian recovered his body soon after. Pedro, another man who had connections to the Self-Defense Force, was behind the whole thing.

Cinema 1 houses another treasure chest, but this one opens to reveal Susie’s head lying inside. She jokingly says she loves the amusement park, only to relay a traumatic event that happened to her there. She hates crowds, especially the rude dads, fat moms, and crazy kids who scuff up her shoes. All these factors caused her to throw up in the park, and she was soon crowded by onlookers who wouldn’t give her space to leave. Susie reveals that she wouldn’t hesitate to kill them all. The park, she says, is the birthplace of murder after all.

Iwazaru and Travis show up once again outside of the Freaky Fun House. Iwazaru says the park is a thing of the past, hence the fact it’s abandoned. Travis says the fun house has been turned into some sort of odd masquerade, and the only way to get in is by wearing a mask. Luckily, Mask is always wearing his luchador mask, so the Killer 7 get inside easily. The Freaky Fun House is just that…incredibly freaky. As they near the exit, the Killer 7 come in contact with a Fallen Angel. The Angel doesn’t say anything, but gives Dan the all-powerful Demon Gun.

The next part of the park the Killer 7 have to journey through is called the Killer Mansion. As the Killer 7 explores the inside of the mansion, Travis shows up with more information on Curtis. Rumors are going around that Curtis has a few odd hobbies to keep him busy. He trades organs on the black market but, hilariously enough, that’s his public face. In private, he lives with a group of orphans. Girl orphans, in fact. And it all happens to be sanctioned by the government in order to keep him happy. Pedro, from the Seattle Self-Defense Force, acts as the middleman and controls the organ trade routes. The ties formed in the Self-Defense Force remain strong, it seems. Even Travis is surprised by the nerve of the whole situation and the people involved.

A quick appearance by Kess Bloodysunday leaves the Killer 7 with a few odd, cryptic thoughts. There are monsters behind every beautiful facade. The truth, he says, is a monster. Travis appears again to bring things back to reality. It seems Pedro was siphoning money to a foreign syndicate and skimmed a bit off the top to put in his own pocket. The Seattle Self-Defense Force signed a pact of brotherhood in blood, so traitors were and still are punished by death. Pedro framed Dan with the embezzlement by hiring him to launder the dirty money. Curtis took this opportunity to take Dan out. Kess appears again with some more odd ideas for the Killer 7: they need to expose those that hide in the dark. Expose them and pick them off…one by one.

The Killer 7 finally make it out of the amusement park and into the parking lot. Curtis is nowhere to be found. Instead, a young woman by the name of Ayame Blackburn challenges the Killer 7 to battle. She dresses in a cliched school uniform and a large mask that makes her look like a very exaggerated anime character. Even her opening speech is reminiscent of old Japanese superhero shows and cartoons. She introduces herself as the Chairman of the Education Guidance Council, who seeks to destroy all the “vermin” who inhabit the country.

After losing to the Killer 7, Ayame saunters off like it’s no big deal. A large bus pulls into the parking lot to pick her up, and the noise of children can be heard from within as the doors open up. The bus is emblazoned with the Ishizaka Land logo, and seemingly carries the children off to the slaughter.

Encounter (Part 1) – Complete


Encounter is an incredibly interesting chapter, to say the least. While the first part may not have much in the way of side stories or connect much to the overall arc, it pieces together parts of the Killer 7′s shady past…especially in the case of Dan Smith. The second part connects the chapter to the main storyline in a more direct way.

A few more of our conflicts pop up in this chapter. Good vs. Evil, or rather Heaven vs. Hell, is touched upon slightly by the appearance of our Fallen Angel. While much of the Killer 7′s symbolism has to do with demonic or Hellish forces, Kun Lan and the apparent antagonists of the game all have very Heavenly sounding names. In Biblical terms a fallen angel, as most of you know, is an angel that left Heaven with Lucifer after their failed war against the creator: God. In killer7, the Fallen Angel provides the Killer 7 with some much needed firepower in the form of a Demon Gun. Dan Smith is also referred to as the Hellion many times in this chapter. A Hellion in this case is an out of control, rowdy individual who shares characteristics with lesser demons.

The second of our conflicts expanded upon slightly in this chapter is East vs. West. The two dead Japanese politicians, Kurahashi and Akiba, continue to push plans forward for Japan’s expansion. Japan, as you’ll remember, was recently flattened by nuclear weapons after the United States refused to help defend them. Were these missiles launched by the United States? If not the US, then who?

Another part of the East vs. West conflict is shown by the appearance of Ayame Blackburn. While her relative Curtis is in no way Japanese, she seems to idolize Japanese traditions and cliches. Her whole character and appearance is a play on oldschool Japanese television programs, as well as recent anime series. She stands in the way of the Killer 7′s progress, but is hastily defeated. Why is she trying to emulate the Japanese in such a hackneyed way?

So, will Dan and Curtis finally have their monumental showdown? Will Dan achieve his revenge, or become just another tick in the list of Curtis’ kills? How was Garcian able to revive Dan in the first place, and how much do the personalities know about each other? These questions probably won’t be answered any time soon, but feel free to tune in next week for the exciting conclusion of Encounter!

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Fractured Persona – killer7 #3

Thanks for coming back! This is the continuation of  my killer7 analysis, as well as the second part of the chapter entitled Sunset. The first part ended with the assassination of Toru Fukushima, a prominent politician and bureaucrat behind the scenes in the Japanese government. The Yakumo, an important document that could shift political power on a global scale, is still nowhere to be found. As the world rushes headlong towards the first conflict in eight years, who will survive?

I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren’t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!


Target #01 – Sunset (Part 2)
"Laughter is the countdown of devastation."

 

After the events that transpired at Restaurant Fukushima, Garcian returns to his trailer. While nothing of real importance happens here at this time, the man behind the locked door can still be heard screaming. The scene shifts to a coffeehouse in Washington, D.C. where Garcian is meeting with the informant mentioned last chapter, Hiro Kasai. He passes along the next mission from Christopher Mills. The target is actually another assassin by the name of Jean DePaul, the apprentice chef Mask de Smith met at Restaurant Fukushima. Kasai is certain that DePaul is a spy, as he's gained a name for himself as an elite operative by killing a few government officials. He points Garcian to the Kaku building, as it seems to be the hub for syndicates all over the world.

Inside the Kaku building, three men can be seen having a meeting. They mention that it is too late for the fireworks to be launched to save Japan. The two older men, Hiroyasu Kurahashi and Shinya Akiba, have spent 65 years trying to restore their country but all their efforts were meaningless as the United States leaves them to die. They blame the third man at the conference table, Kenjiro Matsuoka, and say that his youth and inexperience led them to this fate. His outrage at their accusations only furthers their mistrust of his generation, and Kurahashi passes him a gun. They antagonize him, telling him to kill himself. They realize that he may want to kill them with the gun but say that they've done it many times themselves in the past, killing their superiors in order to gain a better standing. They continue to belittle him until he can't take it anymore and he opens fire on two men.

But, before he can pull the trigger on himself, Kun Lan intervenes. Matsuoka is surprised at his sudden appearance and has no idea who he is. Across the table, the two dead men lean forward, their brains exposed but their bodies still functioning somehow. They lament the fact that elders are no longer treated with respect but as nuisances, and Kun Lan agrees. He uses his God Hand on Matsuoka's mind, and his surprise soon turns to acceptance. Kurahashi believes that Matsuoka is finally seeing things clearly. Kun Lan tells the three men that they will always be together and, as the camera spins to focus on Matsuoka leaving the conference, it reveals an empty room.

The Killer 7 soon arrive at the Kaku building, and enter through a secret entrance on the first floor. Travis is, like always, waiting for them on the inside. He informs them that the Kaku building is Information Terminal Central, where the world's background players have come to decide Japan's fate. Unfortunately, not a single country spoke up in Japan's favor, each wanting to gain a slice of the valuable territory Japan controls. As things are working out now, Japan is entirely on their own.

A few interesting things are noticed as the Killer 7 make their way through the various floors of the Kaku building. While it's supposed to be a secret meeting place for government officials, many of the rooms have been converted into small gambling parlors. Dice, poker, and horse racing all inhabit the rooms of the Kaku building, as well as a variety of ways to fix these games in one's favor. Iwazaru even goes as far as calling the building a gambler's paradise. Whether he means the actual games or gambling on the world stage is yet to be determined, but it offers a thought-provoking parallel when compared to how the world is controlled and risky actions are taken.

Travis reveals that these talks amount to a sort of proxy war for Fukushima. All talks are done through third-rate bureaucrats, so those seeking to assassinate them aren't the best either. The talks are nothing more than a charade, as the United States has given up on negotiations. Fukushima was the backbone of Japan's UN Party and much more important than anyone could have guessed. Without him, the UN Party is nothing but a toothless organization with no way to enforce their power.

Travis later warns the Killer 7 about heading to the basement. Jean DePaul, who turns out to be an agent of the International Ethics Committee, has already infiltrated the building. Through him, the Committee hopes to disrupt the secret final talks between the United States and Japan. By interrupting this secret meeting, the Committee hopes delay the destruction of Japan. It's imperative that the Killer 7 stop DePaul in time and let the events play out correctly.

Later, Mask de Smith comes into contact with DePaul, and they share a short conversation about wrestling. The battle is nothing much to note as Mask deals with DePaul quite easily. The Killer 7 continue on to the basement while the secret meeting continues as planned in the mah-jongg room. Four delegates sit around a small table, playing a game of mah-jongg. There are two representatives from the United States and two from Japan. The scene that plays out is an interesting one, as the delegates berate each other over the game and over their international affairs. To the Americans, the Japanese are nothing but monkeys who will soon be destroyed by their foolishness. To the Japanse, the Americans are bloodthirsty dogs who can't get enough conflict and destruction.

The game continues, the Americans certain that Japan has no chances left. They assure them that their knight in shining armor will fail. It's unclear who they are referring to here, but it's almost definitely either Kun Lan or Matsuoka, who plays a very important part in the story line later in the game. The game quickly turns sour as the last piece is played. The Americans realize the Japanese have been cheating the whole time and everyone draws their guns. The Japanese delegates realize it's all over and after a short standoff, they all fire on each other.

The Killer 7 arrive in the basement after the shootout to find all the delegates dead. The room is a mess with blood staining the walls and furniture strewn about. Calmly sitting in the corner is Travis, who expands some of the details. Obviously, the talks broke down between the United States and Japan, so the skies will soon rain down on Japan. While this was all according to plan, something doesn't seem right. It would be much easier for the United States to just destroy the UN Party and be done with it, but they seem intent on stopping the whole country. Someone behind the scenes seems to be pulling the strings, and it may be some remnant of Fukushima's power within the political party. Kenjiro Matsuoka, the man from the opening scene, is the Director of the Central Management Office. It's now up to Matsuoka to pick up from where Fukushima left off and lead Japan.

The Killer 7 leave the basement and backtrack to where DePaul was killed. His body is gone but his spirit remains, and speaks to them much like Travis. According to him, Matsuoko has the Yakumo, and seeks to prove Japan can rise from the ashes. He will soon be a force to be reckoned with, and there's no way the war will end while he is still alive. He must be dealt with if peace is to be preserved across the globe.

As they continue on towards the conference room, the Killer 7 come into contact with a frequent visitor of theirs called Kess Bloodysunday. Kess is a small, bloodied boy who shows up just before important battles with strong Heaven Smile or other bosses to offer his advice on how to defeat them. He seems to live inside of his own dreams and nightmares, where he encounters these strong creatures and finds out their weaknesses. An interesting idea he puts out during this encounter is a way to achieve world peace. Kess states that he will one day become the President of the United States and hopes to eradicate all the scum in the world. He thinks this is the only way to really spread peace throughout the world.

Iwazaru expresses some concerns over the actions of the United States. He thinks they are out of control and need to be reined in a bit. He poses a couple of questions to the Killer 7, wondering if a nation can have a collective will and how people can only be seen as units and not as living beings. The United States indiscretion with killing is getting out of hand, and the Killer 7 need to be careful with who they place their support behind. Travis offers a break from Iwazaru's philosophical ramblings, and lets the assassins know that this building is actually the headquarters for Japan's UN Party. The two old men that Mitsuoka tried to kill are still alive somehow. They are incarnations of the greed in the world, and are still as sly and corrupt as ever. Japan is as good as dead after the events that transpired here today.

The Killer 7 enter the board room where the old men were killed. The two Japanese politicians lament over the fact the United States is so large, saying that their voices and the voices of the people will never be heard. They're too old to be taken seriously anymore, and the people are only counted as units in the grand scheme of things. But, as long as they are alive Japan won't go down, at least not without a fight. An incredibly odd battle ensues, mainly involving flying brains. But the Killer 7 eventually stop the two old men and they finally die.

After completing the mission, Garcian meets up with Christopher Mills at the usual overpass. Chris says it's almost impossible to do anything with the eyes of the entire world trained on you, but Garcian disagrees. He says that even though world peace has been achieved, wiping a country or two off the map is an extremely easy task. He speaks of a promise made thirty years ago that started a countdown as missiles appear on the horizon behind them. They shoot across the sky to the opposite horizon, Chris and Garcian watching them with grim looks on their faces. As they speed off to hell, Chris is upset that they no longer fear the sight, that they've become used to events like this. Garcian agrees, but says that they're still human through it all.

The chapter ends with the sound of explosions.

 

Sunset – Complete


Being the second part of the second chapter, Sunset does a great job of wrapping up a few plot strings, but also leaves everything open ended for the most part. In this chapter we learned of a few new players behind the scenes, namely Kenjiro Matsuoka. A power vacuum was created after Fukushima's assassination, and the responsibility fell upon Matsuoka, as the holder of the Yakumo, to continue his legacy and lead Japan through this current crisis.

Much like the first part of this chapter, the storylines dealt with more real world things like political moves and espionage rather than cosmic forces and deities. We learned that Japan wasn't totally innocent in their dealings with the United States, and their two major political groups were constantly vying for control in the important peace talks. Unfortunately, the United States were already decided on what they wanted to do in the situation, making all the meetings at the Kaku building irrelevant.

This chapter also brought up a few interesting issues dealing with nations and their citizens. While most countries have open elections, the actions taken by those in power are not decided on a majority vote. They do what they want with the approval of others in power, caring less about the average citizen and what they say about what their government should be doing. Many times during war, citizens are nothing but units to be counted as casualties, taking the personal toll and emotions out of the equation so that the atrocious acts governments commit can be done with less guilt.

The other side is shown in an odd encounter with Kess. He wants to be President for the sole fact he'll be able to destroy the scum of the world. With these actions he hopes to create a type of peace across the globe…but is that really peace? If you simply kill the opposition instead of taking their motives into account, are you really making the world a safer place? Or are you only taking choices out of the hands of the citizens?

So, where were the missiles heading at the end of the chapter?  Are they being launched as a last futile attempt to save Japan, or are they only going to add to the destruction of the small island nation? If these questions are burning in your mind, come back next week for the answers! Sure, they may be cryptic as hell…but the journey is the important part. Until then, sayonara!

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Fractured Persona – killer7 #2

Here it is, the continuation of my killer7 analysis. While the first chapter (Angel) was pretty short in length and story, this second chapter is much longer. Luckily, it has a two very distinct parts that comprise the whole, so I’ll be dividing this chapter into two separate articles. Be sure to look out for the second part of this chapter next week!

I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren’t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!


Target #01 – Sunset (Part 1)
There’s some nasty shit cooking in this restaurant, and it ain’t momma’s fried chicken.”

This chapter opens with a bit of backstory on the world of killer7. July 3rd of the year 1998, marked the beginning of an age of world peace. All international disputes were seemingly settled on this date. The four superpowers of the world all created anti-terrorist organizations and peace-keeping agencies to keep this new era safe and spread its influence across the globe. For the first time in history, the entire world was united in efforts to weed out every hint of evil and disorder that could disrupt this peace. All air transportation was halted by the new international society in order to stop all national, idealogical, and cyber terrorism.

2002 saw a network of intercontinental expressways built across the Atlantic Ocean in order to connect both sides of the world. In 2003, they began building a mass scale distribution system, as well as a city-sized synthetic land mass, on top of the ocean. The new international society banned the use and research of nuclear energy and disposed of the left over radioactive waste and materials at a facility in the Gibsoft Islands in the Indian Ocean. Intercontinental missiles also posed a large threat to world peace, so they were launched outside of the Earth’s atmosphere and detonated by other missiles, causing a fantastic light show in the sky. People around the world were witness to these “Missile Shows,” which became the main symbol of world peace.

But, a new threat soon emerged. At the signing of the UN’s World Security Treaty, terrorists calling themselves the “Smiling Faces” made their first appearance by attacking the ceremony. The world was caught by surprise. Just when people had finally allowed themselves to hope, these terrorists instilled fear in their hearts that quickly spread across the globe. Police and national armies could do nothing to counter the attacks of the Smiling Faces. This responsibility was soon placed on a god-like group of assassins called the Killer 7, who were utilized extensively by key players behind the scenes of the four superpowers. The world’s only remaining hope was in them.

After this short intro, Garcian is shown in his small Seattle trailerhouse. He receives a message from the Republic Party stating they hope he votes for their candidate in the upcoming election. He scoffs at the idea that his vote is precious to them, and heads to the back of the trailer to meet with Harman. The back of the trailer also has two other doors, one locked up as a vault and the other with a string of padlocks. A man’s screams can be heard coming from one of the doors.

Upon entering Harman’s room, his assistant Samantha is seen abusing him. Harman doesn’t seem quite there during this sequence, and Samantha continues to smack him around when he won’t reply to her questions. But when Garcian activates a nearby TV, the room darkens and Harman seems to regain consciousness. They have a small discussion about a message that was left for Harman, but the old man already understands that a friend of his is trying to bring down the country. Harman asks Samantha, who is now dressed as a maid and respectful, to hit the lights. As soon as they dim and the sunlight reenters the room, Harman returns to his catatonic state.

The scene shifts to the Department of Defense in Washington, D.C. Two hundred missiles have suddenly appeared on the radar, and seem to be heading straight for Japan. The military advisers present can’t come to a majority decision on whether they should launch intercepting missiles to save their ally. They eventually call the President, who they inform of the situation as well as telling him the intercepting missiles need to be launched two hours in advance. The scene ends with the military waiting for the President’s orders.

Back in Seattle, Garcian meets up with Christopher, the informant. Christopher fills Garcian in on the situation with Japan, but fears the United States won’t do anything to help them. The target for the Killer 7′s next mission is a Japanese man named Toru Fukushima, who owns a restaurant in Washington, D.C. He’s also the middle-man for the Japanese UN representatives and the United States government. The hit wasn’t just put out by the U.S. government, but by all the parties involved in the UN. Japan has turned against the United States, and their fate will be decided by how they move in the next eighteen hours before the missiles hit. Christopher also lets Garcian know that if he gets into trouble, he should go see a man named Kasai. Kasai supposedly knows everything about the Japanese movements. Fukushima is pulling all the strings, and the integrity and true worth of Japan is at stake during this conflict.

Upon arriving at Restaurant Fukushima, Iwazaru informs Garcian that it is a nest of conspirators. A nearby security camera changes Garcian to a tall man in a luchdaor mask named Mask de Smith, and he enters the building. Three employees of the restaurant approach him, and Mask tells them that he’s there to kill Mr. Fukushima. They quickly change into their true Heaven Smile forms, and he blows them away with his grenade launchers.

Like the last chapter, this one has a few carrier pigeons you can find that explain who the individual members of the Killer 7 are and what they can do. Dan Smith can build up energy from the blood they collect and fire it off with his guns in the form of a Collateral Shot. Kaede Smith slices her arm open and uses the blood to destroy certain barriers, as well as sucking blood up to reveal hidden messages. Mask de Smith is a wrestling master who uses two huge grenade launchers. He disappeared the day before he was set to make his major league debut in New York. Kevin Smith is albino and can use his powers of invisibility to bypass enemies and sneak into buildings. Con Smith is still a teenager, but possesses amazing speed that surpasses even the best Olympians. Coyote Smith can jump like an animal and pick any padlock, both of which stem from a hard life living on the streets. Lastly, Garcian Smith can spot Heaven Smile from over a mile away, but this is only a rumor.

A meeting with Travis reveals that the Killer 7 aren’t the only ones after Fukushima. Japan is controlled by the United Nations Party, but minority control could be established if they were done away with. Japan’s Liberal Party would have no opposition on their way to controlling Japan. It’s in Fukushima’s hands to stop the missiles from destroying Japan. But, if the Killer 7 continue on with their mission to assassinate him, Japan is finished. Travis questions the motives behind the Killer 7′s employers, and asks a simple question: “Homeland or Japan?”

Travis also explains the strange relationship between the United States and Japan. Because Japan doesn’t have their own defensive missiles to intercept attacks, they depend on the United States to protect them when events like this come into play. Unfortunately for Japan, the United States has come to see them as unwanted baggage and don’t see them as useful allies anymore. At the middle of this is Fukushima, who is supposedly into some crazy stuff. So crazy, in fact, he is currently being investigated by the International Ethics Committee. The Ethics Committee themselves are comprised of a few very able assassins who are after the Yakumo Party Cabinet Policy, or just Yakumo for short. The Yakumo is currently in Fukushima’s possessions and, although they are just a bunch of papers, they can change the world.

Because of Mask’s reckless attack earlier in the mission, the Fukushima Restaurant building is starting to burn down. As the Killer 7 continue searching the demolished building for Fukushima, Mask comes across a young sushi chef in the kitchen. The kitchen is in chaos, with dead bodies littering the floor and blood staining the walls. The chef points a gun at Mask, and fires on him when the assassin tells him to lower his weapon. In one of the most ridiculous scenes in the chapter, Mask headbutts the bullet out of the air without damaging himself in the process, and destroys a Heaven Smile that was lurking behind the chef. He tells the chef to find someplace safer to hide, who chuckles menacingly as Mask leaves the room. Soon after, Iwazaru expresses a few concerns he has with the chef, mentioning that he has seen the man before and recognizes the self-sure way he carries himself.

Travis again appears with more background information on the Yakumo and how it pertains to the United States and Japan. The Yakumo is Fukushima’s only ace in the hole, and he hopes to use it as a “sacrifice” to the “gods” in power in the political system. A secret conference between the United States and Japan is being held the next day, and whoever holds the Yakumo decides the fate of Japan. So, if the Killer 7 kill Fukushima, Japan sinks. If they let him live and take the Yakumo for the government, the United States will rule the world. The fate of humankind is in the hands of the Killer 7.

A few more details about Travis slip when another carrier pigeon is found by the group. His full name is Travis Bell. He was the Killer 7′s first mission. He disappeared almost 30 years ago, and nobody seems to remember him anymore. Iwazaru also warns the Killer 7 that another assassin is here, but that it’s human and shouldn’t be that big of a problem.

Towards the end of the mission, a security camera changes you into Harman. He is allowed into Fukushima’s private chambers by a secretary, and he is welcomed by Fukushima himself. Fukushima talks a bit on his background, saying he hoped to be a politician for good reasons. He hoped to be a true leader in a world of fakes. But, he was disappointed when he found out politics is just a stage where men act like politicians but never really do anything. He was just offered a job by the government as an architect, to design and devise. Fukushima says he took the offer delightfully. He then goes on to talk about a group of young men called Union 7. They drew up the Yakumo, but eventually broke down due to the heat of factional politics. It became clear to Fukushima that the United States didn’t have what it took to compete with the rest of the world.

The secretary is revealed to be a woman named Julia Kisugi, who kills Fukushima mid-sentence. She demands that Harman hand over the Yakumo, but he escapes before she can kill him too. Travis fills you in on the situation, saying she was sent by Japan’s Liberal Party in a move to gain power over the United Nations Party. Julia is confronted by the Killer 7 as the building burns down around them, and is soon defeated. With her dying breath, she says that the Yakumo will destroy the United States.

Sunset – Complete


This first part of the second chapter of killer7 is very odd on a first playthrough, but it has eventually become one of my favorites. Ditching the supernatural themes of the first chapter, Sunset brings the political conflicts of the world into the foreground, and gives a lot of insight into how things work in the universe of killer7.

The main conflict in this chapter is a very complicated one. The United States and Japan, who are supposed to be allies, are constantly working behind the scenes to undermine the other. The United States is supposed to protect Japan from attacks due to their lack of defensive capabilities, but hesitates when a real problem emerges. Certain factions in Japan crafted a political document called the Yakumo to expand their influence in the world, and the effects of this document will be definitely be seen in later chapters.

But Japan is a divided nation. The United Nations Party controls Japan at the moment, but a smaller faction called the Liberal Party hopes to destroy them and take minority control. They even went as far as killing Toru Fukushima to find the Yakumo and make their power stronger.

This chapter also shows the importance of the Killer 7 themselves. Because the militaries of the world were weakened by the proposed peace settlements, the Killer 7 were the only ones who had the power and freedom to go and do what they wanted. The first appearance of the Heaven Smile destroyed any hope the world had in the peace settlements, so it was up to the Killer 7 to use their freedom to destroy the terrorist organization in any way possible. And now, with the Yakumo finally coming into play, the Killer 7 have the power to strengthen any government they wish to succeed. This would ultimately create peace with a one-world government…but is that true peace?

Will the sun set on an American world? Or the dawn reveal another story? Stay tuned next week for the second part of the second chapter, Sunset!

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Fractured Persona – killer7 #1

Conflict. Peace. What are they? How do they relate to one another? Is it possible to achieve peace in the world we live in today, or is conflict also an important part of our overall legacy? killer7 takes these questions and flips them on their heads, presenting a gripping narrative that changed the way I looked at story in video games. I went over a bit of the game's development history and general information in my New Game+ article last week. Starting with this article, however, I'll be detailing the main story points chapter-by-chapter on a weekly basis. I'll do my best to analyze the plot and thematic elements in an attempt to make a sense of the craziness this game throws at you, as well as pinpointing some of the core ideas the creators were hoping to convey.

I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren't worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!

So, without further ado…killer7.

 


Target #00 – Angel
"May the Lord smile, and the Devil have mercy."

The intro to the first chapter opens with a man named Garcian Smith making his way down a random city sidewalk. He carries a large briefcase, an important item that he keeps with him throughout the story. He continues walking, and passes by a man named Christopher Mills, who hands him an indistinguishable item. Garcian eventually reaches his destination: an abandoned building seemingly inhabited by a cult. He receives a call from Christopher, who explains the details of the mission. Garcian and his group of killers are to eliminate all fourteen members of the cult, keeping one alive so that they can find out who the leader is. Their conversation marks the first of many “Good vs. Evil” moments in the game, ending the call with two short phrases: “May the Lord smile, and the Devil have mercy.”

Upon entering the building, a security camera catches Garcian in its gaze. His body shifts, and eventually changes into another person named Dan Smith. Dan catches one of the cult members as he is leaving the building. The cult member seems disoriented, and tells Dan that all of his friends have been killed by monsters. He soon transforms into one of the monsters himself, odd zombie-like beings called Heaven Smile because of the perpetual grin they always wear on their faces. It would seem the Heaven Smile have risen past the fourteen member group Christopher mentioned, and are breeding somewhere in the building. Dan dispatches the creature before it can kill him and it explodes in a flash of light and blood.

 

Naturally, you'll be introduced to a variety of side characters as you make your way through this first chapter, as well as a bit of their history. They all appear to be slightly ethereal and ghost-like, and speak in very odd whispering voices. Iwazaru is the first character you'll interact with and also one of the most important. He acts as a sort of servant to the Killer 7, offering advice and warning against the various dangers that stand in their way. He's also one of the strangest characters in the game, and that's definitely saying something when it comes to killer7. Every time he makes an appearance he's hanging from the ceiling/sky on a wire and wears an enormous amount of fetish gear. Throughout this chapter, Iwazaru constantly talks about a mysterious man waiting for the Killer 7 in the building, someone he fears and thinks that the killers should worry about as well.

Next is Travis. He's human, but has a few very odd qualities about him. He has dark cavities where his eyes should be, as well as gray skin and white hair. In the first chapter you find out Travis was Harman's first kill, something he couldn't do without shaking. Travis is also an important side character, as he'll reveal a bit of background on Harman and the Killer 7 as the game goes on, as well as providing important plot points. He is also very similar to a character from another Suda51 game, No More Heroes. While Suda has come out and said they aren't the same character, it's funny to look back on killer7 and notice how alike they are, from the crazy amount of t-shirts to the assassin background.

The last important side character introduced in this first chapter is a girl named Susie Sumner. At least, she used to be a girl. Now she's just a disembodied head you'll find lying around in the oddest places.  Her speaking voice, like the other side characters, is almost impossible to understand, but her accompanying subtitles are full of odd Japanese emoticons. Susie's main use is passing along important rings to the Killer 7 so that they can decipher and solve various puzzles found throughout their missions. While she doesn't talk about much in this chapter besides her love for clothes dryers, your conversations with her later on in the game reveal a huge amount of her rather disturbing history, as well as a bit of the Killer 7's and how they are connected.

While the story is a bit sparse as far as first chapters go, Travis offers a bit of insight into the Heaven Smile. The man behind their creation is planning on using them to take down the United States and destroy its dignity. Iwazaru also mentions this man and his plan to sink the country, going as far to say that the man behind the Heaven Smile makes him physically ill. Another important method of story conveyance throughout the game are carrier pigeons. Sent to a man named Emir from another named Johnny Gagnon, they detail Johnny's findings on the Killer 7/Smith Syndicate as he spies on them. Their power supposedly rivals a small army, and Johnny thinks it's in the United States' best interest to keep them around. More and more carrier pigeon messages are found as the game progresses, most describing the individual Killer 7 members and side characters in detail. They also give clues as to how you should progress, as well as giving more details on the past and present missions of the Killer 7.

 

Garcian Smith is revealed to be the manager of the other six personas that make up Harman's mind. If any of them happen to die, Garcian has the power to bring them back to life, making them practically immortal as long as Garcian is still around. They somehow switch through television sets, as well as cameras. Johnny says Garcian's role is the most important, as it keeps Harman and his personas safe from harm.

The Killer 7 continue their mission, eliminating the Heaven Smile that stand in their way. The monsters display their power through randomly killing cult members, detonating themselves as soon as they come in contact with devastating results. After bypassing the Gatekeeper on their way to the leader of the Heaven Smile, another camera transforms the killers back into the form of Garcian. Travis greets him as Emir, and asks him if he's getting along with Harman alright. This raises a few questions about Garcian's true motives but, seeing as this is only the first chapter, we'll have to see how this storyline plays out.

Another “Good vs. Evil” moment plays out soon after, as Garcian is transformed into Harman. Harman Smith is an aging man who is confined to a wheelchair. A maid named Samantha Sitbon frequently accompanies him, as well as offering the Killer 7 a place to rest and save. She wheels him down a short hallway and asks him to be safe as he confronts the Heaven Smile Queen. An evolved Heaven Smile, Angel has a very odd aesthetic when compared to the rest of the game. Her face is without a doubt influenced by Eastern animation, with the distinct humongous eyes and over dramatic facial gestures usually seen on anime characters.

Upon seeing Harman, she asks him why he's there to destroy them. She says they've been given an important purpose from Heaven to pave the way on Earth for supernatural forces. Harman obviously disagrees. The Killer 7 eventually defeat the Angel, only to find that one more individual is behind the Heaven Smile: the dreaded man Iwazaru was constantly warning them about…Kun Lan.

Harman and Kun Lan seem incredibly familiar with each other. They speak of chess games and past events they've been a part of, and Harman even calls Kun Lan a good friend at one point. But, he says that for the past thirty years he's been stopping Kun Lan from achieving his goals, and that he'll always be there to stop him. Kun Lan, it seems, is planning on using the Heaven Smile to “bring order to this age.” They both understand that neither will change their minds and, although they have mutual respect for one another, conflict between the two of them is inevitable.

The chapter ends with one of the most iconic cutscenes in the game. Harman takes aim at Kun Lan with his gun, a behemoth that fires anti-tank shells. Kun Lan catches the bullet and is shot out of the building by its momentum, hovering a mile or so away and landing on a tower. Dropping the bullet dramatically, he challenges Harman. He explains that with the advent of technology, the world has grown smaller and easier to control. “And it will keep getting smaller,” he says with a cackling laugh, and the cutscene goes to black.

Angel – Complete


Although it's the first chapter, Angel doesn't have much story wise, but sets up a ton of the game's major themes. “Good vs. Evil” is one of the biggest, since the main enemies are called the Heaven Smile. It's also interesting to note that although the Killer 7 are portrayed as the heroes and main protagonists, they end up killing an Angel in the first chapter. Dan Smith, one of the more prominent members of the Smith Syndicate, even carries the nickname Hellion.

Another major theme is “East vs. West.” The Killer 7 are an American organization who's main adversary is Kun Lan, a man of certainly Asian origin. The boss of the first chapter definitely showcases this theme, as her facial features contrast enormously from the rest of the game's art style. While it was only touched upon a bit in this first chapter, the “East vs. West” theme will be a huge part of the story later in the game, and even become a global issue in the world of killer7.

The last major theme touched upon slightly in the first chapter is “Technology vs. Magic.” Kun Lan is quite obviously a magical being. He uses this magic to create the Heaven Smile, and has close ties with mysticism and religion. The Killer 7, on the other hand, use technology to accomplish their goals. Television sets, security cameras, and firearms are incredibly important to the Smith Syndicate, a sharp contrast to the mystical arts used by Kun Lan and the rest of the Heaven Smile.

So there you have it, the first chapter of killer7. While later chapters will be more open to interpretation and discussion, Angel is a perfect starting point. Everything is pretty straightforward story-wise, and it does a great job of setting up some of the major themes and plot points to be expanded in later chapters. Don't worry if this seems way more simple than I made it out to be…you're in for a crazy ride.

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Lost Planet 2

I enjoyed the first Lost Planet. Mechs (or the in game name, a Vital Suit or VS), thermal energy to keep you alive, forbidding environments and terrifying creatures, it all came together nicely despite its flaws. Not so in Lost Planet 2. Its somewhat hard to see where things went wrong, but somewhere along the path of making everything bigger and more of it, LP2 makes a lot of mistakes. 

There are good things to be found in LP2. Co-op play takes center stage, both off and online, and is enhanced by multi-person VS suits. You are always accompanied by three AI partners, and I'm pleased to report both the friendly and enemy AI is fairly competent. There's room for improvement, but overall it almost feels like playing with four other people, albeit a few occasional quirks. Environments are also fantastically detailed and varied. While the original Lost Planet did what it could with a snowed over planet, E.D.N. III has changed since then, bringing about cities, jungles, and deserts. 

Thermal energy makes a return, but it feels a bit useless this time around. It made perfect sense when the planet was covered in ice, but venturing around deserts and jungles doesn't require a constant supply of heat to survive. In Lost Planet, your thermal energy was constantly lowering to keep your body alive, and if you needed to repair yourself or a VS suit, it used up more. In LP2 this all applies sans the constant lowering. Thermal energy is really only kept around if you need to heal yourself. 

Even then, the Thermal Energy doesn't have much impact. When you die, you simply spawn back at any of the data posts (read: checkpoints) you've activated along the way; you come back with a fresh chunk of ammo and thermal energy into a persistent world. So any real threat of losing your Thermal Energy evaporates when it becomes easier to die. After a specific amount of respawns you will be forced to restart the chapter however. 

The entire game is split up into six episodes, each with three missions, each of those divided by three again into chapters. Chapters are sometimes bewilderingly short; one is just a few hallways, some mooks and thats it. A boss battle will fill up a chapter, and some of these are frustratingly long. Its not helped by constant reviving, either. The worst are the bosses that continually regenerate limbs no matter how many times you blow them apart. Normally players are inclined to take out limbs so they aren't getting swiped at. Its also a natural indication of how long until the boss is killed. But when limbs are perpetually regrown, the process of taking down a boss is extended both mentally and in-game. 

The pacing of the missions is skewed a bit too. I try to stay away from topics like level design and pacing, but when I fight two massive Category G Akrid in back to back chapters, something is wrong. Another very apparent flaw is there is no main character, and barely anything of a story. The organizations are still the same, Nevec, the Snow Pirates, and a few new ones, but if you haven't played LP then you'll have no idea who these people are. Each episode is played from a different point of view and a few are more compelling, and anything resembling a story doesn't come into view until about the fourth episode, when all of a sudden 'the entire world is in danger of being destroyed.' 

So is LP2 still fun? It has its moments. If you make it past the boring and unoriginal first few levels, there are some great backdrops and missions to be found. But it comes with a heavy price.

 

Likes:

  • New environments and amazing visual
  • Co-op and AI partners


Dislikes:

  • Weak story
  • Lengthy and tiring boss battles

 Review Score

4 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.

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Super Street Fighter IV

If you were to randomly ask people on the street to name a fighting game series, most of them would probably give you weird looks and walk away as fast as they could. But those that stuck around to answer your question would more than likely answer, “Street Fighter.” Ever since the release of Street Fighter II in 1991, Capcom has owned the market on the fighting game genre. Street Fighter III introduced a totally new fighting system and a cast almost entirely made up of new characters. It was a radical departure from the normal Street Fighter formula, but was critically acclaimed up on release and a staple in the fighting game community during Capcom's nine year break from the main Street Fighter series. But then, in 2008, Street Fighter IV was distributed to fighting game enthusiasts and casual players alike. An interesting mix of new graphic design and decidedly old school fighting mechanics, Street Fighter IV was exactly what fans had been waiting for.

1

Much like with earlier incarnations of the series, Capcom wasn't content to rest on their laurels after releasing Street Fighter IV. Taking much of the community's feedback into consideration, they began working on a successor almost immediately. Jump ahead two years to 2010, and we are finally able to get our hands on the fruits of their labor:Super Street Fighter IV. While tweaking game mechanics and individual characters' play styles is hard enough, Capcom went the extra mile by including two brand new characters, as well as eight extra fighters from the Street Fighter II, Street Fighter III, andStreet Fighter Alpha series. But, there was some doubt in peoples' minds whether this entry into the series was necessary or just a clever marketing ploy.

We got lucky this time.

Street Fighter IV was a great game, but many in the fighting genre community kept their relationship with it in a love/hate limbo. Like most of the games in the series, it was incredibly well made and gorgeous graphics-wise. The main issue, like most fighting games, was with the balance. While the tournament scene saw an amazing diversity in the characters being used on the top level, there were a few individual moves (e.g. Rufus' EX Snake Strike) and characters (e.g. Sagat, Seth) that were seen as either outrageously overpowered or cheap. These complaints were voiced early on, but started to subside as players became more familiar with the game. Still, a vocal minority called for some changes to be made, and it seems Capcom was listening.

2

Super Street Fighter IV is a different beast entirely. While the returning cast (yes, the whole group from SFIV is back) still play almost the same as they did before, a multitude of small tweaks have been implemented to balance a few of the issues from before, such as lowering damage on certain attacks and changing some of the frame data. Along with these small changes come some pretty big ones in the form of the new Ultras. Each character is equipped with two Ultra Combos now that you are allowed to choose from before the match started, much like Street Fighter III. Capcom did a great job making sure each Ultra offered two very different things, so that choosing one is mostly based on what character you're fighting as well as your own individual play style.

Being a long-time Street Fighter fan, Capcom really caught my eye with the huge cast of playable characters they made available in Super Street Fighter IV. The entire cast ofStreet Fighter II is now available with the additions of T. Hawk, the stoic Native American grappler, and Dee Jay, the Jamaican kickboxer with a knack for busting out his maracas in victory. Fan favorites Makoto, Dudley, and Ibuki make their way over from the Street Fighter III series, as do Street Fighter Alpha combatants Adon, Guy, and Cody. Most of these old-school fighters make the transition to the new fighting system cleanly, their different fighting styles looking as fluid and beautiful as ever with the graphical enhancement the newer systems can offer. While Makoto in particular seems to have been given the short end of the stick gameplay wise, the others feel top notch at the time of writing this article.

3

Two brand new characters have also been introduced in Super Street Fighter IV. Juri is the very first character of Korean origin to find themselves in the cast of fighters, and practices the Korean Taekwondo fighting style. She is also the very first female villain to be introduced, and what a villain she is. Be ready to take a verbal beating along with the physical one when facing a good Juri player. The second new character is…interesting to say the least. Hakan, a Turkish oil wrestler, bases a large number of his attacks off the slickness that the oil provides. Constantly maintaining oily skin is a huge part of Hakan's game, as it increases the reach of his moves and makes him much easier to control. Being a grappler, his main strategy is to get as close as possible to his opponent to lay the hurt down, but he also has a variety of wacky moves that make him one of the most oddball characters in the Street Fighter universe.

The gameplay wasn't the only part of Street Fighter IV to receive an upgrade. A plethora of new online modes were introduced, including Team Battle and Endless Battle. The latter itself is incredibly fun, as it recreates the arcade experience very well in an online setting. Only two players can fight at any time, with the winner going on to fight the next challenger. Much like “putting your quarter down” at the arcade, you have to wait your turn to take on the winner. And once it's your turn, you have to keep winning if you want to keep playing. This creates a very entertaining environment for the spectators as well as those playing, as you're allowed to chat while you watch the others play, learning new strategies and just having an all around good time. The netcode has also seen some improvement, it seems, as it's become much easier to find a good connection with another player. In my play sessions, I only encountered one match where the lag made the game unplayable. This is a huge step forward from Street Fighter IV, making this incarnation that much more necessary.

4

While the graphics haven't seen much improvement, it wasn't really necessary. Capcom has done an amazing job keeping the game two-dimensional while at the same time using three-dimensional character models. The art style is a huge departure from what fans are used to from the series, but it's a welcome change for the better. The game has also retained the amazing sound quality from the original, with the addition of a new theme song and announcer to keep things fresh. Although many found the original theme song (“Indestructible”) annoying, I found myself missing its cheesiness every time I booted up Super Street Fighter IV. The English voice acting can be a bit grating at times when using a few characters, but overall they've done a very good job keeping the same spirit and enthusiasm heard from the Japanese voice actors intact.

With a game of this nature, one simple question always has to be asked. Was this pseudo-sequel really necessary? Super Street Fighter IV does an incredible job building off the winning formula of its predecessor. The fighting system, while not as complex as others in the genre, is very entertaining to use as well as watch from the sidelines. The graphics are an amazing mixture of old and new that sets the bar even higher for those wishing to compete with the series. An eclectic cast of fighters from the past and present offers a little bit of everything for those looking to finally jump head first into the series, each one so varied and different that learning the intricacies of each is a feat in and of itself. So, was Super Street Fighter IV necessary?

Yes. An emphatic, totally satisfied yes.

Likes

  • Much more balanced gameplay-wise with the myriad character and move tweaks.
  • Maintains the same high standard of the the game before it in all aspects.
  • The new characters are tons of fun to play with, as are the returning old-school brawlers.

Dislikes

  • Eventually, the best characters will be singled out as "cheap" and/or "broken."
  • Some of the English voice acting can be a bit grating at times.
  • The backgrounds are way too beautiful and full of life. Incredibly distracting.

Review Score

5 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.

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Monster Hunter Tri

In my humble opinion, nothing makes a game more compelling and ultimately gratifying than it kicking your ass over and over again with little remorse. Unfortunately, some games do this with gimmicks like high-leveled bosses that require frustrating amounts of grinding or blatant cheating on the computer's part. The rest, on the other hand, accomplish their difficulty a different way. While at first these games may seem like the others, you soon find an underlying level of strategy and preparation that will blow your mind.

Monster Hunter is one of those series.

The series' newest release, Monster Hunter Tri for the Wii, marks its first appearance on a Nintendo console. A series long heralded for its crushing difficulty, it makes use of an interesting set of weapons and a varied amount of wild game to hunt with them. And while the single player experience is satisfying in itself, the real fun comes when you jump online with three fellow hunters, combining different strategies and weapon sets to take down the most dangerous prey.

1

The game begins with your arrival in the small coastal settlement called Moga Village. The village is in a crisis with the sudden appearance of all sorts of monsters, rivaling the already dangerous wildlife they have to deal with on an everyday basis. The village chief commissions you as the town's newest monster hunter, and asks you to deal with basically every problem they'll have from here on out. Help comes in the form of the chief's son, as well as various other locals. After a bit of a tutorial, the bare bones story is kicked into the backseat, and you're given free reign to explore, take on quests, and get to know the surrounding areas and their wildlife.

Like I mentioned before, the game has a new addition in the form of the tutorial. The first few quests all involve learning a bit of the gameplay, and it takes up a decent chunk of the early game. While it doesn't explain all the small intricacies of the game or battle system, it gives newer players (like myself) a chance to jump in without leaving frustrated. Veterans of the franchise may find it tedious, but it soon opens up the same exciting gameplay they know and love.

2

One of the most interesting things in the Monster Hunter series is the varied types of weapons you can choose from when you go on hunts. Choosing a weapon type that suits you well is an incredibly important decision, not only because of the punishing nature of the game but also because you'll spend a lot of the time upgrading that weapon. You can jump from one weapon to another without a penalty, but the cost of upgrading multiple weapon types will eventually add up, when it could have been more viable to focus on one type and stuck with it. You gain the materials necessary to upgrade your armor and weapons from, you guessed it, the monsters. After defeating one, you can carve its remains for spoils such as bones or hides. The harder the monster is to fell, the better materials you'll get. You can also gain materials from the environment, and sometimes the way monsters interact with the environment around them affects the spoils you can carve from their bodies. The constancy of the ecological system is just one of the small details that makes this game so engrossing.

Unfortunately, not all of the difficulty is fair. Some of it comes from the game's clunky combat controls. Not that they aren't responsive, because they are, but it sometimes feels like your character should be doing more for the amount of effort you put into controlling him/her. You'll eventually get the hang of fighting and the nuances associated with the different monsters you have to hunt, but it still feels like something could have been tightened up when the battle system was being created.

3

While the Wii is much less powerful than the PS3 or Xbox 360, the graphics Capcom managed to churn out on a weaker system are nothing short of impressive. The cutscenes that play out before each new region are gorgeous, with sweeping sand and water effects that haven't been seen on the system before. They do take a step down when actual gameplay is in effect, but are still very good for all the Wii's shortcomings. The animations are incredibly fluid and the weapon designs are top notch. You'll never be confused as to what weapon you have equipped as each one has been crafted wonderfully by the designers over at Capcom.

Monster Hunter Tri may have been the first game in the series that I sunk a lot of time into, but the strange niche that it seems to occupy in the game market hasn't been lost on me. The strategy and preparation that go into each important hunt is what truly makes the game shine, as well as the multiple weapon type and the separate tactics that go along with them. While the combat may be a bit clunky compared to other third-person games of this nature, the rest of the game more than makes up for the few simple shortcomings. You've got me hooked, Capcom. I can't wait for more.

Likes

  • Crushing difficulty forces you to think and create strategies without being cheap.
  • Pushes the Wii to its limits graphics-wise, which totally pays off.
  • Fun singleplayer, but the multiplayer is where its at. Hunting with friends is so fun its scary.

Dislikes

  • The tutorial, while helpful to newbies, will frustrate veterans to no end.
  • Combat controls are clunky, even after you get used to them.
  • The game is definitely not for everyone, and will probably be very polarizing.

Review Score

4 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.

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Mega Man 10

When Capcom released Mega Man 9 in 2008, it was hailed as an impressive return to the series' original, 8-bit roots. Development company Inti Creates, also known for creating the Mega Man Zero and Mega Man ZX series, took a very old school approach by including an incredibly punishing gameplay experience with common hardware restrictions that existed when these games were most popular. They then took it one step further by limiting Mega Man to his most basic combat tactics: jump and shoot. Mega Man 9 was amazing in its simplicity, and reminded people of a bygone era where gameplay took precedent over everything else.

Looking to capitalize in a similar fashion, Capcom released Mega Man 10 earlier this month, which takes the exact same approach: offering a decidedly retro experience to a new audience and at the same time giving older fans of the series a bit of nostalgia at the same time. And while the gameplay is everything you'd expect from a Mega Man game, it's lost a bit of its charm following so close behind the release of Mega Man 9.

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The game begins with another crisis befalling the human race. You'd think after XX years of relying so heavily on robots that betray them at every turn they'd try to be a little more self-sufficient, but I digress. This newest disaster comes in the form of Roboenza, a curious disease that only seems to infect robots, if you couldn't tell by the charming name. Robots infected with Roboenza come down with similar symptoms to our own flu virus. Soon after the virus's outbreak, the infected robots become violent and try to take over the world. A cure seems impossible until Dr. Wily, constant nemesis of Mega Man and his allies, comes forward with a cure. He explains that the berserk robots stole the medication that could cure them, and that only Mega Man can defeat them. Joined by his brother Proto Man, the blue bomber heads off to confront the 8 Robot Masters who stand between him and the Roboenza cure.

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Admittedly, the story is incredibly cheesy and full of strange occurrences. How are robots catching an infectious disease? What kind of medicine can they take that would fix that? And most of all, why would Mega Man trust Dr. Wily so easily after the plot he hatched in Mega Man 9? With a game of this kind, it's probably in your best interest to disregard the odd story and just dive right in. Upon reaching the stage select screen, you're greeted with the faces of the 8 Robot Masters. I was personally a bit upset that the selection of bosses was once again reduced to a boy's club, especially after the overwhelmingly positive response Capcom received regarding Splash Woman in Mega Man 9. A big part of the Mega Man games are the bosses, as you spend entire levels battling their minions in order to fight them and eventually steal their powers.

The Robot Masters in Mega Man 10 are… interesting. While the cast of Robot Masters in Mega Man 9 was mostly comprised of original, interesting character designs with a few stinkers, the lineup in this game is almost the exact opposite. The only true stand out in the group is Sheep Man, solely for the fact he's such an oddball. The weapons gained from them all tend to have interesting applications outside of exploiting the weakness of the next boss but, aside from that, the Robot Masters themselves all tend to be very forgettable.

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The gameplay is just what you would expect from a top notch Mega Man game. You run, you jump, you shoot… you also die many many many times. I would consider myself somewhat of a veteran in the sport of Mega Man, but this game was handing out the ass kickings free of charge. This is the sort of challenge that was missing from Mega Man 9, and I'm happy to see Capcom set out to change that aspect. Fortunately for newer players, an easy mode was added, which lessens the damage you take, increases the damage you dole out, and even adds platforms over some of the crevasses found throughout the stages. It's a great starting point for those who are new to this brand of difficulty, but fans will definitely find it more rewarding to tackle stages at a harder difficulty.

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Although Mega Man 10 should probably be viewed on its own merit, it's hard not to draw comparisons between it and its predecessors, especially when they were released so close together. Both captured the retro experience perfect, down to the soul-crushing difficulty and classic graphic flicker. While Mega Man 9 boasted a more impressive cast of Robot Masters, Mega Man 10 did a much better job of offering a challenge to more experienced fans of the series. Also, the inclusion of Proto Man off the bat, instead of releasing him as DLC, makes multiple playthroughs a must. Everything in this game, from the stage design to the music direction, is fantastic. Instead of sullying the series with newer, more graphically intensive sequels, Capcom and Inti Creates did a marvelous job of retaining the classic Mega Man spirit and introducing it to newer generations of gamers.

Bring on Mega Man 11.

Likes

  • Tons of nostalgia from the retro gameplay and overall game design.
  • Increased challenge that is very satisfying upon completion.
  • Easy mode helps ease newer players into the game.

Dislikes

  • Robot Masters are easily forgettable.
  • Once you get past the difficulty curve, the game is quite short.
  • What little bit of story there is is incredibly strange, but not unexpected.

Review Score

5 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.

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Resident Evil 5: Desperate Escape

Much like Lost in Nightmares, released and reviewed last month, the newest batch of Resident Evil 5 downloadable content entitled Desperate Escape expands upon the story portrayed in the main game, and gives its hardcore fans a nice little add-on. With this release, the entirety ofResident Evil 5: Gold Edition has been made available, and overall is a very entertaining and fulfilling experience. Unlike Lost in Nightmares, this new chapter is all action, all the time.

Beginning at the point Jill Valentine separates from Chis and Sheva, Desperate Escape shows how she and BSAA agent Josh Stone (spoilers!) escaped from the Tricell facility and managed to save the main characters later on. The developers aimed to create an incredibly challenging mission, and I'd have to say they completed that task admirably. While Lost in Nightmaresreturned to the series' roots with puzzles and atmosphere, Desperate Escape is the complete opposite. Strategic movement and combat tactics still help in some of the larger battles, but it's gameplay is very much like the most recent games in the series.

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The entirety of the story is just as the title implies: Jill and Josh are escaping, and they're rather desperate to do so. It's just you and a friend against a horde of Majini warriors, and even though you may be better equipped than they are, they have numbers. You'll constantly be surrounded by a great deal of them as explosions go off around you, and having another player you can trust by your side will make it that much more enjoyable. The partner AI seemed to be improved a little from the main game, but you'll still find yourself wishing for a human if you're stuck going the solo route. A few surprising additions found their way into the story mode from the Mercenaries mode, namely in the form of exploding enemies. I was caught off guard many times by exploding bodies after I thought my enemy was dead, which added another layer of intensity throughout the games many firefights.

One of my favorite parts of Resident Evil 5 were the situation-determined action commands, through which you could incapacitate and even kill the enemies in order to conserve ammo usage. These make a huge return in Desperate Escape, as both Jill and Josh come equipped with hand-to-hand moves of their own. Jill makes use of her flexibility and nimbleness by knee dropping prone enemies, and even snapping their necks with her thighs if they are both situated properly. Josh's moves were some of the coolest I've seen, incorporating grappling techniques and various wrestling maneuvers to subdue his enemies. The character animations are incredibly fluid and look amazing in motion.

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As I was playing through Desperate Escape with the same friend I finished the main story with, we were constantly surprised with the amount of story points they intertwined within the main plot. It was interesting to see what Jill was up to when she was in communication with Chris, and what she had to go through to save them at the end of the game. As a huge nerd when it comes to storylines, it answered a lot of questions I had regarding the whereabouts of Jill and Josh during all the craziness in Chris and Sheva's storyline. It also does a great job of fleshing out the side characters and adding a bit of depth when it comes to their personalities, ambitions, and overall reason for doing what they do. As soon as a new character is introduced, though, they are usually done in to make room for Jill and Josh, who are the kept as the focus the entire time.

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Overall, Desperate Escape is a very interesting experience. It is almost the polar opposite of the last DLC patch Lost in Nightmares as it sticks with the newer formula found in Resident Evil 5. It is entirely action-oriented, with absolutely no puzzles. The main draw is the almost horde-like rush of enemies you'll experience throughout the entire gameplay experience, which makes for a very intense and somewhat frustrating mission. But with the addition of new plot points that flesh out the already interesting Resident Evil 5 story arc, it's a game you'll want to play again to see if you missed any references or side stories.

Likes

  • New, revealing story points on how other characters fared.
  • Amazing new hand-to-hand animations for both new characters.
  • Tons and tons of challenge even for the most hardened RE5 veterans.

Dislikes

  • Returns to the emphasis on action of the newer games.
  • The challenge can become a bit frustrating after numerous attempts.
  • The partner AI still needs a lot of work, but remains somewhat manageable.

Review Score

4 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.

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Tatsunoko vs. Capcom: Ultimate All-Stars

Not unlike Capcom's previous brawls with SNK or Marvel, Capcom's seventh entry, Tatsunoko vs. Capcom: Ultimate All-Stars, pays homage to the obscure characters, intense fighting, over-the-top moves and sheer insanity of past games in the versus series.  Bringing the series' frantic two-on-two action on the Wii has to have been Capcom's best move yet, whether or not you know even half of the characters on the roster.

While Tatsunoko Production's characters had been staples in anime culture for over 40 years, these characters were alien to the majority of gamers in North America.  Ken the Eagle, Yatterman, Polymar and others were not prevalent in mainstream culture, you'd have to dig deep even as an otaku to learn about these pinnacle figures in anime.  However, North American gamers have seemed to enjoy them without prior knowledge.  They may not become educational references for everyone, and they surely will not interest everyone, but Tatsunoko vs. Capcom has made them just as appealing as any of Capcom's more notable characters.

Whether you're playing arcade mode, time trial mode or survival mode, all are a good starting points for any kind of gamer.  Even if you've never played a fighting game it's easy to pick up and play.  Controls are far easier and less complex than past Capcom fighting games with some of the more powerful combos consisting of a stick jerk and two button mashes to be executed.  This doesn't necessarily have to be a bad thing however.  With the Wii already being advertised as a console for everyone, Tatsunoko vs. Capcom manages to be challenging as well as adaptable.

Having played Tatsunoko vs. Capcom on the Gamecube controller, Classic Controller and the Wii remote, it's clear from the beginning that the former is your best choice (even the game's manual states that this controller is preferred).  However the Classic Controller truly holds its own as well, while the Wii remote (and nunchuk) make the controls far too easy for any player.  With little to no difficulty this beat-em-up becomes button-mashing haven.

By far, the most important aspect of any fighting game has to be its roster.  It's apparent that Capcom was aiming for quality over quantity when assembling the list as each character proves to be useful in their own way.  And while several of these characters look similar to one another, particularly the Tatsunoko characters, each has their own diverse set of moves.  With 26 characters available, you'll be spending hours perfecting each.

The game holds up to Capcom's long tradition of amazing visuals and cel-shaded character models are a bit varied.  Characters like Karas or Zero look amazing, others look dull and blocky in comparison.  But keep in mind, once these characters are in action, it's impossible to tell who looks worse for wear.

Tatsunoko vs. Capcom features online play, something the original Japanese release lacked.  For the duration I've played, online play is definitely worth checking out and had little to no issues.  Players have access to ranked, unranked and friend/rival battles through the Nintendo Wi Fi Connection.  Random battles are quick to load and frame lag is minimal if that.  In fact, most of this game has little to no issues with frame rate.

Also included within Tatsunoko vs. Capcom is an unlockable sidegame, "Tatsunoko vs. Capcom: Ultimate All-Shooters."  As the name implies, this is a 4-player cooperative shmup set in the Lost Planet universe.  This game is just as addicting and fun as the main game regardless of whether you're playing alone or multiplayer.  Bosses, multiple paths and special moves round out this already great sidegame and makes for an immersive experience.

All in all, Tatsunoko vs. Capcom is a bold title worthy of being on any gamer's shelf.  Its likable cast of characters, adaptive controls, fluid frame rates, side games and online play are what make this game shine.  As though Street Fighter IV wasn't already good enough, Capcom manages to release yet another amazing fighting title and definitely one of the most interesting games to hit the market in years.

Likes

  • An amazing roster of characters from both Tatsunoko and Capcom.
  • Controls may be easier, but perfecting each character is still challenging.
  • The game screams originality

Dislikes

  • Game lost several additions from Japanese release.
  • Some cel-shaded character models can be dull

Review Score

5 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.

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