May the Lord Smile…: Killer7 Turns 10
In a year that gave us Indigo Prophecy, Psychonauts and OddWorld: Stranger’s Wrath, Killer7 was probably the strangest game of 2005.
I could point to any number of moments in the game to make my argument as to why, but nothing makes a better case than the game’s first level. Starting a new game greets you with a squealing, maniacal laugh, followed by having to aim for the head of your first target (you are a killer, after all). When you score, the target erupts into a spray of blood pellets (platelets?). The image fades to red. Next, the unsettling moon. Tinted blue, it hovers in place for a single second, suddenly zooms close for an instant, then goes back to hovering. Then, a cutscene. These images are connected only in that they follow one another and evoke a mood.
Developer Grasshopper Manufacture’s motto is “Punk’s Not Dead,” and Killer7 was a punk game. It enthusiastically defied the norms of the age. In a time where most games where either meticulous recreations of war or colorful homages of Saturday-morning cartoons, Killer7 used garish, cel-shaded gradients to render polygons that already looked a decade old. Where Battlefield 2 emphasized freedom of expression through gameplay and opportunity, Killer7 had you follow a single, literal, branching line across claustrophobic environments. As Resident Evil 4 gave life to a new, more comfortable shooting perspective by throwing the camera over its shoulder, Killer7’s hung voyeuristically low, making it hard to see what was ahead. And where many games wanted you to feel like part of a group or get to know a single character, Killer7 made you one person with seven personalities and never bothered to characterize them. You were an assassin, and you had a job to do.
Early in the game you find the severed head of a woman. Somehow she’s still alive and can still talk. She, like most of the characters in the game, speaks in jumbled tones, unintelligible sounds just barely identifiable as language. The severed woman’s head speaks to you in a combination of words and emoji, the full-faced kind, the ones that look like Kirby. She doesn’t seem particularly bothered by her situation. In fact, all she asks is that you close the dryer and leave her alone. She gives you what you are looking for, and sends you on your way.
Undoubtedly strange. Defiantly punk.

“…and the Devil have mercy.”
Killer7 may have been one of the first games I appreciated outside of the fact it was “fun.” It’s also one I had to appreciate from afar. Reading reviews of it at the time of its release, I resisted buying it because it didn’t score highly enough. I was still under the illusion that quality was objective, and if the review scores were mixed, I probably shouldn’t bother. I only played good games. So I didn’t buy Killer7 when it came out.
But after reading about its concept, about becoming other people (something that appealed to an overweight teenager who wanted to escape middle school), and about the undertaker-turned-game-developer who wanted to make punk games, I was fascinated. It wasn’t until No More Heroes, Suda Goichi’s next game, really brought me into his style of game that I went back and played Killer7. At the time, I simply called it “weird.” But I loved it.
But I was still a “quality is objective” kid, and I didn’t know what to do about the things I didn’t like about it. I loved its aesthetic. I loved the outlandish Smith Syndicate, from the calm-and-collected Garcian Smith, to the withdrawn and aloof KAEDE Smith, to the quiet and imposing MASK de Smith. I loved the trippy, metagame storyline, well before the TV show Lost wound up at a similar conclusion. It was so weird, so different from anything else I’d ever played, before the rise of independent games, and on the tail-end of the eccentric Dreamcast-era of Japanese games. I loved the soundtrack, the alternation between sedated tones and sharp screeches that had more in common with a horror game than a shooter. It was like a David Lynch film, and I had just come off watching Rabbits with a friend of mine. So I was entirely into the idea of game trying to do something similar. It probably wasn’t, but at the time, I just lumped everything that caught my attention in the “weird” bucket.
Killer7 encompassed a mood. It was calming. It made me feel okay with having done nothing with my time but having stared at severed heads and found Fire Rings. It had so many surreal, strange and shocking moments—a “boss battle” against exaggerated and sexed-up Power Rangers; a walk through a deserted pueblo town; another boss fight against a different severed head; an entire chapter dedicated to building up a slow reveal, only to make the “reveal” in the most obvious fashion. It was loaded with ennui and “clever” moments (not unlike films by Jodorowsky, whom Suda’s admitted to drawing inspiration from). I wouldn’t have been able to call it “ennui” at the time. Just “weird.”
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