{"id":920,"date":"2010-09-20T00:10:27","date_gmt":"2010-09-20T05:10:27","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=920"},"modified":"2016-11-26T02:18:15","modified_gmt":"2016-11-26T10:18:15","slug":"killer-7-guesses-and-interpretations","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/920","title":{"rendered":"Killer 7: Guesses and Interpretations"},"content":{"rendered":"<p>Between the first two missions, there&#8217;s a longish expository cutscene that introduces us to the global context in which the mission you just completed takes place. It&#8217;s strikingly different in style to the rest of the game. It&#8217;s a lot rounder and safer-looking, with a sunny watercolor palette, wide camera angles, and figures drawn in a conventional realistic-cartoony anime style, with a vague patina of age, as if we&#8217;re watching Saturday morning television from a few decades ago. (For all I know, they may have actually pieced this scene together from clips of old cartoons rather than making it from scratch. Either way, the sense that we&#8217;re watching television is presumably deliberate, given all the television imagery in the rest of the game.) The game proper looks more like Mignola than Miyazaki: stark, angular, shapes defined by shadows rather than outlines. When an out-and-out big-eyed anime girl shows up at the end of the first mission, it&#8217;s a shocking contrast. When an entire cutscene has a similar contrast in style, I find myself asking what happened. My first guess is that it&#8217;s a matter of perspective. We&#8217;ve been seeing the world through the disturbed and unreliable eyes of the Killer 7, and this is our first glimpse at how things seem to everyone else.<\/p>\n<p>What we&#8217;re told is basically just a reiteration of stuff in the manual, but it seems more meaningful now, with the visuals to back it up. We&#8217;re told about how the world united into a new order in 1998, built improbable ocean-spanning highways, and banned missiles. We&#8217;re told how a terrorist group, referred to in the cutscene only as &#8220;the smiling faces&#8221;, disrupted a high-profile UN ceremony, and how assassins working in secret were the only possible weapon against this new threat. We&#8217;re <em>shown<\/em> a couple more salient details: a more conventional assassination by someone who might be Harman Smith, a view of the UN ceremony cut short by a <em>suicide bombing<\/em>. <\/p>\n<p>So, there&#8217;s our connection to the monsters in the game: they&#8217;re suicide bombers too. They fight you by charging at you and exploding. But they&#8217;re also a far cry from the politically-motivated terrorists fighting against the implied hegemony in the cutscene. They&#8217;re distorted and demonic of visage, with bumpy, reptilian-looking skin (from the biologically-generated explosives underneath, we&#8217;re told), capable of surviving the loss of an arm or a head without much difficulty, and motivated solely by madness: they were all innocent bystanders until they were transformed by the divine power of Kun Lan&#8217;s &#8220;god hand&#8221;. How did we get here from there?<\/p>\n<p>There is every possibility, at this point, that these creatures are purely symbolic, a madman&#8217;s nightmare of his enemies. Which is not to say that they&#8217;re necessarily <em>just<\/em> hallucinations. It&#8217;s still early in the game, and a lot remains unaddressed, but a lot of what goes on in the missions seems kind of shamanic, a matter of passing ordeals in the spirit-world in order to have effects in the mundane world. Particularly the business in mission 1 of the threshold guardian, keeper of the &#8220;Vinculum Gate&#8221; which leads &#8220;to another world&#8221;. (He&#8217;s imagined as something like the bouncer at a club, which strikes me as another dreamlike touch, conflating two similar roles.) Once you satisfy him, you go through the gate, through an area with loud dance music playing, fight a boss, and then loop around and go back into a place that looks pretty much like where you&#8217;ve already been, except that this time you&#8217;re allowed to use the elevator to the end-of-mission encounter. Taking a trip through the astral plane to reach reality, perhaps? It&#8217;s kind of like how some of the normal-world-to-dark-world transitions in the original <em>Silent Hill<\/em> worked, except that here, the dark world is the one you start in.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Between the first two missions, there&#8217;s a longish expository cutscene that introduces us to the global context in which the mission you just completed takes place. It&#8217;s strikingly different in style to the rest of the game. It&#8217;s a lot rounder and safer-looking, with a sunny watercolor palette, wide camera angles, and figures drawn in [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[26],"tags":[407],"class_list":["post-920","post","type-post","status-publish","format-standard","hentry","category-shooter","tag-killer-7"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/920","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=920"}],"version-history":[{"count":3,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/920\/revisions"}],"predecessor-version":[{"id":4643,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/920\/revisions\/4643"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=920"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=920"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=920"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}