Ever since I played Lollipop Chainsaw in
2012, I’ve become a fan of Giochi Suda’s work. Since then I had sort of
followed what he was up to, but I haven’t yet gone back and played any of his
other well-known works, including Killer7 and the No More Heroes duology. When
I heard about Killer Is Dead, I had planned on playing it, but after a while I
forgot that it existed and moved on to other games (see the archive to the
side). On a recent trip to Fry’s Electronics however, I noticed the Collector’s
Edition of the game being sold for $20 and remembered that it was a Suda 51
game, so on a whim we bought it. After finishing up my playthrough of Gears of War: Judgment, I put the game in my PS3 and ended up spending a couple days
with it. As I played, I read about how polarizing the game was on release,
including the more scathing U.S. reviews compared to Japanese reviews, but I
didn’t really let that affect my enjoyment of the game. When all is said and
done, I think that Killer Is Dead is actually a pretty good game, though it has
a couple issues here and there.
The story follows a 35-year-old executioner
named Mondo Zappa who works for the Bryan Execution Firm, run by a cyborg named
Bryan Roses. With a katana in his right hand and a cybernetic arm named
Musselback replacing his left arm, Mondo is often commissioned to take down
super-powered criminals who have committed otherworldly acts. As he engages in
contracts, Mondo fights beings known as Wires who have come from the moon to
wreak havoc on humanity. During one contract, where Mondo is tasked with
rescuing a girl named Alice, he learns of a man named David who may be behind
the assault of the Wires on earth. Coincidentally, his next contract is from a
woman named Moon River, who tasks him with killing David. Mondo goes to the
moon to confront the man, but unbeknownst to him, he is about to embark on a
strange journey that reveals not only the kind of person he really is, but also
uncovers the mysterious connection he may have to the moon, including the man
named David.
Mondo Zappa with his left arm, Musselback, active. |
At first the plot felt pretty strange,
considering the rather offbeat nature of Goichi Suda to begin with, but once I
played every mission, including Episode 51 from the Collector’s Edition, the
pieces actually fell into place and the story made a decent amount of sense.
Considering how others felt about the story, I don’t know if this is because
I’m good at following complicated plots (ex. Inception, Memento) or if I’m used
to offbeat storytelling and the weirdness, taken at face value, ends up forming
a straight plot line in my mind (ex. FLCL, Adventure Time). Either way, the story
isn’t all that hard to follow once you let it sink in and try not to think too
hard about the logistics of going to the moon in penny-conscious moon gear (or
none at all) or how a man can speak and yet only be heard when the recipient is
wearing special headphones. There is certainly an overreaching arc that makes
sense at the end, but each episode can also have its own self-contained plot
that actually works in its own regard and presents Mondo with an interesting
series of events that the player doesn’t necessarily need to keep track of
later. In a weird way these disconnected plots actually made the story more
realistic, since he’s an executioner-for-hire so of course he’s going to have
to go through the mission regardless of what he’s going through outside of
them.
No matter how you look at the story
though, it won’t take you very long to see it all. The game is pretty short,
running at about 7-15 hours depending on how you play it, which is one of the
only things I’d really hold against the title. It would be great for there to
have been more content in the form of extra missions or something else to add
depth to the story. But seeing as I got this for $20, the complaint has less of
a sting than it would have at full retail price.
Of course, you can extend the play time
through the side missions. By completing certain story missions, you can unlock
two side missions which take place in areas from that mission. There are twelve
of these in all, each with their own unique challenges and objectives, such as
grabbing bottles of wine and fighting your way to the exit or getting an
elevator with a weight limit of two Wires to rise to the top of a building.
Additionally, finding the nurse Scarlett in all of her hiding spots during each
story mission will unlock special challenges that you can complete for a
special reward. This reward turns out to be a version of the Gigolo missions
present in the game.
Simply finding Scarlett during a mission is easily its own reward. |
And this is where I need to create a new
paragraph or two to address this specific mission type. Gigolo missions are
unlocked by playing through the campaign, with a total of three you can unlock
if you also include Episode 51. In these missions, Mondo meets up with one of
the girls, Natalia, Koharu or Betty, and must woo them over with presents,
which you can buy from the Gift Shop. To be able to offer a present, you have
to maximize a certain meter, which increases by focusing on different areas of
their bodies, with more you can look at when they’re not looking; they will
also know when you are ogling them, so you can regain the mood by physically
using the right analog stick to look away. Completing Scarlett trials to gain
the Gigolo Glasses allows you to increase the meter even faster by being able to
see each girl in their underwear as well as gain a bonus by simply staring into
their eyes.
These missions have been pretty
controversial with Western critics, partly because completing them at least
once is the only way to obtain three of the sub-weapons for Musselback and that
completing them multiple times leads to increasingly raunchy sex scenes (though
not too explicit), as well as the fact that trophy info has the third
completion being Mondo making the girls his prisoner in both body and soul. I
can see why someone would consider these missions sexist, and I don’t disagree that
they might be, but at the same time they’re mostly just kinda boring. Sure the
game offers you interesting views of the women when you’re successful, but
getting to see that requires nothing more than just looking at them and giving
gifts, plus when you get the Gigolo Glasses you can just spam those to not only
increase the meter, but know exactly what presents to give them. Not much else
really happens and while the rewards may be worth it at first, subsequent tries
aren’t because you don’t really get much out of the experience. The lack of
challenge is part of the boredom, as well as the fact that they just aren’t
that interesting to begin with. I highly doubt these missions will lead to
Goichi Suda’s downfall, as some professionals have declared, but I think that
if they were made more interesting to go through,
they might have actually worked better for the game’s atmosphere.
The Gigolo Glasses make Gigolo missions too easy. |
Moving on, the combat in this game is
actually pretty fun. Sure, it’s nothing like Devil May Cry or Metal Gear Rising: Revengeance, but still simple and fun to get into. With action buttons
dedicated to attacking, guard breaking and dodging, the sword-play becomes a
series of dodges and attacks, which are fun to string together, especially when
the result is very sleek and, at times, majestic. It’s also very easy to switch
over to Musselback, thanks to a simple aiming and shooting mechanic in place,
as well as swap sub-weapons, as there is a dedicated button for that purpose.
The ease of switching between swordplay and gunplay allows for the player to
create impressive combos of differing styles and, though limited, still has the
opportunity to look pretty stylish. That said, a couple things hold it back,
the most notable being the lack of a lock-on function. When Mondo has enough
blood to enter a special state and tear through opponents in one hit, it’s very
easy to accidentally go toward the enemy with enough armor to protect them,
which potentially leaves Mondo open to attacks or otherwise puts him in a bad
position. The other grievance would be the camera, which is responsive but a
little floaty and, during fights, can be pointed at an extremely awkward angle
that makes it difficult to clearly see what you’re hitting. It takes some
getting used to, but when you have to fight the camera more than the Wires,
something’s a little wrong.
Visually, Killer Is Dead has some of the
most impressive cel shading I’ve ever seen. The high contrast and shadow
placement offer a very unique spectacle and helps the game stand out well from
the competition. What helps are the unique character designs, such as the
highly detailed Musselback or characters with references to Hindu mythology, as
well as the art shift for the cutscenes that open some story chapters. The Wires
are also pretty distinct, if at times hard to figure out where the head is,
though the bright color schemes can help them be seen even in the darkest parts
of the map. But while I like the cel shading, there were certain times,
especially during Episode 51, where it looked like the top of the screen was a
little bright, so I felt like adjusting the screen of the laptop to make it
look better. But then I realized that I was playing on a TV rather than a
laptop, so I couldn’t change it (not sure how much changing the gamma levels
would have really helped anyway). Also, while western critics heavily mentioned
screen tearing issues, I didn’t really notice anything wrong (and I don’t want
to look for any).
Killer Is Dead is very visually striking. |
The soundtrack, composed by Akira
Yamaoka, is another aspect I would consider to be very well done. Rather than
have one singular style, as with most action games, Killer Is Dead has a whole
range, going from heavy metal to symphonic or blues. This helps create a rather
unique experience and gives each stage its own unique feel due to the matching
music. As for the voice acting, I would consider it overall to be just all
right. I don’t really think anyone is bad, though there are definitely some
cheesy lines and I can see how some characters might be a little annoying
(though for some reason I liked how energetic Mondo’s assistant, Mika Takekawa,
is). Maybe it could have been better, but for what it is it’s not too bad.
Would I recommend Killer Is Dead to
anyone? Yes, at least to Suda 51 fans who by now know what to expect from one
of his games. The story is offbeat but makes sense by the end, the combat is
fun and the visuals are striking, though a floaty camera and boring Gigolo
missions bog the experience down a bit. Those who are not familiar with the
works of Goichi Suda are perhaps better off starting with one of his more
classic games, such as Lollipop Chainsaw, before even considering Killer Is
Dead as an option. For everyone else, the lowered price by now ($20 for the
Collector’s Edition in my case) may provide some incentive to try it out on a
whim. There may be more controversy among western critics compared to the more
glowing Japanese critics, but really the only way to know if those feelings are
overblown is to play it yourself.
Now I really want to try to play Killer7
and No More Heroes when I get the chance.
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