The representative on hand repeatedly mentioned that the game is more focused on story, so the designers tried to make the gameplay as “minimalistic†as possible. What this translates into is a rather strange control scheme. Instead of using the control stick to move your character, you simply push the A button to walk forward, and your character moves through the environment on pre-routed paths. You turn around by pressing B, and when you come to a fork in the road, an NPC, or any object you might interact with, gameplay stops, and a menu comes up for you to select what to do next.
Enemies are invisible, so you’ll have to keep the sound up and your ears open. When an enemy comes near, you’ll hear it laugh. Even though you can see a faint shadow of the enemy’s form, bullets will have no effect unless you first scan it – a process that’s a bit awkward at first, as you’ll need to pull out your gun with R and then push L to scan. Once you see your foe, you can blast away with the A button, and aim for specific weak spots. Enemies can move very quickly, so reaction time and good aim are key to taking them down.
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At this point, I’m not terribly thrilled about Killer 7. It seems rather awkward and unexciting at first, but Capcom representatives and others that have played more of the game say that the story is much more compelling beyond this first stage. I’ll keep an open mind and hope that’s true of the gameplay too as more characters and special abilities are enabled.
http://planetgamecube.com/impressions.cfm?action=profile&id=753
I was pretty excited about this one. But why the hell did they screw up the control scheme so much? "The representative on hand repeatedly mentioned that the game is more focused on story, so the designers tried to make the gameplay as “minimalistic†as possible" sounds pretty terriffying to me... no gameplay, no substance?