This review contains spoilers

This game is cool.
Mondo cool.
The thing is, it takes it's time to set it. It shows you how it puts the leather jacket, the sunglasses and hops on the motorcicle, talking to you about how the goverments' full of shitheads while punching the cellphone off your hand.
And then it pops the collar of the jacket, kickstarts the bike and blows your fucking head.

A very complicated game to talk about, with multiple layers of meaning and ways to present them to you.
An analysis of the world post-9/11 with a refreshing outlook on the tropes of nationalism and East vs West, Killer7 gives you the task of bringing forth an "Utopia" by terminating in covert opperations everyone who opposes the Brave New World, Japan in this case. In response to this, the country develops a document that instructs how to build the perfect nation, itself imbued with magical powers that bring fortune to whoever utilizes it. The stakes are high and losing can result in annihilation.
All of this is also intertwined with the story of your own group, the Killer7, and the secrets the mastermind Harman, a senile man with multiple personalities, holds. Little by little you uncover what this entrails for each persona inside of him and what unites them aside from their line of work.
And yet there is another layer of surrealism permeating everything. Suda51, the director of the proyect, certainly decided to Stop Making Sense and embrace the ridiculouness of a world with no internet, no wars and interconintental highways made in an effort to stop terrorism (a complete and abject failure).

Finally the " Kill the Past" in this particular work certainly feel pessimistic. After all you and your characters try to do to perseverate, the game closes reminding you that "[...]the world won't change. All it does is turn"...and after all I played through, I have to say that's fine by me. The world may never truly change, but you yourself can try to.
Now, let's dance

Reviewed on Sep 01, 2021


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