Yeah I can definitely see why internet weirdos base their entire personality around Suda games now, this was my favorite out of the ones I played from him. The game oozes style and much like The Silver Case it's aesthetics are unmatched for a game made in 2005, it feels very interesting to play this while also playing Resident Evil 4 because both were very different ways to approach late PS2-Era shooters, but while RE4 set a trailblaze for how TPSs should play and evolve from, Killer7 forms a hidden path to a mansion in the woods, not exactly influencing as many, but being appreciated by a small crowd of adquired taste.

There really isn't that much to the gameplay other than a simple mix of puzzles and target practice, in fact I do feel like it's pretty lame that I can bypass most enemy encounters by simply using Kevin (especially when they have the master of action puzzles Shinji Mikami helping out when he was about to release peak with God Hand) and I can't pretend I understood jack shit from the story given how up his own ass Suda can be, but I frankly don't mind it. He set up a scene, put on a good show, and made his commentary very clear on a base level, and sometimes feeling a story is a lot more important than understanding it, and that's kind of what makes the heart of Suda's games.

Pre 25th Ward Suda, Pre God Hand Mikami and Pre Danganronpa Takada is a fucking baller ass trio, and just from that alone there was no way this was going to be anything other than a remarkable experience.
Killer 8/10

It tries to be Mega Man X so hard but it fails to comprehend what made those games special apart from visual fidelity alone. It sure looks like you're playing MMZX/Zero, but you can tell something is extremely off about it. And after only a few levels, you'll find out what that is: The game essentially runs on auto pilot.

Playing the game well and playing the game poorly basically amounts to whether or not you can manage not to get hit for the few enemies that can attack you with their tiny pea shooters before they explode. What's that? You died? Well here's this freebie revival that also destroys what little balance there is by removing your overcharge. I don't wanna hear anything about self imposed challenges because I suck at video games and I got an S rank at most stages by holding down fire and occasionally holding the designated screen nuke button, why should I tie my arms around my back to feel any semblance of what their spiritual predecessors did by virtue of having tight level design? Everything from the disappearing platforms to the boss rushes feels only like it's paying homage on a surface level with shallow understanding of what works for action platforms. The moment you make a run and gun game where I can avoid damage by not pressing a button, you have inherently failed to keep the gameplay engaging.

What's even there to say about the story? Mega Man fans are so desperate for a spiritual sucessor that they'll put up with a villain that does 1337speak and one that has a giant cock spike. Not to imply that Mega Man was super original and didn't take heavy anime references, but this is as tropey and uninspired as anime inspired stories get. Some might say it's not a fair comparison to make despite inti creates clearly inviting itself for these comparisons, but when they apparently have already ironed out their identity as mega man for babies, it's hard not to be harsh with how disappointed I am with these games.

Kratos will rip out Atlas' ballsack with his pinky in the cutscenes but needs to solve a dumbass puzzle to open a door he can't break. Everything on this game was made to pad out the run time which was also true to the first, but this one is a constant reminder that you are playing a slightly more refined GoW1 with less iconic bosses, worse level design and writing for 10 hours to undo the first half our of the game's events. It's probably the most inconsequential story ever made for a video game.

Somehow Mighty No.9 is not the worst franchise out of these 3

Does for ninjas what Mega Man X did for robots

Markiplier's Movie will mog every other video game movie from this year because unlike FNAF or Mario this game's concept is cool as shit

HORRÍVEL CRINGE INTANKAVEL VAI TOMAR NO CU TEAM NINJA NUNCA MAIS FAÇA JOGOS THE BABY THE BABY THE BABY É MINHA CACETA

This name is really funny if you are brazillian

Honestly convinced me that Suda fans don't actually like video games

Surprisingly competent for a weebshit kusoge like this but your shit deserves to bomb if you make a nitro+ crossover game with no SciAdv rep and having Muramasa over Kageaki

The Princess is the final boss of "I can fix her" girls.

"VOCÊ DESTRUIU O MEU OVO!"
O que separa Billy Hatcher de outros jogos que envolvem controlar esferas e ovos como Katamari, Super Monkey Ball e Yoshi's Island é a qualidade de seus controles. O jogo requer pulos e movimentos muitos precisos quando o rolamento do ovo é extremamente escorregadio e inconveniente para coisas simples como andar pra frente e pular. Billy não consegue fazer porra nenhuma sem o ovo dele o que é um problema quando você constantemente precisa trocar de ovos, chocá-los ou quando acaba escorregando de uma plataforma sem querer sem a chance de pegar o ovo de volta.

Como é de se esperar da Sonic Team nessa época, o jogo é extremamente alongado pela extensão artifical de seus estágios e de precisar pegar 25 emblemas para desbloquear o último estágio, e com os problemas do jogo se agravando ainda mais, eu só não desisti porque a estética visual e as músicas carregam o jogo, e ainda assim prefiro comer um ovo cru do que fazer 100% desse jogo. Posso entender do porque ele não teve uma sequência, é um jogo extremamente infantil para crianças bem gugu-dadá, e ainda com isso e mente, seria melhor dar um jogo de Sonic pra essa criança mesmo com os jogos do ouriço que saiam na época.

Recomendo jogar ouvindo o rap do ovo.