(((This is a crosspost from http://lastbossgamehaven.blogspot.com . Mostly just for my personal categorization. I could use some revision, and some extrapolation (especially considering I discuss the combat for only one whole paragraph), but I don't think I'll bother)))
It's curious the way critic culture has shown up in how we discuss
games. All discussion seems to rest on the very base, a couple talking
points and a score to go with it. Discussions of things like mechanics
only extend to as far as "do I find them entertaining", and discussions
of story or symbols reflects on narrative purpose or initial reaction.
This boiling down is pretty much status quo for a large conglomerate
sort of review site; as they don't need to analyze, part of their
process is playing a game up for the market, not for the connoisseur
(discussions of the capital value of art aside). However, when this
reflects on the entire community, it seems to create a sort of egregore
of assertions revolving around a lack of strict, critical thinking. The
sort of thinking that Killer is Dead demands.
To build a reference, there's a game mode in Killer is Dead that has
some people gasping. Among the various murder sprees involved in the
"story" missions of the game are a series of "Mondo's Girls" missions,
boldly titled: Gigolo Missions. It's a simple mini-game in which you
have to scope out these girls' bodies, until you've built enough of your
supposed "pleasure" meter to give them gifts. On the surface, it's
domineering, misogynist, and and bit boorish. Frankly, it's what you
expect of games, but it's also expected as a bit of an unwritten rule.
It's not given the focus of its own mission, only reflecting in singular
moments (such as Kratos's various sex mini-games in the God of War
series, the minor relationship management in recent GTA games, etc). If
you're not willing to fully examine its purpose in the story, then it
does have very very poor connotations, and even within the context it is
very luring and extensive. However, it does have its arguments for
necessity, and unfortunately it will force you to understand a
significant portion of the story (obviously, as I see it), so if you
came just for a review, ignore that in between the two pictures.
Killer is Dead's story is bombastic, in no minor
sense. As a flat narrative, it literally goes to the moon, early and
often. The game's hero, Mondo Zappa, is a hedonistic assassin with
remarkable skill and swagger. Donning a clean cut suit and running
through his hair moments before the major battles, he treats each moment
as a virile encounter. Really, the notion of sex and desire meet the
game at every corner, which is not that surprising, considering Suda's
seemingly effortless ability to convey space in a Freudian or Lacanian
sense (which seems to come with the territory of being a bit of a
post-modern auetur). His (Mondo Zappa's) role in the game is performing
the player's duty in an assassin organization, funded by the government
and led by a cybernetic man, Bryan Roses. Mondo himself is aware of this
role as an actor for the player, mentioning several times throughout
the game about the function of an "action game", most specifically in
relation to the major boss of the game, David.
To take a step back, it should be known that Suda himself stated the
game was a step back towards what he did with Killer 7 and No More
Heroes, although it'd be quite obvious from the entrance to the
missions, complete with a sound effect straight from Killer 7, as well
as a reemergence of the moon motif. In fact, Mondo's name itself
seemingly references Flower, Sun, Rain protagonist Sumio Mondo (who
further references The Silver Case). The relationship between these
games actually plays a significant portion into the reading of the game
as well as in all of these games, the main protagonist played a function
for the player's interpretation of the game. In Flower, Sun, Rain,
Sumio's search for truth and necessity resembles and questions a
player's intention for solving stories in a game. In Killer 7, it uses
the player's journey to symbolize, amongst a world of other ideas, how
political hegemony can influence a person's perception of the "other"
and the multi-fold nature of power. In No More Heroes, the perception
and intersection of violence, power, identity, and sexuality, with some
pretty hefty game commentary.
Under that idea, what does Mondo Zappa represent? As referenced before,
it's (mostly) hedonistic desire, and its relation to violence and
dominion. Throughout the campaign, Mondo is heavily focused on women,
particularly in the client for the 4th mission, Moon River. In a mission
that requires Mondo go to the moon, he accepts, even ignoring the lack
of money needed for it, for only a kiss from the attractive client. Even
when he does get money, the majority goes towards gifts for other
women. The structure of the game is there to support your own search for
desire; in a market appealing to straight men, the women are alluring,
and the cheeky reactions from finishing gigolo missions are enough to
even push your forward had you been resistant to their charms (the sound
effect played after a successful mission is fantastic), and even if
that's not enough, you get more realized awards, from something as
necessary as the secondary weapons, to your upgrade material in moon
crystals.
The game rewards you for doing this, but the story does not. The further
you get in the game, the more you learn about Mondo, and his past. You
learn that David, your foil and main enemy, was not only previously an
employee of Bryan Roses, but is your brother. He is the player you are
surprised you're not, a main only bent on physical dominion, introduced
as the coup leader of the dark side of the moon (taken from Moon River),
and latter known as the man striving for the Earth. He even attempts to
hand you the moon as an act of possible gratitude, which you reject,
leading to a bit of a two-fold reaction as he suggests you have to get
Mika, your secretary-esque figure (whom here reflects the subversive
power she had been given as a mere servant, and highly sensationalized
trope, for you and the rest of the organization ring, in order to claim
the sun). It's both suggestive of your implied desire for the worthless
and unrespected (the sun, in an earlier mission, claimed to be worthless
in regards to a mission where the organization doesn't get paid, again,
however, slightly subverted as Mondo does not desire the sun), as well
as suggestive that Mondo desires only the sensual. In the end, however,
the darkness, that which has been empowering David, which has spawned
the Wires, your main enemy, and which your cybernetic arm has been
keeping out, engulfs you, as you claim the moon, and rebuild David's
mansion, and are in turn claimed on a contract by Moon River.
The Killer 7 relation shows up once again in the meetings between David
and Mondo, as they recall their games of chess, much like Kun Lan and
Harman Smith of the aforementioned game. It has plenty of meaning here,
becoming somewhat symbolic of the godly nature of the two characters, as
well as deriding their intentions, specifically in how they relate each
other to "action games" (chess, taken as a cerebral game is remembered
fondly by David, while Mondo seems to ignore it completely; later, David
suggests the room is illfitting of a fight, to which Mondo agrees,
suggesting a more open and empty space)(for a more in depth dissection
of the use of chess, try this).
David and Mondo, as much as they are flawed and headed towards
self-destruction, are simultaneously godly figures of larger, worldly
conflict.
Mondo's mentioned hedonism is shown to be reductive in other ways,
however, as your "targets" in the gigolo missions inject in the main
missions, asking you to come back to them, that Mondo is a "cold man"
for leaving them, begging for his affection again. His James Bond style
conquest is visibly destructive, but self empowering in the dominion.
Even the achievements of the game lean towards this Foucalt-esque
deconstruction of sex and power, implying that when you "win their
heart" you make them a "prisoner in body and mind". His desire for sex
isn't so much of an objectification of women as much as it's an
objectification of the act and it's role in society.
Suda's women are not necessarily weak, however, in the measure of the
story. Though sexualized, as shown through the gaze of Mondo, the two
women in Bryan Roses' Execution firm (I forget the official name), are
able, and in many cases the superior to Mondo. Vivian, the second hand
of the firm, is perhaps the most able. Powerful and intelligent, she
could clearly be argued to be using Mondo in the same way he uses his
women, although with slightly more subdued desires (that is, compared to
his final "achievement" of gaining reign over the moon). As for Mika,
the previously mentioned "secretary", there isn't as much understanding
of her use, other than the success of it. Although she was unable to
pass the test necessary to become an employee, she joins as a supposed
"package deal" with Mondo, and takes place in the story. She performs an
essential role with Mondo, reviving him should he fall (though Mondo
tries to save his male dominion by counting it as a negative (it
reflects poorly on his final score)), and even in her function away from
Mondo's battle, seems able and successful in dealing with wires,
resulting in the ultimate rejection of the darkness, becoming the ruler
of the sun, itself giving life and energy, which she has in bounds.
One final woman plays a significant role in the story, in Dolly, the
mysterious figure that haunts Mondo and Mika. Never sexualized, she is
the figure that provides perhaps the most destruction and pain
throughout the story, tainting his memories and attempting to corrupt
him, and later corrupting Mika into killing their leader Bryan (kind
of). Mondo's inability to deal with her may be the biggest measure of
her usefulness as a foil to the "weak" women portrayed as objects for
Mondo. In a game explicitly about sexuality, she becomes almost inhuman
in her implied rejection of it, which is figured in her construction as
mostly Wire.
However, for as flawed as Suda paints some aspects of a human female,
his male description more subversively destructive. For example, Bryan
and Mondo reflect fondly on a train of certain historical significance,
stating that a man's desire is in the mechanical. I posit that
mechanical is the literal translation for what he's saying, but he
more-so means the "physical". As Suda seems to want to fully dissect
hegemonic gender roles, he wants to enforce that men, perhaps more
specifically men playing video games, do not actually care about emotion
and expression, but only pure steam-powered reflections of brute force.
The train here seems to provide a Freudian function as being a fairly
direct visual as a phallic symbol of the supposed desire of man (I
suppose a Lacanian interpretation of the game would be useful, but I'm
not confident in my knowledge of Lacan, nor do I think I'd have the time
to do one while this game is relevant).
In that "male desire", we see the death of others. The artist which is
our first client is dead, the musician which is another client is dead,
the scientist, dead, and so on. With this desire for the physical, for
the sensual, we destroy the desire for that which is represented in "the
mind". Perhaps this is the derivation for the name of the game, Killer
is Dead being a symbol of the function of killing, but of more. In
previous games for Suda, Killing itself is a symbol of game.
Simultaneously an exploration of the violence that pervades games, as
well as an ultimate of a desire of domination, Killer is Dead seemingly
suggests that Mondo doesn't desire the killing, the means of his
journey, but simply the result, his sensual passions.
Now, a directionless, stream-of-consciousness rant is hardly enough to
summarize a story that is as extensive as this one seems to be,
especially when I barely even reference half the missions, but there are
some things of note here that relate to this general conception of this
game being misogynist. For one, the game is not using the gigolo
missions to their own end. The concept of these missions is to simulate
Mondo's similar carnal desire. You're meant to want to "get these girls"
in the same way Mondo does, and failing that, use them as an object in a
similar manner (succeeding with these girls gives you benefits for
story missions, for reference, check this Jason Rohrer piece
about materialistic gains simulating personal relationships in games).
It's not self-serving eroticism, and even for as lingering it is and as
suggestive it is, it attempts to repeat the gaze of Mondo through the
screen (note: you are literally looking through Mondo's eyes during
these scenes, for the most part). Secondly, the reason it is trying to
use it to simulate Mondo's goals, is that the game is very aware of
gender roles, and their ties to a global hegemony. The game uses these
missions less to show the woman as materialistic, and more to show the
man as domineering. It's showing the interlinked relationship of sex and
power, even done literally in something like the achievements, in which
women you go "all the way with" are listed as "prisoners" for you. The
game, as one of its major strokes, is attempting to deconstruct our
perception of gender roles, even to the point of implanting sympathy in
these girls which have no story relevance (Betty appears as a main
figure in a mission, but only a DLC one). Throughout the games, even in
the middle of gigolo missions, these girls beg you for affection, they
want you back. The player is intended to disconnect at this moment. It's
not played for humor, it's played in order for the player to step back
and think about the futility of Mondo's actions and the consequences for
it.
The majority of the rest of the game play follows somewhat of the same
rules, leading towards the story in function, rather in intense
interactivity. The roles of the assisting members of the organization
play towards their roles in the story, and the manner in which Mondo
attacks becomes less of a vessel for the story, and more a necessity of
progression. While it may not be emotive itself, although it does feel
somewhat virile, it does have a motivation for it, and is not really
unwelcome in the story.
And it's not unwelcome mechanically as well. It's a mostly reactive hack
n slash, making the attacks periphery to reading the battle, where
dodges and blocks become your advantage (this is, I suppose, somewhat
symbolic of rejecting the dark before defeating it, or also rejecting
the dark being the same as defeating it). It results in a very fast
paced system, requiring slightly strict timing to open your attack up.
The secondary weapons apply enough necessity to where you need to do the
gigolo missions, but are secondary enough that you don't rely on them.
Your skills are limited, but useful, and nothing feels significantly
worse than another.
The music is fantastic, as Silent Hill alumni Akira Yamaoka fills the
atmosphere with gritty dark ambient, even vaguely noisy collections to
create a brilliant interplay with the wonderful visuals. In a MC Esher
inspired Alice in Wonderland motif, a jangly piece goes along with the
heavily colorful and heavily shadowed playhouse to create an uneasy
feeling, a latter level feels as outsider and otherworldly as it is, and
the sound effects are crisp and cool (and one at the end of the gigolo
missions is so fantastically cheeky and virile it's adorable). He seems
to channel a bit of Masafumi Takada, the composer of Killer 7 as well as
other Suda 51 games, which seems to relate this game to Killer7 even
more, especially to the point of reusing (recreating?) some sound
effects.
As an entire piece, I really adore what Suda's done here. I've always
been a fan of his work; he's certainly one of these most intriguing
designers out there, and here he's flying. It's not necessarily as
self-reflective, and honestly self-serious as Killer7, even to the point
where I was disappointed with the path he was going on until it all
started to wrap up a bit better towards the end (of note, "wrap up" is
relative there as it's still very mysterious and I certainly don't
understand it completely... at least not yet). It really comes to a
point that I'm disappointed with the reaction from it. Perhaps it's
mostly Western, as this sort of over the top, post-modern game that
intends to present serious topics with a bit of absurdest scenarios
(Especially in the gigolo missions, it's wildly absurd) seems to mostly
come from Japanese developers, but at the very least it's not really
adventurous with their inspection of the game. It's a bit ironic,
considering after Lollipop Chainsaw I envisioned Suda just moving to
"Pinku" games that were nearly straight exploitation, which I still
believe should happen with some game director, if not Suda, but the
reaction that the sexuality involved is mindless and excessive is
understandable, but ultimately disappointing. It seems to resemble
something like Nagisa Oshima's In The Realm of the Senses, which uses a
fairly famous Japanese story of lovers to tell an explicit story of
desire and politics, using very intense sex scenes, even by today's
standards. I almost feel it regressive to immediately knock it off as
only there for the self-serving nature of it; for the enticement of
young males, even if it feels that way for a long time, even after
finishing the game in some manner, but it's erroneous to view sex as
only sex, as in this game, not even death is only death, and really,
this game isn't only what critic culture would see for a "game".