In the realm of video games, some titles receive widespread acclaim while others fade into obscurity, but there’s also a niche for games that didn’t quite reach cult status, yet made an impact on the industry. One such game is Kill.switch, developed by Namco. This third-person shooter played a significant role in popularizing cover shooting mechanics in video games. Remarkably, the tactics employed in it are still prevalent in contemporary games more than two decades after its release.
Take cover. Aim. Take over
As a seasoned gamer, let me set the record straight from the get-go – it’s important to understand that Kill.switch wasn’t the pioneer when it came to cover systems in games. Games like Time Crisis by Namco and WinBack: Covert Operations by Omega Force Studio had already let us hide from enemy fire while reloading or take cover behind walls, respectively. However, it was Kill.switch that truly revolutionized this aspect of gameplay, making the dynamic switching between covers a crucial part of the experience.
In 2003, a fascinating turn of events occurred within the game, as the continuous gunfire brought the tactical importance of interactive environmental features into sharp relief. Developers innovatively introduced a new mechanic called “blind fire” for the first time. This allowed players to shoot in directions they couldn’t see, providing an extra layer of strategy when hiding behind cover and picking off enemies who had missed their chance to hide.
Due to the ability to extend our weapons past our hideout, we were capable of firing at our adversaries without seeing them directly, creating a dramatic scene that was more cinematic than precise. While the spectacle lacked accuracy, it proved ideal for squandering ammunition. However, this strategy served well in managing incoming enemies and even made the strategic use of grenades possible. As for weapons, the creators equipped us with machine guns, assault rifles like the AK-47, a shotgun, and a sniper rifle. Each weapon offered precise aiming through a scope or iron sights, transforming the game into a first-person perspective. The armory concluded with grenades (including flash and sticky types) and fixed guns.
Summarizing the discussion on shooting incidents, it’s important to note that while artificial intelligence generally didn’t pose issues, it occasionally presented challenges. Occasionally, opponents showed signs of reduced IQ, but they could also surprise us with intense bursts of gunfire, flank attacks, or grenade barrages. With their numbers, these instances could potentially have led to difficulties for us. A miscalculated risk assessment often required us to restart the stage from scratch because Namco didn’t implement checkpoints, and manual saving was only permitted at specific instances.
Cover fire and blind fire weren’t enough
In the past, “Kill.switch” garnered praise from critics, but it didn’t thrive commercially. The primary criticism of the game lies in its structure, as every component serves merely as a backdrop for combat. Once you remove the cover system, the gameplay essentially boils down to eliminating all adversaries, occasionally setting off a bomb or locating an access card.
As a captivated viewer, I must admit that the narrative could have taken a different turn, making it more conventional, but instead, it brilliantly balanced innovation with the peripheral. The tale revolves around Bishop, a solider under my remote control, metaphorically speaking, who is maneuvered to instigate a conflict between the North and the West. This intricate dance aims to create an opportunity for the primary villain to exploit the neural technology lodged within Bishop’s mind. Remarkably, our protagonist recovers his lost memories, giving us a chance to avert global disaster. All this transpires in under four hours, making for a gripping and efficient storytelling experience.
In the game “Kill.switch,” there was an aspect that BioShock could have handled more effectively a couple of years down the line. The central theme revolved around manipulation, debates on free will, and striving for autonomy in life. The narrative journey took us through various locations such as the Middle East, North Korea, a station on the Caspian Sea, and even ancient ruins, demonstrating its grand ambitions. However, the story was marred by poor narration and shallow development. Namco simplified Bishop’s character arc to mere trigger-pulling, culminating in a brief, underwhelming cutscene. Despite the potential reasons to revisit all stages post-completion, the gameplay somehow encouraged repetition. And yet… it felt less engaging than expected.
Namco’s game as inspiration for other games
The Kill.switch game successfully gripped and offered loads of entertainment for enthusiasts of action. Despite numerous factors that may have impacted its widespread appeal, this particular title deserves a spot in both gaming encyclopedias and academic texts.
The Namco-developed combat system sparked interest from Lee Perry and Cliff Bleszinski at Epic Games, ultimately influencing the initial release of the Gears of War series. Initially, these developers recognized that the game wasn’t particularly distinctive due to this feature, but rather served as a robust enhancement or a unique element within a broader gameplay experience or universe. Meanwhile, Kill.switch served as a stepping stone in the career of lead designer Chris Esaki, paving the way for him to contribute to the Gears of War series and the first Mass Effect.
The title in question played a significant role in inspiring Naughty Dog during the creation process of Uncharted: Drake’s Fortune, according to the creators of the initial series installment, Evan Wells and Amy Hennig. This particular element has since been a recurring feature in Naughty Dog’s subsequent projects, including The Last of Us franchise. Over time, it has found its way into numerous games, with titles like Max Payne 3, Red Dead Redemption 2, and Watch Dogs: Legion among them.
How to play Kill.switch today?
Namco opted to make the game “Kill.switch” accessible on platforms such as PC (Windows 10), PS2, Xbox, and Game Boy Advance. Interestingly, I managed to run it smoothly on Windows 10, but had to tweak the resolution settings within the configuration file myself. The gameplay was enjoyable, though not exceptionally remarkable.
Regrettably, the game title isn’t accessible through digital distribution platforms like Steam or GOG.com, however, it was previously given out as a complete version in gaming magazines, making it potentially still up for grabs at an affordable price. While we might have to spend a bit more for the original edition, it needn’t break the bank. The same goes for the versions launched on PlayStation 2 and Xbox.
The Nintendo console’s port is noticeable – its scarcity coincides with a premium price point, approximately $123. It’s also worth noting that due to hardware constraints, Kill.switch on the Game Boy Advance evolved into a pixel shooter. Nevertheless, the cover-based system was retained, enabling portable console users to enjoy this feature as well.
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2025-02-07 10:34