As I mentioned in my review on the site all those years ago, Killer7 is more than the sum of its parts. James hit the nail on the head when he said that the gameplay is essentially an interface through which you're able to experience the story. Your enjoyment of the game boils down to whether or not you find the story captivating. In my case, I loved it, and scored it accordingly.
As for the controls, that's a strange complaint to have, honestly. Fault it for uninspired level design, or for following certain formulas a little too closely, but controls? It's been a while since I've popped the disk in (it requires moving the disk from the talisman I wear at all times), but if I remember it correctly, A moves you forward and B turns you around. When you reach fork in the road, you pick your path with the analog stick. And if you're shooting someone, you hit L for the crosshairs, and then fire with A. I mean, it's about as simplistic as it gets. There aren't enough maneuvers for it to be unintuitive, unless you're just mindlessly pawing at the controller.
I think the argument essentially comes down to whether you're judging Killer7 as a product by traditional standards, or if you're just going off of your experience. I would never call Killer7 flawless (not seriously, anyway - I'm sure I jokingly referred to it as such dozens of times) - far from it. It has a laundry list of issues (controls aside, of course). But my actual experience playing it was so positive and rewarding, I was able to overlook those flaws.
Oh, and I will totally cop to being lazy about mailing the game to Jonny. I must have promised him I was on the way to the post office like four times, and then I'd just forget. Cocaine's a hell of a drug.
I don't snort cocaine.
Emphasis on SNORT.
Okay, that was a joke.
Or was it?
It was.
...