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‚ÄòKane & Lynch 2′ hits game stores

Posted on Aug 30, 2010 in Features

Kane & Lynch 2: Dog Days
For: Playstation 3 and Xbox 360
Also available for: Windows PC, OnLive
From: IO Interactive/Eidos/Square Enix
ESRB Rating: Mature (blood, drug reference, intense violence, partial nudity, strong language)

It’s almost reflex to criticize the storyline portion of "Kane & Lynch 2: Dog Days" for being too short at around four hours long. But given how dishearteningly the story’s backward steps outnumber its forward steps, four hours might be plenty _ especially if you find the more inspired multiplayer offerings more to your liking anyway.

On the positive front, "Days" is a more polished third-person shooter than its 2007 predecessor. Finding cover actually generally works this time, and while the automatic weapons remain frustratingly inaccurate, the pistols and absurdly powerful shotguns are sufficiently precise. In addition to smoothing out the framerate, a clever new visual style presents the action as though it’s being filmed on a handicam _ video grain, compression artifacts, color separation, light streaking _ and it effectively enhances the ugliness of the game’s violence. (The nauseating shaky cam effect can, mercifully, be disabled.)

But those filters color a storyline that drops players into much duller scenarios and offers exponentially less character insight than the first game did. Kane and Lynch weren’t exactly lovable in their debut, but "Days" renders them downright loathsome, and helping them reach the game’s laughably abrupt ending feels nearly as empty as getting them killed.

And while "Days" is a better shooter than its predecessor, it still sins too often for its own good. Enemies require far too many bullets to defeat _ a problem compounded by the aforementioned inaccuracy _ and it’s a slog to take them down when their psychic A.I. allows them to pelt away the second players pop out of cover. Occasionally, the cover doesn’t even work, forcing aggravated players to decide between being slowly decimated by endless gunfire or seeking new cover at the risk of being knocked down and cheaply ripped to shreds.

The failure to truly polish the shooting mechanics makes it harder to understand the complete removal of the squad mechanics that allowed players some control over their A.I. partner in the original. "Days" is best played with a friend controlling the second character via splitscreen/online co-op, but that’s little solace to players who have to fly solo and deal with an A.I. partner who isn’t terribly helpful.

Between this, the uninspired level designs and the shoddy mechanics, "Days" doesn’t even need the entirety of its short lifespan to wear out its welcome.

Fortunately, while those mechanics carry over to "Days’" online multiplayer (8-12 players), the level playing field and terrific general premise make them significantly more tolerable.

The pinch of paranoia transforms just another shooter into a mind game with guns, and the ability to parlay heist earnings into better weaponry provides "Days" some badly-needed replay value. Other multiplayer shooters do the shooting part better, but until they rip these ideas off, "Days" is just unique enough to merit a look.
 




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