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Kane & Lynch 2: Dog Days Every Dog Has Its Day Even if it doesn’t deserve it by Walt Pretorius G ood games get sequels. That’s a given. But the first title in the Kane & Lynch franchise wasn’t particularly good. In fact, in many aspects, it was pretty damned bad. So the fact that it got a green-lighted sequel was a bit of a surprise when we first heard about it. Being those optimistic types, who have resisted the easy road of becoming jaded gaming journalists, we thought we would give Kane & Lynch 2: Dog Days a good run, despite all the problems that plagued the first game. After all, the developers know what people didn’t like in the first title. Surely? Apparently not. Dog Days is plagued by some of the same problems as before, and is possessed of a whole bunch of new issues for gamers to contend with. The first is actually not a problem at all, but rather a matter of perception. Many people are calling the presentation of the game things like “edgy” and “gritty”. I can think of a term I would personally use that rhymes with “gritty”, but this is a family show. Quite simply, the developers followed that same shaky-cam, poorly- 64 produced, grainy look that film makers like Michael Mann still seem to think is a good idea, in an attempt to inject realism and… I dunno, impact? Whatever the reason, it looks horrible, and the shaky camera does little to help the gamer. Who the hell is filming this stuff, anyway? Is this a case of Kane, Lynch and Bill the Camera Guy? If I want to experience a bunch of bad visuals, I can surf YouTube. I like my games crisp, clear and free of pretentious rubbish like “mood enhancing grainy shaky camera with lens flare” graphics. Still, that’s just me. I don’t like Michael Mann’s film style either (you might have guessed that.) Different strokes, as they say… So let’s get to things that are problems. Kane & Lynch tells the story of two ne’er-do-wells who are about to set up a big arms deal in Shanghai. However, predictably, everything goes wrong, and the player is left blasting his way through non-stop action to get to the bottom of a rather good and pretty well told story. It sounds great (despite the ‘grit’) and the story is even capable of being gamecca review • issue 15 • September 2010

Gamecca Magazine September 2010

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