Why I Love... Kane & Lynch 2: Dog Days
Low-fi misery.
Few people I know have anything nice to say about Kane & Lynch. No one I've personally talked to about it has had anything particularly noteworthy to say - most of the time general chatter among gamers isn't exactly on par with Shakespeare - but the gist is that the series is bland, full of clichéd characters and generic cover-based gameplay.
Partly I understand these concerns. The first game held some thematic interest insofar as it was interesting to explore the lives of such thoroughly unlikeable characters, but phrases and notions like "poorly structured missions", "inconsistency" and "broken gameplay scenarios," were common among reviews for good reasons, and the whole South American derailing in the final third was more than a little ridiculous.
Io's narrative chops also seem to be more on par with Tony Scott than Michael Mann, meaning the developers have mostly squandered any opportunities to delve into the psychological aspects of Kane's bloodlust or Lynch's wholesale psychoses, which, given the potentially interesting source material the series deals in, is a bit of a letdown.
But despite the tepid reception to the first game, Dog Days is where the developers finally hit upon the grit and filth that Kane & Lynch was always supposed to embody, even if many critics said the game's design still needed work.
Good idea: taking your date to the video store. Bad idea: bringing guns.
Dog Days reunites our would-be anti-heroes in a deal-gone-wrong scenario whose visceral intent isn't shown through a plethora of intense, over-the-top violence, but rather the artful application of its impressively ugly appearance, as Io defaults to a violent shakycam style that would give Paul Greengrass' direction in The Bourne Ultimatum a run for its money.
Light sources burst with distracting reflective glare; artefacting and aliasing crop up in the event of an explosion; pixellation and resolution drops abound. If this were a YouTube video - incidentally exactly the kind of culture the developers were looking to mimic - most of us would hit 'back' on our web browsers to look for an HD version. But this is Kane and Lynch's highest-def - a stark, horrific underworld whose core reality neither man wants to admit exists, even against their better judgment. It has all the subtlety (if not the gratuity) of a snuff film, and it hits you where it hurts.
The immediacy of its style is an effective approach from the get-go. With its imperfect picture opening on a propped-up handheld digital recorder (Io isn't above a little meta-humour), Kane and Lynch are bound to chairs, naked, covered head to toe in open wounds and soaked in blood.
Between jerky cuts to credits, Lynch cries out, a man using a razor to work on him; Kane screams he'll kill their capturer and the frame cuts mid-scene to two days earlier. The blemishes on the visual and aural vocabulary are only a taste to get you properly acquainted with what you soon realise are the motions of Dog Days' aesthetic misery, appropriately setting the tone by tossing the player headfirst into what's very clearly an out-of-hand situation. But it isn't until the gunplay starts that you realise just how well the game translates its experiential qualities directly to the player.
Lynch would grow to hate the colour pink.
While my Eurogamer colleague Dan Whitehead said there was something "not quite right to the way things move and aim and interact" in his review of Dog Days, I would argue that isn't the necessarily the point. Unlike a lot of other cover shooters, the gameplay is more of a means to an end in the same way that, say, Silent Hill 2's is.
Though its critical reception might suggest otherwise, it's also still competent and perfectly reasonable action game, albeit one that doesn't try to knock you about the same way that Infinity Ward or Epic might.
Still, it's more about embracing the atmosphere than having a more typically enjoyable gameplay experience. The rules of combat and cover are fairly simple, leaving most of the game's expressive personality to its presentation, and when you get into a firefight it really feels like you've stepped into a street war.
The increased action on-screen wreaks havoc on the visuals, and when you inevitably are hit, your POV is distorted with hazy red light and washed out colour. It's a disorientating and ugly metaphor that captures what I imagine would be the chaos of real street violence, even as the engine seems to hiccup and struggle rendering the action (this is only a trick for effect, however).
The camera acts similarly, as though a silent, amateur documentarian is chasing you, following your every move from just a few steps away while using the lowest-grade equipment imaginable; when you run, the muffled sound of wind dominantly cuts into the audio.
The camerawork when running presents its own issues as well. Whatever movement algorithm Io came up with has just the right amount of pitch, yaw and bounce, fast and twitchy enough to feel off-kilter and queasy like a bad night of getting pissed at the pub.
I've never really been one to get motion sickness from video games, but Dog Days' shakycam made me want to die (though you can turn it off). Then again, "Real Ain't Pretty" was the slogan used in the game's ad campaign, and it's a phrase that does a great job of succinctly summing up what Dog Days means.
So why would I enjoy - much less love - a game that's so resolute in its unpleasant agenda?
Aside from the actual appearance of its low-res exterior, it's fascinating to see a game let its aesthetics do all (or nearly all) the talking. Dog Days may not always be what I would call fun, exactly, but neither is shining a makeshift light down a pitch-black corridor of the Ishimura after the ungodly shriek of a necromorph breaks the silence from somewhere in the darkness.
Suffering is at the core of the experience Io creates, and just as Kane and Lynch are put through the wringer, the player feels the blindsiding effects of the game's blunt force texture firsthand.
Interestingly, Dog Days is also predicated on denial, in Kane and Lynch's unwillingness to face hard reality, as well as the dubiousness of the arms deal with Lynch's ex-pat boss that has brought Kane to Shanghai.
While the finer points of the deal are never brought up, Kane becomes increasingly insistent that pulling off this last job will be their ticket out, giving him an opportunity to finally hang up the guns for good; Lynch, on the other hand, can (we assume) quit his career as a low-level thug and settle down with his girlfriend, Xiu.
Kane & Lynch: Shanghai, coming this summer. Not pictured: Baby sidekick.
Of course, things go wrong straightaway, when one of the two men accidentally murders the daughter of a corrupt government official (Io intentionally keeps it ambiguous over whose bullet is responsible) who owns the city's law enforcement and does business with an opposing crime lord.
As things continually escalate from bad to worse, Lynch becomes consumed with saving Xiu, who he believes is in danger as a result of this accident, while Kane just wants to meet with Lynch's boss so he can get the hell out of Shanghai.
You would think that being brutally tortured would be a wake up call for both men, but that isn't the case. In the aftermath of being captured by a rival gang boss, Xiu has been raped and murdered and both Kane and Lynch seem near death.
It's obvious to the player at this point that criminal associations in the Shanghai underworld have soured any chance of a deal, but Kane still insists on moving forward with the smuggling job - for either men it seems like the only thing left to do, although Lynch is primarily motivated by revenge at this point.
The phrase "Dog Days" itself suggests stagnation, and Kane and Lynch are both undoubtedly stuck - incapable of existing beyond the confines of criminal behavior and wearing rose-colored glasses about the trouble they find themselves in.
Shoppin' at Hobos R Us.
Even when Kane's deal fails to materialise, the two men convince themselves that if they can escape the country that things will somehow be all right. Despite both standing to profit from working together again, neither Kane nor Lynch winds up gaining anything by the end of the game; in fact the outcome is quite the opposite.
The contrasting fantasy of retirement, which the two men seem to believe is real, directly opposes Dog Days' low-grade appearance - no matter what Kane and Lynch may say or think, this is an abrasive and continual sign for the player that these two characters are caught in a continuous limbo of death and despair.
The abrupt editing too leaves little for players to reflect on. Quick, choppy and often cutting in the middle of a scene, the narrative is driven forward in sparse bits that carry almost no impact; aside from actual cut-scenes, what small bites of story remain are presented in bits of grunting dialogue that offers only the slightest ideas of character development against a "buffering" screen.
Ugliness is everywhere, as much as in execution as appearance, and Io relies on it in getting its message across. The ending of the game, which has Kane and Lynch sprinting onto a plane on its way out of Shanghai, abruptly cuts to black shortly after the aircraft takes off, with nothing in the way of dialogue or resolution.
Fused with Dog Days' intentional flaws, the result is a great exercise in nihilistic expressionism - one that reminds us the worst trips through hell are the ones that are ultimately meaningless.
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Comments (61) Latest comment 4 months ago
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I can't say I like 2 as much as 1 but it was a good TPS despite the shakey cam. My main problem with the sequel was there seemed to be less interaction between K&L, less humour and banter from the criminal teaming up with a nutjob killer. K&L2 was somewhat bland with a lot less character than 1, souless even. Still any game where you can run through the street butt naked guns blazing can't be all bad!
That ending though was so bloody annoying I still can't believe some numpty at IO went "yeah that's a great way to end the game". Hopefully they'll finish it off in the next one, I'd buy it.
Anyway I'm distracting from the overblown hate that's coming, carry on....
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The Greengrass comparison doesn't really work for me, though. I find his movies unwatchable because of their frenetic and nonsensical editing, whereas most levels in K&L2 were one long, unbroken take. It's one of my favourite things in filmmaking, so it wouldn't surprise me if it was a big part of why the game worked on me. Also, for some reason, 99% of media think 'am-cam' also means 'constantly switching the camera on and off for no reason,' which makes this game one of the very few products in any medium to do the aesthetic properly.
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Save your £7.99, it really isn't worth it.
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Of the short time I did spend with K&L2 I have to say that it was average, once you got passed the shakey camera and adjusted your aim to compensate it was a passable third person shooter experience. I wouldn't go out of my way to recommend it but at 8 quid I'm not going to tell someone who's thinking about it not to bother, at 8 quid you can afford to give a go and make up your own mind. I had this very same conversation with my brother yesterday about him finding Alpha Protocol for a tenner, I told him I was a big fan but wasn't sure if it was his thing, but at a tenner give it a go and see how you get on and I'd say the same of any other game at that sort of price unless it really was shit.
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Yes, you can. You absolutely can go wrong. Never play this game, even if someone offers it to you for free. It is without question the worst game I've played in over 26 years of gaming. Every copy should be fired into the Sun.
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Every copy of this game should have been buried in a landfill just like the E.T. game on the Atari 2600.
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Judging by the comments here it's a game you either love or hate. Check out the demo and decide for yourself whether it's worth 7 quid.
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With the filters off the game just looks ugly. The gunplay didn't impress me either and I found Kane & Lynch to be totally unlikeable characters.
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Haha! While it's no classic that is hard to believe unless your experience of games is limited. Hyperboyle much or are you Jeff Gerstmann?
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EDIT: Actually, I couldn't bring myself to finish it, so the story might have been good but the game play was so bad I never really got to find out.
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Sorry, stopped reading after that.
A third person shooter lives and dies by its controls and shooting end of story. Silent Hill was a survival horror, a genre already known for its unspectacular combat. Puzzles are supposed to pick up the flack here as not just atmosphere.
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It's probably the gaming equivalent to films like Irreversible. Complete trainwrecks (In the horrific way, not technical way, smart asses) that you can't pull yourself away from. But for the £8 most places are looking for nowadays, totally not optional.
I thought it was alright, certainly not worthy of the hate it gets. Mind you, if i'd paid full price for it i'd be ill.
Most of the hate is misplaced due to the infamous Gerstman-Gate incident at Gamespot and not at the actual game itself. Ironically, Jeff Gerstman thought it was fun and while he had some bugbears with it's length and controls, thought it was better than the first game and wanted to see a third one. It was the completely over reactionary fuckheads like Jim "Absolute Human Garbage" Sterling trying to make an example of it for their slobbering fanboys as some sort of twisted "revenge" for what Eidos pulled marketing the first game. It's a good game, but not really a purchase at full price.
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Last straw was emptying two or three mags fairly close but enemy still standing, what the heck!
No thanks!
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Yeah we've had that discussion before. Not sure on 2 as I never played it on a console but the PC version of 1 was absolutely a superior, smoother experience compared to the consoles.
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You know, all I ever hear is "the game is terrible", but noone ever says why. It plays exactly like every other 3rd person shooter, so I have absolutely no idea what people even mean. It's smooth, the cover system works well, etc. What's the problem?
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its the price of an arcade game
If this was releasd on XBLA and PSN at 8 pounds the review would have been different
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Yes, it handles more or less like any other third-person shooter - that said, all FPS are more or less mechanically the same too. So you have to differentiate yourself - be that in terms of story, horror, characterisation, gimmicks - the list goes on.
My issue with Dog Days is that it's a game designed to sell on the back of controversy - to hide the fact aside the gore and the antiheroes, it doesn't go anywhere and it doesn't really do anything new. It's a game that revels in being "naughty", but then doesn't think of taking the next step. It's an unlikable world with unlikable characters - it revels in its own narcissism.
It was hardly the worst game I've ever played - but the word has been used. It's 'Forgettable'. There's no real overall point to it, and that makes it at least a very average game. Not the worst thing in the world mind you, but I'd so much rather see Kain back from Blood Omen/Soul Reaver than see another K&L game. Or a remake of Soul Reaver itself. Kain and Raziel were also antiheroes - but they had reason, cause, backstory and one hell of an interesting world to play about in.
Something Kane and Lynch may in future need to be reminded of.
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Your credibility is now very low.
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@sven_vath
I'll boot it tonight to check, I am quite curious now. Need to finish it anyway!
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Yeah and women are about making food and babies end of story.
And while we're on the subject, what kind of ungodly invention is the wheel anyway?
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Most game stories are about taking the player's desire to shoot guys and making them feel heroic for it. Game after game you play as reluctant-hero soldiers nobly sacrificing themselves for the greater good, but the player's playing it 'cos shooting up Nazis and Russians and aliens is a great laugh. K&L2 has its characters ruled by pure selfish emotional fulfilment, at the expense of everything around them (ie. like criminals), and so brings them closer to the player's actual reasons for playing the game (selfish emotional fulfilment). Makes a mockery of Rockstar's recent martyr-criminal types. And so that's the game; it'll indulge you your desire to shoot guys, but it won't create for you a world where shooting guys is just and right.
And the two guys aren't brought together by all the action, but thrown apart by it. Most games that approach anti-violence sentiment sugars the pill by playing up the brotherly camaraderie between your guys, and in doing so dulls any actual statement against violence the game could've made. K&L2 has it the other way about; in the quieter moments the guys almost achieve civility, but then they do something stupid and selfish it all kicks off and they're back to despising each other.
With that in mind, the ending made perfect sense. Consider the other effect of the shaky-cam style, which is to take all the usual bits of game presentation away from Kane and Lynch and over to Shanghai. The Master Chief gets a cool logo, beautiful theme music, etc, on his game's menus, all crafting a legend about him for the player to wallow in. K&L2, instead, just looks at Shanghai hotel rooms, empty alleys, etc. Shanghai's the main character. Same as they're a burdensome presence in the city, K&L are interlopers in their own game. Hence the ending; we watch the plane leave, and it's like, thank Christ those pricks are gone!
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I thought I was alone in liking this game.
Buy it cheap, crank up the difficulty. Play, forget, move on.
Great experience.
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That is the point though. It's a world away from the idealised nature of most "Mature" games. They are not the Nathan Drakes or Master Chief's of this world. They are two scumbag criminals in an ugly business doing business with ugly people. Considering most gamers have been weaned on characters deliberately engineered to be "Heroic" avatars of themselves, it's unsuprising that some people will turn off when they are told "You will be an ugly and disturbed criminal and everyone wants you dead". Narcissism? Absolutely, but gamers have been clamouring for years for to be given the kind of crime epic they see on film or TV without and IO Gives it to them, warts and all. It's unsurprising people will turn off when given the ugly reality of the situation.
Your point with Kain and Raziel pretty much shows it, they are both anti-heroes but are still written with a power fantasy in mind. They are attractive because they are all powerful and written in a way to be appealing to players that they gloss over their flaws. Even a deep backstory doesn't disguise that both are deliberately engineered for the player to like despite both being anti-hero's.
Surprisingly, Modern Warfare did the same thing in both games, since each mission is a litany of constant fuck ups and runs for survival while the SAS/Task Force 161 is a completely amoral bunch of psychopaths that don't give a fuck about who or what they shoot, yet had nowhere near the backlash that K&L has regarding their main characters. Presentation counts, I guess.
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Play the demo then, mate.
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I picked it up for £6 in Tesco but only played just past the bit where your car gets stopped on the motorway. Sadly I found the controls far too twitchy and inaccurate for my liking. I also agree with the "bullet sponge" problem, I'm pretty good on shooters so I couldn't understand why I kept running out of ammo when I could see my shots were connecting. Ironically the accuracy was improved by turning off aim assist!
I stopped battling my way through games just for the sake of completing them a long time ago so I haven't returned to it since.
I know there's a good game in there somewhere, but sadly I couldn't see it for the flaws.
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I also thought the multiplayer was great fun, if limited in content.
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The camera work, the deliberate censors on naked people or head shots really works in with the style. It's strange at first, but it grew on me really fast. The characters are great and far from perfect; these are messed up criminals who lead screwed up lives... Yet that's why they're so interesting to me.
The gameplay is intense and barely lets up. The shooting mechanics can feel a bit wonky at first but given a little time it all feels natural.
I really hope Kane & Lynch 3 is in the works, i love the characters and would really like to continue playing through their messed up adventures.
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It's a change of pace and an exploration of character. Some of the greatest TV shows of the past decade have been about some of the most unlikeable and horrific characters that have been created. The Wire, The Shield, The Soprano's et all have main characters who are incredibly awful people and yet they are some of the most compelling series ever made.
The reliance on goody two shoes, whiter than white heroes or the dark and brooding anti-hero's in games is starting to become rather tiresome, especially since writers insist on making them likeable and hitting every checklist possible (There are exceptions though, like Jackie Estacado from The Darkness. A complete trainwreck of a man who is still capable of compassion and who is teetering on the edge). Dog days is a game about two ugly and brutal, middle-aged criminals fucking their lives up and destroying everything around them. It's unsuprising gamers aren't comfortable with those that don't fit their mould as an anti-hero.
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First one was decent too. But I truly hope IOI is going to finally reveal Hitman V.
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But the characters in the shows you mentioned all have redeeming or at least lighthearted qualities (Tony Soprano for instance is a very funny guy, and he also blurs the line of morality in the fact that everything he does is for his family, McNulty in the wire again is very likeable, good sense of humour, is always trying to do the right thing, he just mixes those reasons up with his own selfishness and need for reinforcement as a good cop because he's unable to keep his family together) but Kane and Lynch didnt have any redeeming features for me as characters. Thats what I meant by the admittedly heavy handed comment about them being cunts. Maybe this was down to me not playing the first game, so I didnt have the back story to go on, but in Dog Days they just seemed very flimsy. They didnt have a single facet of their character that I liked. They were just people that I hated every little thing about, everything they were doing was for personal gain and thats why I just didnt find them compelling at all.
edit - seems like you get negged these days on EG even when you provide a balanced and reasonable argument without insulting anyone.
Cheers.
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As for the gameplay, after I adjusted to shooting in short bursts instead of firing Gears of War style, I found it an enjoyable third person shooter. Also the game had some memorable "holy shit!" moments. And I liked the visual style. Luckily I didn't experience any motion sickness, although I can imagine that some people would. To me it was a solid shooter for a bargain price.
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In the second game there is none of that. I would've loved if there had been some 'psyched out scenes' because Lynch ran out of medication. it could've been a realy interesting gameplay mechanic. I hope somehow they manage to make a 3rd game, and really flesh out the characters more. Because for all their flaws, they make incredibly interesting characters if they were taken beyond shouting fuck and shit only all the time.
*crosses fingers for part 3*
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Don't get me wrong, K+L is a noble failure. But this is an interactive medium, and if the interactive aspect of it is pointless, it's time to reconsider your game.
Haters aren't complaining that the gameplay in Kane and Lynch is too clever or innovative - hard challenges, complication and restrictive aspects can make for an engrossing game. But if you serve up gaming tapioca, at least make sure it isn't lumpy.
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And to all the people hoping for a 3'rd installment, dont hold your breath (or maybe you shuld considering the games u seem to like) ;P IO-Interactive is in serious trouble as a Games Development Firm (...)
-Ace
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Thanks for maintaining the high profile of the site.
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In fact, I would say we are having brilliant fun. Superb levels such as running butt naked with shotgun in hand and assault rifle strapped to your back have to be played to be believed. The fact they are both cut to shreds with knife wounds adds a brutal edge to things.
Then the game throws a humourous curveball at you when they do finally get some clothes.
Highly recommended if you can play co op.