Tuesday, 23 August 2011

Kane & Lynch 2: Dog Days

Kane & Lynch 2: Dog Days
For two guys who started as killed in 2007, Adam "Kane" Marcus and James Seth Lynch are in very good shape. Kane's nose is not broken, medication Lynch keeps his inner psycho under control, and his second first-order improvement brave almost everyone. Kane & Lynch 2: Dog Days is beautiful, sounds better and plays better than its predecessor, while its story mode clocks in under four hours and too short or two, a handful of other modes are fun to continue playing for time after the credits have rolled. Kane and Lynch is not yet the characters are likely to sympathize with him, but jumped to Shanghai with them is not a bad way to spend a Dog Day Afternoon.

The first thing you can not help but notice about Kane & Lynch 2: Dog Days is its aesthetics. The whole game is apparently played in the perspective of a drunken invisible, armed with cameras of the world's worst video, decided to follow the protagonist Lynch everywhere he goes. The shaking of the camera is optional, but other effects such as compression artifacts, lens flare, and light vertical streaks on the screen is mandatory. You can first find the visual style a bit annoying, but because the treatment is always consistent, it does not take long to get used to it. Choose to keep the cam on the weak can make the game a little more difficult in spots, because it interferes with your goal, others a couple of movie scenes where the camera swings for no apparent reason, its movement is in line with your hand and your entourage.

That's right, a Dog Days you spend a lot of time to get a shot. It is inevitable. Button cover system works well for most, and you can do all the usual blind, leaning out to shoot and take shots, but the enemies are smart enough to side when the opportunity presents itself. And more to the point where they are pretty handy with the weapons they carry. In addition, enemies can be used, and cover much the same way you do, and they even mixed in such a way as to dry, so that the second head resting on a lattice, then popped up often means you are ready to in the next attempt at a coup. When this is combined with the enemy AI for the most good with the fact that you're almost always very overwhelming - not to mention that many of you take cover behind objects are realistically be destroyed - Dog Days the condition causes a challenge to its default setting difficulty, which is the second of the four available.

If you take too many bullets, they settle on the ground, no need to wait for another character to save you from the first game, you can crawl back into a relatively safe place before returning to the legs and, if possible, directly to the cover. This "down, not dead," the mechanic makes for some memorable moments while lying on his back a mixture of outside and shoot the enemies, hoping that the color palette to adjust the game to return in place of a bright red, and bleeding on screen every time "re-shot. The enemies are not very smart enough on their shoulders, because they are on their feet, but like you, they will be able to defend themselves, and if you do not end up, get up. Remember how the psychotic, Lynch used to the AI ​​controlled land blow after blow to the enemy, who had already died in the first game? second, you might find myself doing exactly the same thing - just in case.

For most, playing as Lynch is not much different to play as Kane, a second player can do in cooperative play. Lynch is a little more interesting character to play through the story, as if not only because he is leading the charge this time, but also because their motives become overwhelming, occasionally listening to contain their evil psychotic tendencies or talking to him or letting out a roar of anger. The other disadvantage to play as Kane is not always possible to select or even see the scene properly, and online gaming, which are more likely to experience lag as the player hosting the game. If not for the delay, which is sometimes bad enough that makes the movie, ignoring the enemies difficult and frustrating, online co-op would definitely be the best way to play in story mode.

No matter if you play in story mode solo or with a friend, you will find a roll fun, but short-lived and largely repetitive. There are really only two or three action sequences in the game stand out as different and memorable, but the shot is very good from the beginning that when the history of the struggle to maintain their interest after the first two chapters, will still be eager to exit the game. Dog Days is played at a pace much more frantic than its predecessor, partly because they have to worry about giving instructions to your friends or AI management arsenals of the other characters. You're never in front of a clock, but there is always a sense of urgency to move forward because that is where their enemies lay down their arms and ammunition when you kill them.

And theories cameraman invisible hand, it makes sense that your perception and your goals will be slightly compromised when the sprint as fast as you can or get knocked to the ground after taking a shot - two of you spend a lot of time to .

Levels are usually designed so that both players can work together to flank the enemy by taking slightly different routes through them, while the ability to co-op only to revive the other (and a series of doors that need two adult men to open) invites you to stay close.

Ammunition is rarely a shortage so that it is very likely be unarmed, but it is also so abundant that you can afford to field in the sweet spot for a long time. The promise of better weapons and more ammunition, combined with the enemies, which often appear in front of you when you move to apply for them, does a good job pulling through each level. And on those rare occasions when you can be sure where to go next, just touch the pad D (or press Y if you play with the mouse and keyboard, which is not recommended) and a camera to point in the right direction - assuming that you are in an area where a hint system is available.

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