Kane & Lynch 2: Dog Days, much like Kane & Lynch, is a remarkable and flawed game.
The first half of Dog Days is a linear third-person shooter which treats its levels as a living space within which the player is constantly moving and adjusting his position as-necessary for reasons of additional cover, vantage point, or ammunition. The first two are nothing new for a current generation shooter; cover has been done to death by many a game. What’s fantastic, though, is how Dog Days works to recreate a big movie shootout: massive inaccuracy on both sides of an engagement and characters who are frequently changing up their weaponry entirely (not just reloading). Ammunition is not just a number on the HUD which is constantly non-zero but, rather, an actual resource which must be managed within an engagement as players burn through missed round after missed round. The firefights during these early segments of the game are more about bullets going everywhere than they ever are about the aim-adjust-headshot shooter loop.
It’s easy to see how players could be frustrated by this system: some of the core shooters in the FPS genre have always been about allowing those with the talent and skill and hand-eye coordination to dominate the playing field with accurate weapons (namely competitive shooters like Quake 3 and Unreal Tournament). And even the introduction of aim spread by more tactical shooters, and the more inaccurate aiming system of cover-shooters like Uncharted and Gears of War still provide a fair amount of aim control in one firing mode or another. Regardless of the actual scheme employed, the end result of shooters seems to come down to a single core tenet: provide players with a reasonable semblance of aim control and the ability to predictably (and reliably) take down several similarly-typed enemies. If variation is to be introduced into the system, it needs to come in the form of a different enemy, not a different tool.
Starting Dog Days, players are given the choice between varying types of sub-machineguns and pistols, neither of which have much stopping power nor accuracy. Every encounter in the introductory levels of the game becomes a two-sided round of whack-a-mole with one side popping up, draining a clip, then going back into cover to reload, and the other side then taking his chance. Eventually one side will get the hits necessary to take down the other side. And, given an infinite supply of ammunition, these encounters would look hilarious to all involved (especially given the extraordinary documentary-style camera/effects the game is presented with). There is no infinite supply of ammunition, though, so while an encounter initially starts with each side comically popping in-and-out of cover, the need for either more ammunition or a new weapon quickly takes center-stage and requires the player to venture out of his safe zone into the more treacherous “no man’s land” space in the middle of an encounter area. Cover is dodgier, vantage points are less obviously advantageous, and, worse still, the player doesn’t have an abundance of life to live through any sustained enemy fire. This system works incredibly well for Dog Days.
Instead of consistently and cleverly mixing up this system for the mid-to-late sections of the game, Dog Days, instead, makes the same critical mistake that Kane & Lynch 1 did: raises the stakes. And while there are no invasions on a capitol building in Havana with a small and disposable revolutionary army in tow, there are still helicopter battles. This time there are helicopter battles over downtown Shanghai in the middle of the afternoon. And, for reasons which confuse me, a level that takes place in a giant warehouse as Kane and Lynch fight off soldiers or something. It’s all incredibly painful to play as the memories of the excellent first half of Dog Days reside in one’s head. And to make matters worse, not only are there far higher “stakes,” but there are ludicrously more enemies and the weapons the player has access to are far more accurate and predictable and the game becomes solely a matter of: pop out, headshot, duck, pop out, headshot, duck, etc. Which works when the inner loop is a crisp and balanced set of systems, but that is a thing that Dog Days doesn’t have the benefit of.
Despite my issues with each individual game, I am still entirely of the mind that the Kane & Lynch series, now two games in, is an incredibly interesting and promising one which is severely overlooked. Dog Days‘ first three hours or so of gameplay was tremendously interesting and well-paced and I consider the game worth it for that alone. I just wish, like I have before, that the games would stop trying to top itself as players progress through them.









