
It’s messy, dirty, repetitive and unsatisfying, and gameplay mechanics don’t try to make violence desirable.
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Neil Druckmann claims that Naughty Dog doesn’t “use the word ‘fun’” when talking about The Last of Us, but the puzzle-like sandbox arenas of The Last of Us: Part 2 are fun indeed - you can creatively choose how to kill your foes, and its homicides are elegantly designed, as easy as pushing a button. “What if the gamer really just wants to get perfect headshots and kill and destroy, and we remove the veneer of justice and heroism that games normally use as a vehicle to give players this fantasy?”īut all these games (even the mechanically mediocre Spec Ops: The Line ) tried to have their cake and eat it too, critiquing violence while keeping it an entertaining activity. “In a way, the characters and their actions represented the dark side of the players,” Kane & Lynch 2 ’s art director Rasmus Poulsen tells me via email. BioShock, Nier, Hotline Miami, The Last of Us, Spec Ops: The Line and, later, Superhot all interrogated the role of violence in games in difference ways. Kane & Lynch: Dead Men and Kane & Lynch 2: Dog Days came out in a period when shooters, and video games in general, began to question the violence that had come to define them.


In retrospect, its aesthetics, urban spaces, and vision of video game violence still differentiate Kane & Lynch 2 from most video games in its genre. Critical reception was initially mixed and the game was quickly forgotten, but in the intervening years critics have gone back to explore its tones, its visuals, its politics and its settings, reevaluating it as a cult classic.

On August 17 th, 2010, Square Enix and IO Interactive released cover-based third person shooter Kane & Lynch 2: Dog Days on PlayStation 3, Xbox 360 and PC.
