Kane & Lynch 2: Dog Days
2010 video game / From Wikipedia, the free encyclopedia
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Kane & Lynch 2: Dog Days is a 2010 third-person shooter video game developed by IO Interactive, published by Square Enix's European branch for Microsoft Windows, PlayStation 3 and Xbox 360.[1][3] It is the sequel to Kane & Lynch: Dead Men. The game follows criminals Adam "Kane" Marcus (Brian Bloom) and James Seth Lynch (Jarion Monroe) - now the main playable character - who reunite in Shanghai for an arms deal, having agreed to split the money for their retirement. However, when things go wrong, the two quickly find themselves fighting to survive and escape when they become targets of the entire Shanghai underworld.
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Kane & Lynch 2: Dog Days | |
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Developer(s) | IO Interactive[1][lower-alpha 1] |
Publisher(s) | Square Enix Europe |
Director(s) | Karsten Lund Kim Krogh |
Artist(s) | Rasmus Poulsen Anders Poulsen Marek Bogdan |
Writer(s) | Oliver Winding |
Composer(s) | Mona Mur |
Platform(s) | |
Release | |
Genre(s) | Third-person shooter |
Mode(s) | Single-player, multiplayer |
Announced in November 2009, the game was described as having a new visual style inspired by documentary films, user-generated content, and the visual quality of camcorder footage, with its in-game camerawork being inspired by hand-held cinematography. The game also employs unprofessional editing and jarring or out-of-place jump-cuts or fast cutting, to make its cutscenes look more unprofessional. The camera sometimes falls, both when the player dies and during certain cutscenes. The game also intentionally censors some of its violence and nudity through pixelization.
Dog Days uses its music and visual aesthetics to reflect upon the violence depicted in the game, as well as the psychology of its characters. It uses survival horror and psychological horror techniques to inflict the same psychological effects of the characters on its players. The team wanted to create a postmodernist commentary on commonplace violence in video-games, leading to the game's unconventional approach to portraying realistic consequences to realistic violence, leading the team to seek an uncomfortable, tiresome and oppressive atmosphere, with a focus on themes of violence, urban isolation and loneliness.[5] During development, the game suffered from some pushback as a result of the team's experimental approach, which was considered risky, but it was maintained through to release.[6]
The game received a mixed reception from critics, faulting its over-use of shaky cam on its visual style (which caused discomfort and nausea in some critics and players), controls, gunplay, excessive violence, glitches, game length and level design, but praise for its voice-acting, music, intensity, general visual aesthetics and graphics, and with some critics praising its unconventional approaches to the genre.
A single-player and multiplayer demo were released for the PlayStation Network on July 21, 2010 and for the Xbox Live Marketplace on July 26, 2010. A demo was released for Steam on July 27, 2010.