Friday, 3 September 2010

Sonic & Knuckles Gets Fan Made 3D Makeover

There has been a lot of flack surrounding the newly in-development Sonic 4, with many hardened fans criticising every aspect of the game, from level design and the way Sonic moves, right down to the colour of his eyes. Some of this criticism was genuinely plausible, but some of it was also just a bunch of nonsensical fanboy ramblings intent with rubbishing every facet of the game, whether or not it deserved such a response.

Adding more fuel to the fire no doubt, is a recently released video showcasing a brief non-playable demo of Sonic & Knuckles updated for 2010 using a 3D engine. This impressive tech demo of sorts first appeared on YouTube after a fan of Sega’s 16bit Sonic games decided to see just how one of the old Megadrive titles would look like if directly converted into 3D (or 2D with 3D graphics), keeping the original gameplay style intact.



Just days after being posted on the site the video has received more hits that any of the official Sonic 4 footage available for viewing, and in many peoples eyes represents how Sega’s flagship character should be like in a modern day 2.5D remake. Although this update is not immune to some negativity either.

Taking around two to three weeks to complete the video was put together by rendering 3D graphics over recorded gameplay footage of Sonic & Knuckles taken by the user. Most of the project’s development took place in 3DS Max, with special effects and additional polish being added via Adobe After Effects. According to the video’s creator it was “It was designed as a graphical demo to see how well classic Sonic gameplay and level design would adapt to 2.5D.” and the result I might add is particularly impressive.

As you can see, compared to both official, and unofficial gameplay footage of Sonic 4 this 2.5D demo of Sonic & Knuckles definitely seems to capture the true spirit of those classic Megadrive games. But of course, it would, being a direct recreation of one of them. However, what’s more impressive is the fact that for a simple non-playable, fan-made demo, it looks far more polished than anything we’ve seen of Sonic 4.



Whereas Sonic 4 still looks to be capitalising on the character’s speedy nature, this video shows a more traditional, sedate Sonic traversing a small opening segment of the Mushroom Hill Zone with far steadier, less erratic movements. You can also see, when sizing up the two games, how glitchy parts of the environment collision detection is in Sonic 4, with the blue hedgehog getting stuck after exiting from small half-loops, and other such areas.

The overall look of the demo video is also very impressive. Its creator has taken the familiar style of Sonic’s world and has beautifully adapted it into 3D with all its original charm and detail intact, whilst enhancing it with some stunning lighting effects, solid texturing, and plenty of anti-aliasing. None of it is being done in real time though, and neither of the current-gen consoles could authentically replicate theses graphics with the same kind of image quality seen in the video. However this CGI rendering of Sonic’s 16bit world is a good indication of what it could look like if a real 2.5D game were to be created.

In many respects the end result is significantly better than anything we have seen in Sonic 4, and makes you wonder just why Sega decided against going down a similar route when developing their re-envisioned Sonic sequel. Using recorded gamplay to build up a rough pattern of how the game engine could work seems like a no-brainer to me, and would perhaps provide a better base in which to build new features on top of in order to create a ‘fresh’ take on an old idea.

Seeing as the release date for Sonic 4 has been pushed back to sometime this fall, the team at Dimps has every opportunity to fix the few glaring issues that are apparent in previous builds of the game, and they are ‘aware’ of these problems. Although in the meantime maybe someone should point them in the direction of this S&K video, perhaps as a reminder to see just what many fans are expecting from an authentic Sonic sequel.

Either way this fan-made demo is an impressive piece of work, and could easily form the blueprint for a graphical reworking of the original 16bit Sonic games, keeping their original gameplay intact. Now that would make for an awesome series of XBLA and PSN releases.

Wednesday, 1 September 2010

New Xbox 360 Controller Unveiled

We’ve long suspected that a new 360 controller was in the works, and Microsoft has even mentioned its development in the past at one point. But now it is official, and today the company revealed just what they had been working on.

Those expecting some kind of motion enhanced control additions, or perhaps something more along the lines of a dual twisting Sidewinder style joypad may be disappointed. However anyone looking to gain a much better d-pad for use with the likes of Street Fighter, Tekken, or just about any other games that uses it will be very pleased indeed.


Unlike previous controllers, this new one not only features a brand new d-pad that is apparently suited for fighting games, but also one that is switchable between two different modes. With just a quick 90 degree turn of the d-pad, the base surrounding the + on the controller immediately raises up slightly (by around a few millimetres) to allow for greater precision and more direct movements to be made over the current d-pad on the standard 360 controller. Whilst turning it again makes it submerge back into place.

This adjustable functionality means that gamers should have the best of both worlds – a d-pad that when lowered, will allow for all the smooth rolling motions required for both 2D and 3D beat’em ups, and when raised, used for simpler tasks requiring more straight up actions.


The controller also comes complete with a brand new colour scheme that eschews the traditionally bright, multi-coloured face buttons for differing shades of grey, along with a matt silver finish for most of the casing, whilst the underside of the pad features a shiny black finish like the one found on the controllers that come with the Xbox 360 S.

You may also notice that the rubber groves around the edges of both analogue sticks have been changed. The slightly raised edges are now more pronounced, and the centre of each stick has a noticeable concave indentation for extra grip.

Despite the somewhat radical change in appearance and d-pad functionality Microsoft currently have no plans to make this the standard Xbox 360 controller, or to provide matching console hardware, instead positioning it as a premium item; something for the professionals to use. So anyone expecting similar functionality to arrive on the joypad found boxed up with either the 4GB or 250GB consoles will be sorely disappointed.

The new Xbox 360 controller will only be available as part of a ‘controller plus Play & Charge kit’ bundle – not as a standalone product, and is expected to be released on November 9th in the US for $64.99, with a UK release to follow early next year – February has been sighted.

Tuesday, 31 August 2010

Gran Turismo 5 To Feature 10GB HDD Installation

If you’re anything like me then you’ll always install PS3 games onto the hard drive if there’s an option available. Loading times are just another one of those things – along with poor texture filtering – that you just thought you’d see the back of with each progressing console generation. But like with image quality, there is always a reason, or two, for it to crop up again when least expected.

For Gran Turismo 5 Sony are once again providing an additional install option on top of simply being able to simply pop the disc into the drive and play the game. According to Kazunori Yamauchi (via his Twitter page) GT5’s installation feature will allow for a ‘smooth’ experience, but at the expense of a whopping 10 gigabytes of HDD space – double that of previous PS3 games.

If you just want to play the game, then you’ll only need a paltry 256 megabytes in order to do so. But then I imagine that loading times will be far more noticeable without the installation.

But what of Yamauchi’s ‘smooth’ quote? What could he possibly mean by that? Well, to be fair, those expecting some kind of framerate boost, or better performance in 1080p are going to be disappointed, as it's likely that GT5’s producer simply meant that quicker loading times would mean less noticeable break up between sections of play than if you didn’t install the game.

There’s nothing worse than having a lengthy session of loading screens between some highly impressive, fast-paced racing, and Yamauchi knows this. If nothing else having shorted load times will make for a more seamless experience, one which could be described as ‘smooth’, and very much the opposite of a more jarring ‘stop-start’ nature often caused by poor data management and long loading screens.

Nevertheless, 10 gigabytes is a huge file size, and it will be interesting to see just how much of a difference such a large install will make.

Monday, 30 August 2010

Review: Gunblade NY and L.A. Machineguns Arcade Hits Pack (Wii)

Lightgun games, along with the Daytona’s and Street Fighter’s of this world, were once the lifeblood of the arcade. You only have to look at the likes of Operation Wolf, Virtua Cop, Time Crisis, and House Of The Dead to see how the genre has progressed, and how it also made up many peoples favourite all-time arcade experiences. The simple, bare-bones shooting action of most of these titles provided a quick-fix adrenaline rush, and a way of killing a few minutes of your time loosing a bunch of fifty pence pieces in the process (or quarters if you’re American).

But now that is all gone. The scene, and the genre in general is in steady decline, if not completely dead. I used to love these games, but now they don’t seem to make ‘em anymore. And when they do, they’re just not the same. Just look at Sega’s Rambo - one of the few lightgun games released in the Arcades in 2008. It was positively bad, with low production values and uninspired stage design. These days this is exactly the kind of experiences you’ll get with games of this type.

Although saying that, maybe I’m just looking at all mid-nineties arcade shooters with rose-tinted specs. Outside of the large AAA releases like Virtua Cop and Time Crisis there was a whole lot of decidedly average experiences for your money. With that in mind, you could say that many of the newer lightgun games are simply in the same bracket as the some of those second rate titles we played all those years ago. Not really worse than you remember, but just as mediocre as the ones you hardly ever played.


This is were Sega’s latest Wii lightgun game offering fits in. The Gunblade NY and L.A. Machineguns Arcade Hits Pack is a collection of two relatively low-profile arcade gun games from 1996 and 1998, each delivering the same kind of simplistic, and near-constant blasting expected from machinegun games of the time, with both games being part of the same franchise. But unlike say Virtua Cop, you find your self riding in the back of a futuristic police helicopter, armed with a powerful machine gun and fending off waves of humanoid robots intend on controlling the city.

The first game, Gunblade NY was released in 1996 and runs on Sega’s once hugely popular Model 2 arcade board. It’s age is easily apparent, with blocky graphics, simple special effects, and a world consisting of scant amounts of geometry, with only a few enemies on screen at any given time in order to keep the level of detail up. At the same time this clean, albeit simplistic look works rather well, and the actual conversion itself is arcade perfect. The game runs flawlessly at 60fps and contains all the diffuse reflection mapping of the Model 2 original, along with some impressive texture filtering for a nearly twenty year old game. Dare I say, the IQ is better than the second game in this pack.


Outside of the obvious conversion factor, the gameplay is something of a disappointment. It’s not only really basic – the only thing you do is point, shoot, and occasionally change weapons – but also feels even more like a cash-in on the success the genre had back in the mid-nineties. The camera also feels a little wonky. It’s like its attached to a piece of string being waved around on screen, rather than one of a helicopter circling around, and swooping down on parts of the cityscape. Though perhaps this could be forgiven considering the age of the game and all.

Gunblade NY is just about enjoyable to play. Everything works, with no glitches to offend you. Although the whole thing feels pretty boring to say the least, and a little to ‘barren’ to provide any nostalgic excitement.


LA Machineguns fares a little better. Graphically the game isn’t quite as polished as its predecessor with regards to overall IQ, although texture detail, polygon counts and special effects are all noticeably ramped up far and beyond the Model 2 original. That is because this sequel used the Model 3 board and benefits from the extra power it provides. The standard diffuse mapping returns, but with only small highlights of specular sheen found in most Model 3 titles, though there is far more stuff being thrown around on screen at once compared to the last game.

Like with Gunblade NY, LA Machineguns looks to be arcade perfect, with only a little bit of slowdown, and the slightly darker look of the Wii version separating them apart. Still, visually it’s also a pretty dated affair, failing to hold up compared to other Model 3 arcade games like Scud Race, or Spike Out. Instead, like with Gunblade NY, this sequel also feels like a second rate title developed to keep the number of Sega games in the arcades up.


Where LA Machineguns succeeds however, is by providing a moderately fun, if not all too simple shooting experience. The on-rails nature of the game features a far better camera system than Gunblade which makes it feel more like you are actually shooting down things whilst riding on the side of a helicopter, and the action is more intense, featuring many more enemies on screen at once, with plentiful amounts of blocky explosions taking place.

Both games are hardly pinnacle examples of the genre however, and have very little replay value once you’ve finished them. I’d found the whole package can be completed easily in under one hour, and that the games themselves lacked any kind of challenge on the normal difficulty setting. Seeing as there’s no extras in which to speak of, after you’ve completed both titles there’s really nothing for you to do. You can upload your best rankings online via a leaderboard system, but that’s it.

Despite being a massive fan of Sega arcade games, and lightgun games in general, there’s really not much I can recommend here. Neither game is particularly great, failing to grab your attention positively – even in a cheesy, nineties Japanese-style arcade manner - and requiring very little skill to complete, after which boredom starts to set in. Unlike with the genre’s greats, Gunblade NY and LA Machineguns is less about testing your shooting skills, and more about spraying a load of bullets across the screen, hoping they all hit, and then continuing to the next stage, a full set of credits in hand.


At least both games have been given perfect conversions in the home. Sega could have so easily messed this up like they did with the Wii version of Ghost Squad. Thankfully, sans a bit of slowdown in LA Machineguns, both games have been nicely recreated, and from a conversion point of view, represents just how things should be done. Widescreen support has been included too, which sees both games being rendered in true 16:9 aspect ratio. Although all gameplay is strictly contained within an invisible 4:3 barrier which feels alittle strange.

Obsessed Sega arcade fans will no doubt do well to pick this up and show their support, as this could lead to more Model 2 and 3 hits coming our way, while most people (inc lightgun game fans) should give this one a miss. The Gunblade NY and L.A. Machineguns Arcade Hits Pack is worth a quick rental for an hour or two’s brief entertainment, or for those who need to own every Sega arcade release, but at £20 doesn’t represent a value for money purchase. Maybe as a £10 preowned buy further on down the line this is worth loading up and taking aim for, but certainly not at full price.

VERDICT: 5/10

Saturday, 28 August 2010

Tech Report: Vanquish - The Resolution Game

Recently, over the last couple of weeks various direct-feed screenshots have surfaced of Platinum Games’ Vanquish, with each batch seemingly being rendered in different resolutions to the last, and with varying amounts of anti-aliasing. Some of these screenshots came directly from the developers blog, looking like authentic framebuffer grabs off an actual 360 or PS3 console, whilst some appeared to be of almost bullshot-like quality without going the whole hog of supersampling.

The question is, what resolution is the game really running at, and which platform did the framebuffer grabs come from? IQGamer takes a brief look a few days ahead of the game’s demo release attempting to set the record straight.

Vanquish, the latest action game from the mind behind such hits like Resident Evil and Devil May Cry - the legendary Shinji Mikami - is being developed using a modified version of the same engine which powered Bayonetta for Xbox 360 and PS3, with the PS3 version sighted as the lead platform this time around.

Like with Bayonetta, Vanquish’s engine clearly has its eye on delivering lots of alpha heavy particle effects and transparencies on screen during combat, which usually causes problems for the bandwidth staved PS3, especially without further optimisations or multiple resolution render targets for different graphical effects. Although compared to Bayonetta Vanquish doesn’t seem to be anywhere near as alpha heavy on first impressions, and the quality of the game’s effects do in fact look to be slightly higher than in Platinum Games’ other title, even if there is still evidence of lower-res buffers in action.

However, we’re not here to talk about the entire engine from a tech perspective today, instead focusing on determining platform and final rendering resolution. Saying that, our observations with regards to particle resolution in the released screens could well be achieved with a slightly greater saving in memory due to reducing the overall framebuffer size down somewhat. And this is exactly what appears to be happening when looking at the more genuine screen grabs released by the developer.

The first screenshots released of Vanquish were clearly supersampled bullshots. Shown below is an image of the game supposedly rendered in 720p, but with insanely high amounts of AA and some impressive post-processing effects rarely seen in such high quality at game level. It’s pretty obvious that this isn’t what the final game is going to look like. Not unless a PC version is in the bag and running behind the scenes.


This next screenshot looks a lot more authentic, and is actually rendered in 720p (1280x720) without any additional supersampling or downscaling of the image. However it also looks incredibly clean, with very high levels of AA – at least 8x MSAA or more, meaning that additional AA could well have been applied to the final framebuffer image for promotional use whilst keeping the game’s natural rendering res intact. It’s also possible that this could be from a different build – the 360 game perhaps. Although the levels of AA here are clearly beyond the 4xMSAA capable on MS’s console.


The final screenshot is far more telling, and looks blatantly like you’d expect one taken directly from the HDMI output of either console. Here you’ll see that there is no anti-aliasing to be found of any kind – not even 2xMSAA or QAA, and that the image quality is noticeably below that of the above 720p shot supposedly from a real framebuffer grab.

Resolution-wise, the below screen is being rendered out at 1024x720 with no AA, meaning that it clearly would fit into the 360’s EDRAM without tiling, and also appears to be something we’d expect from a standard multiplatform PS3 port; a slight drop in horizontal res, and no AA giving the game away.


But which version is this screen from? And is it simply possible that Vanquish will have no AA and a lower horizontal resolution on both platforms?

Well, there are obviously no straight up, one-hundred percent answers at the moment seeing as we don’t know for sure which version the screens are from. What we do know though, is that they were taken directly from the video output of either current-gen console, and that the visual composition of the image makes it likely that we are indeed looking at the PS3 build.

Traditionally, when downgrading resolution for both consoles developers usually only cut back on the horizontal res on PS3, and a mixture of both on 360. This due to the fact that the PS3 has no built in hardware scaler, other than the broken horizontal scaler found inside its RSX GPU, whereas 360 has advanced scaling capabilities found in Xenos.

The other issue is the lack of AA, and this is down to memory bandwidth. If resolution is not the first thing to be cut, then use of anti-aliasing is. The 360, with its 10mb of EDRAM, easily has enough bandwidth to usually deliver at least 2xMSAA for 720p games (with occasional cuts in overall res where required) whereas the PS3 for the most part does not.

This means that it is more than likely that the screenshots released from the developer (the ones that are genuine) are from the PS3 version of the game. The fact that Platinum Games have stated all the way through Vanquish’s development that the PS3 version is the lead build, also backs this up. As does the game’s appearance at various showcase venues for the press, in which it was the PS3 build that was usually demonstrated.

Of course this is simply well informed guesswork on what version we think the screens are from. In order to find out solidly we will have to wait until the demo goes live on Wednesday, September 1st, after which we should have our initial hands-on impressions with the title up on the site, and hopefully a proper tech analysis a few days later.

Until then we can say that Vanquish does appear to render in 1024x720 with no AA on at least one, or both consoles, with the PS3 version strongly edging our bets on which version the screens are from.

Thursday, 26 August 2010

Review: Kane & Lynch 2: Dog Days (360)

The original Kane & Lynch was a stab at something a little bit different; a third-person shooter starring two unlikeable, but potentially redeeming protagonists thrust head-on into a world of violence and deception. It was a brief, unpolished look into the criminal psyche, packed with plenty of explosions, bad language and a dodgy control scheme. The ideas that it threw around worked well on paper, but when it came down to the crunch the developers were unable to deliver on their vision.

Kane & Lynch 2 is nothing like that game. Well, it is in one sense being a third-person shooter. But really, that is all it has in common with its predecessor. Everything has been stripped down to the bare essentials; the action is more tightly focused, the control scheme is more responsive, and the story decidedly even more one-sided. In essence it has lost some of what made the original game mildly interesting for the sake of focusing on a single concept, with most of the personality of the two leads coming from the highly stylised visual presentation, and the kinds of things that you’ll be doing reduced to lots and lots of shooting.

Now, all this shooting Initially doesn’t seem so bad. And after all, the COD series survives on little else, with only short interludes in between heavy action sequences. However K&L 2 seems to miss the mark by quite some margin in this regard. Yes, there’s plenty of shooting. You do nothing else. And although the game is reasonably polished in some areas, and is pretty fun for a while, it’s also packed with various bugs and glitches meaning that it just doesn’t hold itself together well enough throughout the entire single player campaign.


The action is fast and frenetic and the gunplay is actually quite enjoyable at first. It’s perhaps only let down by the numerous glitches to be found throughout the game, and the relentless nature of the enemy AI, which tends to bring to the surface further problems with regards to weapon balance and implementation.

In the game’s smaller, more confined sections, the constant cat and mouse game between our despicable duo and the legions of enemies works rather well. But when thrown onto the deep end time and time again, with large, wide-open areas full of wave upon wave of enemies coming your way, it all becomes just a little too tiring, and very, very repetitive.

Throughout all of this the enemy AI is actually quite cleaver, constantly ducking and running between cover points, while at the same time trying to flush you out via flanking you from either side, drawing you with short bursts of fire. It definitely feels a cut above the average third-person shooter.


K&L 2 is also pretty relentless at all times, never letting up, and only stopping when it manages to glitch itself into submission; standing still waiting to be shot, or running circles around either two of the lead characters whilst failing to fire their weapon. Enemies also find themselves magically teleporting through, and over various parts of the scenery in moments of frustration and obvious hilarity. The consequences of which is a distinct inability for you being able to track and follow targets effectively.

In other silly moments NPC’s that you are meant to chase/follow occasionally become ‘confused’. You may find them simply standing in one place, or wandering around aimlessly until the game decides to fail you on the mission. Sometimes, these characters will also randomly appear and disappear from out of nowhere; there one minute, then gone the next. I’ve seen the same thing happen to groups of enemies, and even both Kane and Lynch themselves in the ending cut-scene. It’s hardly what I’d consider acceptable for a high-profile release, and annoyingly, feels rather unfinished like the demo.


Combat, for the most part is reasonably solid, with the controls being far more responsive compared to the original K&L. Aiming and shooting feels quick and relatively natural; lining up that crucial head shot is easy, and the only real reason for failure, outside of your varying degree of skill, is the wide-range of your targeting reticule giving you the feeling that the game is deliberately trying to help the more co-ordinately challenged of us take down the opposition.

In reality, although easier for beginners, it also makes it harder for experienced players, lending the game’s targeting system to feel somewhat inaccurate at times. However, the real problem comes into play when you realise that many of the weapons you encounter throughout the game do very little damage, and the ones that do, are considerably unbalanced. The shotgun for example, delivers the same amount of damage regardless of how far away you are from your intended target. Whilst the pistol and various machine guns do very little, even at close range, unless a headshot is clearly made - something that isn’t as easy to judge, as it should be.


Thankfully, moving around the environment and getting in and out of cover is a much simpler affair than in the original. Pushing the ‘A’ button on the controller when up against a wall, table, etc activates the cover mechanic, and pushing it again releases you. For the most part the system is pretty good, and I didn’t have too much trouble with it until the later parts of the game.

It’s only here, where you’ll really realise how inconsistent the implementation can be. Slow, is perhaps a too strong a word to use, even though your commands fail to respond fast enough in intense situations. Usually, this happens after you’ve just ran up to a surface for cover, pushing the button the instant you get there. In instances like this the game doesn’t recognise what you’ve done. Instead, you have to wait for a split second or so before attempting the cover move or it won’t register at all.

Although the overall cover system is a massive improvement over the one used before in the first Kane & Lynch, it isn’t really polished enough to help you in dealing with the constant barrage of enemies being thrown your way. Not when they can move around at unbelievable speeds using the game’s own glitches against you, even if this is just a side effect of the unfinished nature of the title.


Occasionally the non-stop action duck and cover action is broken up with some explosive set pieces, containing yet… even more shooting. There are some cool touches included; like tearing up a building full of Chinese Mafia goons killing dozens of enemies in nearly every room you pass, which provides a more laid-back, and mindless on-rails element giving you a chance to take a ‘time out’ in an odd kind of way. Unfortunately, there aren’t many of these sections to be found, and some are so short and under-whelming that they almost appear pointlessly tacked-on the end as a means for avoiding doing anything of real substance.

And that’s the problem with Kane & Lynch 2. The game is so caught up in delivering a never-ending spectacle of gunfights and explosions that it fails to see how lacking and completely shallow it is. Just a few months ago developers IO interactive promised that we would see a deeper storyline compared to the first game, fleshing out Lynch’s character and maybe taking you closer into what makes him tick, why he is the way he is, and how even he has some humanity left in him.


False promises then, as that element seems to be completely avoided in this sequel; what we have here is nothing more than a few sound bytes between each mission, a brief cinematic, and not a lot else. Playing through the game it is kinda hard to follow just what is supposed to be happening, let alone the reasoning behind it. I gather you’re being hunted down after a botched arms deal, and that the Chinese Mafia is after your blood after you accidentally killed the daughter of a Mob boss. But really, that’s about it. Each cut-scene simply ends with more enemies shooting at you, and does nothing but introduce the next piece of action.

The two leads also are left as simple caricatures of their former selves, spouting foul-mouthed banter, and brief expositions of plot as you run around gunning down everyone in sight. But never is any time given to explore the characters and their motivations, meaning that you never care for them, or really feel any impact when they are faced with the horrid reality of their situation. Instead it just feels like a game, and that the story is just a bit of filler in between. Which, it is, but it doesn’t always have to be like that though.


Instead, most of the game’s personality comes from the highly stylised visual presentation, in which the entire look of K&L 2 is covered in a grainy, pixelated, and blocky security cam video type effect, perfectly blending in the nature of the two lead’s with the grimy underworld they find themselves in. The screen constantly changes between being mildly clean, to featuring heavy bouts of film grain and YouTube-esque macroblocking, all contributing to the underlying shady nature of both the environment and the people that inhabit it.

A shaky-cam effect also adds more realism to the proceedings. The whole game is seen through the eyes of what looks like a snuff movie recording of sorts, capturing every detail of your actions, and censoring out the most gruesome parts entirely. Whilst pretty stylish to look at, the shaky nature of the camerawork leads easily to some pretty prevalent motion sickness if you’re not careful. The Gears Of War style run is the main culprit for this, and can make you go from feeling fine, to incredibly nauseous in just a few seconds.

The presentation and the smooth, responsive controls are easily the highlights of the experience. Visually the game isn’t all that great, being noticeably soft at times due to its sub-HD nature. And the single-player campaign is way too short, with it being possible to complete in under five hours in a single sitting – I did it in four over Xbox Live in co-op. Still, the game is reasonably fun to play online (either in co-op or against others) when the glaring flaws don’t rear their ugly heads to often. Plus, the duck and cover shooting on offer is actually pretty good, and reasonably enjoyable taken in short bursts rather than an afternoon slog.


All things considered, Kane & Lynch 2 is a noticeable improvement over the first game with regards to its core gameplay mechanics and intense gunplay. But, it is also a lot simpler, with none of the variety of the original, and much of what made it so potentially interesting stripped away down to a repetitive third-person shooter, with only brief flashes of brilliance. The story is paper thin, and the characters are barely given ample exposure to develop their personalities. Plus, the whole engine feels largely unfinished, suffering from occasional crashes and plenty of visible glitches.

However, that’s not to say that you won’t find gain some enjoyment from gunning down the many waves of enemies you’ll face throughout the game. Although your time spent is as likely to be one of equal parts frustration as it is fun. And these days that just isn’t good enough for such a high profile release.

In the end IO Interactive have produced a distinctly average shooter, coated in a unique gritty visual style, and well, not much else. The endless combat can only sustain your interest for so long, and the seemingly unfinished engine reeks of a rush job to market. The controls and action may be better than the first, as is the overall polish behind the game. But it comes at the expense of any real substance, and doesn’t do the underlying idea of playing a mentally unstable psychopath any justice. Kane & Lynch 2 then, is wasted potential that perhaps warrants a rental or a cheap bargain-bin purchase for curiosity’s sake, but in no way deserves your attention as a full price product.

VERDICT: 5/10