Kane & Lynch 2: Dog Days Preview
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The first Kane & Lynch was a title like that emitted by the
personality within the generic ad ever field of action, although it is
quite true that his personality was the star duo, as the gameplay, as
such, managed to shine with sufficient intensity, which is not why I
became a bad game, but simply one that needed to be reviewed, locating
what he had done worse, and improving it to achieve a higher overall
quality.
This second part is clearly pointing in that direction, as we have seen
in the latest trial version you provided Square Enix Europe, a full demo
with four different sections in which we have seen that developers are
giving a title good step forward in its conception of the game.
The change of air, leading to Shanghai, one of the world's most populous
cities, and with that exotic touch but oppressively metropolitan
characterizes it, is the first thing you notice the player. The
atmosphere seems to be one of the points in which more care is set for
this second part, titled Kane & Lynch 2: Dog Days, and it is clear
that the decision is shown as more than right.
This well-rounded atmosphere is important, because the bet on a game
promises intense action with little time to relax, but that is precisely
what makes the player needs to be aware also of the world around him.
Bundling is not the same shot in a deserted city in the middle of the
field, or in outer space in a city with millions of citizens, a site
that actually feels alive, and sometimes dangerous, something that is
achieved through That combination of gritty city, but an exotic Asian.
Be seen, with the final version, if we then real time to enjoy these
environments, because the truth is that the test sections offered in
this demonstration were not only time for anything. The title game
injects a very intense pace where no one can confuse even a moment. The
action is simply continued, without giving any chance at any time, in a
cinematic concept that serves to reinforce-let-this feeling, especially
when the camera moves, as if we were in a scene recorded with camera in
hand.
It is one of those little tricks that are winning cinematic presence in
video games, adopting the language of cinema beyond the level changes.
The use of cameras is increasingly important, because it reinforces
feelings, and it is clear that work has been done in this area specially
designed to ensure that the most intense moments of action are also
overwhelming. We refer, for example, situations where the alleys are
narrow, dirty, suffocating, and the camera also stirred nervously as the
action does not stop for a moment.
The general feeling therefore is that IO Interactive, the group signing
the saga, has managed to improve the consistency of the action of this
game, largely thanks to the inclusion of a highly efficient system of
coverage, and a control responds very well, mainly through the use of
both analog sticks on the remote, which allows


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