Wednesday, January 26, 2011

Kane and Lynch: Dog Days

Okay so I know I've just been linking to cool stuff today, but what can I say: I've been too busy reading the stuff (cool stuff) to write anything! So, here's another thing. Tim Rogers wrote a review of Kane and Lynch: Dog Days that kind of makes me want to play said game. Which I thought was impossible. Here's how it begins:

So.
First there was Kane & Lynch: Dead Men, and the marketing was a little better than the game itself, the ideas cited by the creators more compelling than what they did with them, though here and there — through the dodgy aiming and tedious field-resuscitations — there was the glimmer of something compelling in whole.
Then came Dog Days which, in its fifth month of release, can be purchased for less than twenty American dollars in these United States, a reflection of its rapid descent from the good graces of a public primed by similar maybe-better-than-the game marketing, and a mixed critical reception.
But I love Dog Days, and for a time, while I was still in the middle of it, couldn’t articulate why. It’s ugly, visually and thematically. It’s simple. On the later levels, and higher difficulty settings, the fragility of your avatar often renders it tedious, but I kept playing. I beat it, in fact, after picking it up just to try it out, when I was stuck on a particularly obnoxious bit of Dead Men. Intending a brief jog, I was sucked into a marathon, beating it in two sittings before I polished off the final chapters of its precursor, and by the time I was done I knew why.
It is about the dogs, those dogs, at the end. You know the ones.Yahtzee sure as fuck knows them, but he doesn’t get them, doesn’t see that what he glibly dismissed as an artifact of sloppy design is just a pointed middle-finger to his expectations, and those of an entire subculture of media-consumers.

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