Kane & Lynch 2: Dog Days

released on Aug 17, 2010

Kane & Lynch 2: Dog Days is a raw and intense third person shooter designed to take players on an visceral story driven experience, following two of gaming's most disturbed criminals through the gritty Shanghai underworld. Introducing a new visual experience, the design of Kane & Lynch 2: Dog Days has been inspired by documentary film-makers and the user-generated content era.

Every aspect of the game has been designed to deliver a fresh perspective to the words intensity and realism in videogames. In Kane & Lynch 2, Lynch is now living out his days in Shanghai working with a British criminal called Glazer. Glazer is the boss of a gang that left Europe in search of new ways to expand his criminal empire.

This adult tale begins with Lynch accepting a deal to ship an assortment of munitions to Africa from China with a little help from his old friend, Kane. Ultimately, things turn sour quickly and a bloodbath ensues. Dark, gritty and packed with action, Kane & Lynch 2: Dog Days will have you on the edge of your seat right from the outset.


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more influential and ahead of its time then most people realize. this game was released 12 years ago and it was already doing so many of the presentational flourishes that people are still playing with in things like the backrooms or those old slenderman videos, and those projects are often doing it worse then kane and lynch 2. i wonder how much the uncountable multitudes of angry joe-esque big rant videos on this helped lead to its unintentional cultural proliferation. the ways in which io was able to use shaders and post processing magic to turn decidedly xbox 360 era models and animations into something that feels entirely unique and often contemporary is the coolest part of this game. what really jumped out while playing was the dedication to the acoustics of early cell phone videos. the subtle ways in which the audio will crush itself depending on the size of the room you're in or how loud the explosion you're next to is is remarkable. this is a game made by io and published by square enix but it feels more experimental then a good many indie games i've played recently. outside it's presentation the game is brutally difficult and often not that engaging, but i kinda don't care. i'm sure a ton of people have called this game "style over substance," but so much work and care was put into the style that it can't just be written off over other aspects of the game.


A guilty macabre pleasure of mine. It only takes about three hours to beat the single player campaign. And that's considered longer than usual.

Dog Days is a sequel to the the first Kane & Lynch game, Dead Men, but doesn't borrow too much from it to confuse newcomers to the series. It's a decent run-and-gun with a melodramatic story. If you hold your suspense of illusion with all the lens flare and aggressive handheld effects, and enable the "Steadicam" feature to negate them, you'll get a generic third person shooter in a rather unusual setting (China). Some scenes are grimdark because of how the story is set up. There's plenty of incidental, unerotic nudity, and portions of the game will have you and your partner hulking around naked.

As a whole, the game left me with a feeling of disappointment, but the bait and switch of it being a "polished game" was disingenuous enough to believe such an act was on purpose. There is little replay value in the game, and the multiplayer modes, like many "multiplayer modes" of disappointing games, are dead. However, the co-op function for single player is still worth exploring if you and a friend are feeling adventurous.

There's very little replay value in this video game. Though on sale, there's very little risk to waste a few hours on this "amusement park" of a game, even if it's not your thing.


A few hours ago, I got back home from my two week trip to the UK, and one of the first things I did once I got back home was sit down and start playing Kane & Lynch 2: Dog Days. I ordered this game on eBay two months ago (along with Deadly Premonition and some Wii Remotes) after being intrigued by it for over a year, but it never arrived, so I was glad to find the game at a CeX in Coventry. It took me five or six hours to beat this game in two back-to-back sittings, but I really can't wait to go back and play it again, because Kane & Lynch 2: Dog Days was an incredible experience that really felt nothing like anything else I've played before. Kane & Lynch 2: Dog Days has been polarizing since its release (although it has been reevaluated to some extent recently), and the main reason for that is its presentation. This game is a total assault on the senses, as it wallows in the ugliness and depravity of its titular protagonists by having the neon-lit Shanghai be seen through shaky low-res camcorders, pixelated gore and nudity, blinding amounts of bokeh, and discordant jump cuts.

The bold and experimental approach that Kane & Lynch 2: Dog Days takes to telling its story of two awful men making an already bad situation worse and worse makes the game feel incredibly oppressive, uncomfortable, and flat-out nasty, and that makes the otherwise straightforward cover shooter gunplay feel so much more intense and visceral, along with the destructible environments, terrified civilians running through gunfire, and especially Mona Mur's terrific score being mixed with the game's mostly diegetic soundscape. Kane & Lynch 2: Dog Days was a phenomenal and relentlessly gritty game, and while I initially wasn't interested in playing the first game, Kane & Lynch: Dead Men, I think I might actually give it a go at some point after seeing TV Hed PE praise it on Instagram two days ago.


This game is brutal and dirty, I mean it. Besides the technical problems, it is a great leap forward compared to the first one, it got a nice and unique aesthetic, a great industrial OST, incredible visuals and a perfect lenght. This game (and Dead Men) were made for co-op, so you'll basically miss the charm playing alone (like the different aiming, life, visuals and lines from Kane and Lynch).
Btw this is a gritty and bleak game, the only ones that come to my mind that are (almost) like that are Max Payne 3, Manhunt, Hitman: Contracts, GTA IV and Drakengard, everything is dirty, ugly, brutal and strange and I love it, more people should know and play dirty and ugly games, not everything should be triple-A with stunning graphics, wonderful gameplay and a rich story, sometimes just a game about 2 bad guys that are having Dog Days could suffice.


This review contains spoilers

Kane & Lynch 2: Dog Days, se inicia anos depois dos acontecimentos do primeiro game em que não explica exatamente qual desses dois finais do jogo anterior seria o canônico e o ideal para continuação dessa história em questão (SPOILERS DO 1° GAME: já que no final que seria supostamente o correto/canônico a Jenny teoricamente morreria por uma bala perdida ao tentar escapar com o Lynch no barco, e no outro final basicamente você deixa o Lynch para trás e fica como um monstro traidor para sua filha por não ajudar sequer o Lynch que mesmo sendo o maluco que é estava te ajudando desde o início do game mesmo com todas as diversidades que o forçou a ir para o seu lado contra os "The7", fora que, se esse fosse o final correto seria no mínimo improvável que o Lynch manteria contato com você após tê-lo deixado para morrer naquela selva em Havana.), mas dado a coerência dos fatos e da presença desses dois personagens (mesmo que um deles seja apenas referenciado em diálogos importantes) nós somos induzidos a acreditar que o final "menos ruim" seria sim, o canônico.  (SPOILERS DO 1° GAME: Já que o Lynch toca no assunto da Jenny normalmente no início desse game perguntando se ela ainda manteria contato com o Kane, e que claro como ficou em aberto o final mal resolvido do barco, de alguma maneira a Jenny poderia ter sobrevivido aquele tiro em questão.) Nessa trama, após todos os anos sem o contato direto com o Kane, Lynch supostamente teria conseguido atrair a atenção de Kane para agora um último negócio de armas que poderia aposentá-lo de vez nessa vida, mas claro, como nada é fácil na vida desses dois protagonistas devido a impulsividade do Lynch, todo o negócio vai por água a baixo e assim se inicia a trama desse jogo. Um ponto positivo que posso dizer é que finalmente temos um final com mais cara de final do que o anterior, e que de certa forma, fecha até que bem todo o arco criado aqui com uma leve dúvida no ar se tudo tinha dado de fato certo, que claro pensaram que poderia ser respondida em um futuro jogo (o que não aconteceu até hoje devido à má visibilidade e repercussão desse jogo pela comunidade como um todo) que claro esse final não agradou a todos por dar essa sensação de final em aberto, mas que para mim, funcionou bem mais que o do jogo anterior. Mas saindo de todo o lado narrativo, temos como já é de costume dessa até então "duologia" uma mecânica totalmente problemática e datada por si só, que apostaram em uma ideia da câmera do jogo ficar em constante movimento ao correr e das "cutscenes" do jogo sempre ficar bem perto do rosto dos personagens para explorar uma atmosfera de ser algo relacionado a de uma gravação real, ou até a de ser um filme "snuff", que até que é uma ideia interessante e que em alguns momentos ideais para isso até que funciona e agrada de certa forma o jogador como é o caso da cena e da fase em específico que os dois protagonistas são torturados no game (que para mim, é a melhor fase desse jogo), mas como é uma mecânica principal que é utilizada sempre nesse game, uma hora se torna tão estressante ao ponto de te dar uma aflição enorme jogando-o, e claro ao jogá-lo por muitas horas como um amigo meu disse; em vez de te dar diversão só vai te dar é labirintite. Por isso, infelizmente é mais um game que devido à falta de carinho em trazer uma mecânica que seja pelo menos legal de jogar, só explorando o desenvolvimento desses dois personagens (sendo novamente o ponto mais alto desses dois games) fica ofuscado em um meio-termo, que falha mecanicamente em tudo por trazer algo que era datado até no dia do seu lançamento, ganhando de novo essa fama infeliz de jogo genérico que nunca chegou no seu potencial e que realmente não vale tanto a pena jogar.


i'll defend the game's aesthetic and atmosphere with my life