CANNOT hold up on a second playthrough and I understand the reservations people have about its blocky, awkward storytelling, but I think everyone's aim is off. Good narrative in a game doesn't mean 10+ hours of self-serious cut scenes, and should extend to how the 'story' is delivered via play as well. And that's the thing: holy hell does this thing play like blood and pain and laughter all at once. It's not as tight as the first one, but that was a linear corridor of simplistic AI and repetitive beefcake chokeholds — a consciously retro angle on the action genre — where this is an accelerating mess of burned bridges and pointless anger, in short, the ideal sequel whatever way you look at it. The Polygon review is right when it argues this says nothing beyond the standard revenge text (that revenge is empty) and that the first game fit into a time along with Spec Ops and Hotline Miami where reflexively implicating the player in game violence was en vogue. But where that reviewer is happy to dismiss this sequel on those grounds as well as, implicitly, the revenge format in general, a more generous reading of this game is due. Yes, of course, it's dumb, and yes, horrifically violent, and so but great, but let's return to how and why the procedural logic of the game bears on the player, and what this means in terms of level and AI design that in fact works to consciously thwart their sense of being in control over their actions, in short, to keep them in a state of violent panic. Because in this panic, in this blind rage propelled not by thought but by rapidly accumulating mistakes, this is the game, and this feeling of nervous blood and cackling ecstasy and tears summoned not through cutscenes but by play, this is what cannot be achieved in another medium and this is where criticism needs to be directed.

Reviewed on Jun 02, 2021


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