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26 juil. 2010

Demo: Kane & Lynch 2 (360)  

The first game had two problems: outdated graphics and muddy controls. I really like what they’ve done to the sequel’s visuals (you’re basically looking at the game through a cheap camcorder, or poorly encoded news clips on YouTube, or something like that, the point isn’t clear but it works, although I’m not sure how annoying that gets after a while), but instead of fixing the poor controls they’ve worked around them in a pretty cheap and lousy way: tuning auto-aim to the max.

The default (at least in normal difficulty) is GTA IV-level aim assist, which is probably fine for the more casual audience (can the casual audience really be that interested in a game like Kane & Lynch?) but ridiculous in a game whose sole point is shooting enemies; worse, even if you turn auto-aim off, it’s still there — just weaker. And for me to notice auto-aim in a shooter, it’s got to be really conspicuous.

(Unlike, say, Halo — where I’ve never perceived aim assist but I’ve heard often enough that it’s there — the game doesn’t actually help you much at actually following a target while you, or it, is moving; it just snaps violently to the nearest target when you squeeze the aiming trigger, then leaves you on your own. Not that it would be very usable either if you could really turn aim assist, though, because aiming doesn’t zoom the view at all.)

It’s a pity that they’re wasting such nice visual and atmospheric effort with poor controls. On the other hand, that game seems to be much, much better than you could ever have expected of a sequel to the first Kane & Lynch, so it’s not really all negative.

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