Friday, 8 August 2025

Kane and Lynch: Dead Men(Playstation 3) Review

Kane and Lynch: Dead Men is a head scratching case study on what should've been a celebrated cult classic devolving into a title where by the time you reach the end, you'll be happy it's over. This isn't an, "I can't wait for more" kind of way. It's a sigh of relief when it's over, if you get there. What really annoys me is that Dead Men had a lot going for it. The game is very well acted especially with the titular characters Kane and Lynch. The game did such a great job at selling you on a premise of two guys who can't trust let alone stand each being forced to work together doing awful things to get by and seeing how far they can keep slipping off the slope until they can finally regain their feet.

When it comes to presentation, K&L has a lot going for it. I already mentioned the voice acting but the game has this whole heist movie crime thriller atmosphere and it nails it pretty well. There's vehicle chases, nightclub shootouts, prison breakouts, bank heists and eventually the game homages the very movie it's inspired by with a shootout on the streets like in Michael Mann's Heat.

The game is obvious about what inspired it but what helps it sets it apart is how both Kane and Lynch are people you really aren't sure you are supposed to root for. This is where the slippery slope comes comes in. Kane was already on death row and doesn't deny the awful things he did. The inciting incident happens because The7 decides to kidnap his wife and daughter. The whole game starts because The7 wouldn't just let him die. Then they have Lynch be a guard dog who tends to have psychotic episodes. They both have to rely on each other with both being completely at odds. Kane will often withhold information from Lynch and the latter will often screw over the former due to his psychotic episodes.

In each chapter before the prison breakout one screws over the other and both have to deal with the consequences. Early game Lynch withholds that he's on medication, then later Kane tricks Lynch to tag along with him to kidnap the daughter of a crime boss. Kane tries to strike a deal with the crime boss and Lynch goes crazy and kills the daughter. It's this dynamic that makes the story interesting. The scene where Kane screams at Lynch to shut up while talking on the phone has great voice acting and is quite relatable when it deals with dealing multiple voices while talking to someone on the phone.

Kane is also a protagonist who has been through and seen a lot of bad things over the years and met his fair share of people. Gives his character a "he's been doing this for a while" aura.

Unfortunately, Havana is where this whole dynamic gets put to the wayside and it's just Kane's revenge but it's the gameplay where everything mainly faulters more on that later.

The gameplay can boiled down to be a cover shooter with squad mechanics. It's like Rainbow 6 Vegas in 3rd person with the scripted nature of a CoD campaign. One big difference is that in K&L is that you are never once chastised for murdering civilians in open combat.

Cover shooting is in the game but there are more interesting sections like in the Nightclub section where you need move through a crowd and if you pay attention to the guard flashlights, you can get a quick drop on them. There is also some interesting homages to IO Interactive previous title with Hitman Blood Money with the split screen effective, this gets used a lot with snipers when in their scope.

This all culminates to the best mission where you are in Tokyo Japan where you got to Retomoto Tower where you infiltrate it by blowing up the window in the building and then get to the streets and then get to the getaway vehicle. The streets sections did a geniunely job at replicating that shootout from the aforementioned Heat. Jesper Kyd's score here is amazing too.

Gameplay issues are that weapons are inaccurate since aiming the crosshair is not going to be where the bullet lands when fired. The "lives" system is unreliable since it resets on checkpoints but it's also RNG where I can take two morphine shots and other times I can't. There is also the fact that randomly shots can get me down to critical health or incapcitate me even at full health on easy. The squad AI is also inconsistent since they follow you reliably and then stand around and do nothing after.

This all culminates in Havana where all these issues get exacerbated to insane degrees. What were once mild annoyances now become anger inducing handicaps. The first Havana level is one of the worst designed game levels ever. Insane bottlenecking, hitscanners from all sides and getting to the level exit at all is basically a game of dice rolls where the odds and luck is your favor. It gets slightly tolerable with a terrible Hind D fight and awful stealth themed missions after. Beating them is a game of luck.

Overall, K&L before Havana was a decent if flawed game, Havana happens and it turns into a sunk cost fallacy with two weak endings.

Gungrave G.O.R.E(Updated Nintendo Switch 2025) Review

I played Gungrave Gore at around the time of release and it was on the letdown side, it wasn't terrible but I also struggled to say it was a mediocre game and even on easy, it really tested my patience. There was a similar game called Evil West that released around the same time as Gore and I found the former to be much better. Fast forward 3 years to 2025 and randomly browsing Gore's TV tropes page, I heard it went through massive changes and overhauls, a redemption arc of sorts, a quiet one but one nonetheless. There were apparently over 100 changes with things like the terrible platforming gone and even an overhaul to that much derided and infamous train level.

As a whole, while the issues that haunted the original release like the awkward and stiled cutscenes and english voice and terrible story are still there. The gameplay is fixed and the game runs stable enough that it's worth playing now. If Gungrave Gore launched like THIS while it no doubt wouldn't have lit the world on fire, but it would've been a competent and enjoyable action game that would've been a throwback to the linear stage based beat and shoot em ups of yester year.

I will mention thing I appreciate more now. The music is great stuff. The ambient tracks does a good job at selling you on the future cyberpunkish setting the game is going for.

The big additions that made the original release such a nightmare which were the platforming and train level are either gone or are overhauled to the point where they are no longer the obvious difficulty spike roadblocks they once were. If you hated the train level in that original release, I can assure you, it's much better and more tolerable now. It's actually doable without being rage inducing.

This now leads to the next point. The game is much easier now to the point where normal mode can feel doable and feels like an actual middle difficulty where easy in the original release can feel too cheap due to how easy it is to get a game over due to the sheer number of enemies.

With all the updates to the game now, the design the original release tried to have feels much more realized. I love that doing executions replishes parts of your shield encouraging you to use it. I never appreciated this because the execution command never worked properly half the time back when it came out. Demolition shots replishes health blocks, stuns enemies with it's area of effect and gives you a good few seconds for your shield to recharge. The icing on top of the cake is that the enemy count is high enough and your shield will get depleted so fast with enough enemy gunfire and melee strikes that the above mentioned tactics are even more encouraged. It's not a game where I can just get by just holding down the right trigger and kill everything with burst mode.

It's a really fun ballet of shooting enemies, kill them with an execution, use melee to attack upclose and reflect rockets with your coffin, get a high enough beat count, then use demoliation shot to get health back as well a few seconds from the attack pause to get shield back. Use fury mode to thin out tougher and stronger hordes. It also feels tense because the enemy count plus the hitscanners always kept me on edge and it never feels like I'm sleepwalking through an encounter. The enemy count plus snipers later in the game will made me more on edge.

There are issues that are still there like the pistol rate of fire being noticeably shorter when using human shields, storm barrage being an annoying situational attack since you need a beat count above 50 to do, it was easier to use when chaining into a melee attacks. Charge shot being too hard for me to consistently pull off in the heat of the moment since you need to tap it twice than hold the shoot button.

Enemies can stuck at times too.

The Upgrade system also isn't that great since it's often easier to buy stat upgrades than new moves and demoliation shots even when consistently getting B ranks and above. It's best to buy few demoliation shots and buy stats and some melee upgrades.

Bosses are a minor roadblock, some are okay but they will go down fast enough when spamming fury mode while strafing and dodging out of the way.

Gore is a good game when you are playing it. I already knew about the awkward CGI cutscenes, weird stitled english voice acting with the exception of Quartz and the plot being on auto pilot when Mika gets shot. The villains being one note bad guys with their over the top designs giving them more character than their actions. Characters like Bunji Kugshira randomly popping in and out.

What I notice now is how a lot of the cutscenes both that play during levels and at the end are a bunch of pointless are a bunch pf establishing shots that add nothing to the story and adds no sense of location or geography for the level. They are abrupt as the transitions used when going into them.

Overall, as far as redemption arcs go, this was a solid one. It's actually a fun game now.

Twisted Metal 4(Playstation 5) Review

Twisted Metal 4 was a game in which I was aware of it's "infamous" reputation since TM3 and 4 or any TM game not spearheaded by David Jaffe and Scott Campbell tend to be viewed less than favourably. I was just surprised that those games came to modern Playstation systems. I jumped straight to TM4 since, it's considered a massive improvement over TM3. The latter of which is even said to be an outright "bad" game with no vocal cult following saying they geniunely enjoy it.

With all that said, TM4 already had a bizarre art style with it's opening if somewhat lengthy cutscene. I did sort get won over with the music with Dragula by Rob Zombie playing in the first level. Then I had to play the game and everything already felt "off". The turning speed for the vehicle was way too slow to the point I wished there was a quick turn.

Weapon pickups do very little damage and vehicle health is way too high for them to do any damage even performing concentrated fire on them. Your special move/weapon does a more damage by comparison, in my case was Rob Zombie's but the catch is, it's on an insanely long cooldown time. So pick ups do very little damage, special weapon has a long cooldown on top of Rob's connecting being based on RNG.

The biggest blow to all this is that TM4 isn't even a vehicular free for all deathmatch. It's essentially a wave based survival battle with a boss at the end every level.

When the HUD says "6 enemies". That's not true. You have to kill 1 or 2 enemies and then another vehicle spawns on to the map at full health. When you combine that with the insane vehicle HP, pick ups doing little damage, and the insane cooldown for special weapons, these battles already feel like they drag on. If an enemy manages to find a health pick up, then the battle could take another 5-8 minutes if not longer.

To top it all off, every stage and I mean every stage ends with a boss fight like the end of TM1(1995) with Minion on the Rooftops stage. The difference between TM 1995 and TM4 is that the former did that for the last stage and it was a geniune surprise when Minion popped due to the game not pulling something like that beforehand with an amazing theme accompanying him. TM4 has this with every stage and all of them with boring and dull jobbers.

Combine all of the stuff I said here together and I basically had no problem using the god mode cheat to beat the Rob Zombie route of the game. Every vehicle battle lasted so long and I was just getting bored how overly long every "deathmatch" was. Every battle in TM4 is a very long battle of attrition. God mode only makes a little bit less dragged out since you aren't prioritizing getting health pick ups after every vehicle skirmish.

Overall, TM4 was a game I wanted to look past it's less than favorable reception since some say it has some good gameplay. I just found a game where I was struggling to maintain any kind of interest. Check it out of curosity but I say wait for a sale at a cheaper price that it already is now.

Legacy of Kain: Soul Reaver 2(Playstation 5) Review

Soul Reaver 2 is such a fascinating title. When it comes to story, writing, and voice acting, it is some of the best you will ever find in the medium. With that said, while the gameplay I don't think is as overly maligned as it is said out to be, I still wouldn't really call it good either. It's more on the painfully dull side than something I consider "awful". It's predecessor while having gameplay that was semi accomplished by comparison to its sequel, it was at the very least ambitious and had far more moving parts than the game could handle. SR2 has far less going on by comparison. That is pretty much Soul Reaver 2 in a nutshell, story is exapnded upon but gameplay is scaled back.

When it comes to writing and voice acting which is very much SR2's biggest selling points, the game delivers and so much more. Soul Reaver 1 might arguably have a more engaging introduction cutscene for first time players. SR2's opening cutscene for me manages to be so much rich by comparison. There is so much expansive foreshadowing with such simple yet elegantly laid out dialogue like, "you've uncovered your past but you nothing of it", "keep your friends close and your enemies even closer", and "who's better to serve me than whose passions transcends all notion of good and evil". This all in the opening cutscene alone.

As great as Simon Templeman is as Kain. Moebius and Raziel are also great characters and very well acted. The manipulative old man trope is one of my favorites in fiction and Richard Doyle plays that part well. He does a great job at balancing at being cunning, helpless and manipulative all at the same time feeding Raziel just enough of a half truth to steer him the latter on his "intended" path since he has the information while Raziel has the "free will".

Raziel is one of the most interesting fictional protagonists ever in that by all accounts, he should be a character I should geniunely loathe and scream at every time he says anything but Michael Bell manages to make him geniunely sound cool and I dislike using this term but "likeable". He and his voice direction manages to make lines like, "I'm afraid you are simpily out of your depth old man", or "oh please" and my personal favorite, how he smugely and mockingly quotes what Moebius said earlier in the game by saying "death comes for us all". Bell makes all this work.

It also helps that Raziel slowly starts to realize the error of his ways and starts to tone down on the smug arrogance he showed earlier and becomes less narrow minded as a whole.

The cutscenes animations are also some of the best in the industry and as far as the original release is considered still holds up now with how expressive characters can be with eyes, mouth and body movement. The background music also fits the cutscenes very well with my personal favorites being "Sarafan Stronghold" and "The Pillars".

This is where my praise for the game ends. When it comes to everything that doesn't involve playing, SR2 at it's best never escapes the realm of average. It scales back on what SR1 does like an explorable overworld with new abilities and secrets to find, spectral and material realm exploration, boss fights, and even the puzzle side of combat.

So now combat is what SR2's gameplay backs on now, an "actionized sequel" seemingly. Much has been said about how the game never gives incentive for the player to engage in combat. The act of combat is not very satisfying on a stimulus level. It's easy to get hitstunned, strikes never feel like they have weight or impact, the finishing moves Raziel does on his enemies feel like he is tearing through a sheet of paper than a living piece of flesh. Enemies can also break of your combo and there isn't much in the way of abilites other than using the Soul Reaver, a weapon or Raziel's fists. The first one being the be all solution since like SR1 there is enough souls in the spectral realm and a portal to get back where you were and it kills enemies fast and they never pop in more than 3 which is when the Reaver convientently "overheats".

Much of the game is going through the same square meter of Nosgoth 3 times. There is an alternate pathway that leads to a village but nothing too different.

You also keep your base powers from SR1 but you now get elemental reavers to add on to them. You get the latter through the various dungeons and puzzles which are admittedly pretty decently designed and require a decent amount of thinking and thought and use your base SR1 powers too. The problem lies is that they are nothing more than a means to get a key to unlock blocked off door in that square meter of Nosgoth I just described. There are no actual new combat and traversal abilites since the elemental reavers are just keys and nothing more.

Overall, when it comes to story, writing, voice acting, cutscenes and music SR2 is a massive improvement over SR1 but the latter has better gameplay which was never that accomplished to begin with. 

YS VIII: Lacrimosa of Dana(Playstation 5) Review

There was an initial hesitance towards me playing YS VIII since I'm not overly aquainted with JRPGs. I've played a few over the years but not enough for me to consider myself to be "genre savy". Over the years, there are some games I recall liking and others not so much then there were those that I invested hours into but never got to the end of. I did however enjoy my time with YS VIII.

The story or at least the premise of it is where the intrigue comes from. 98% of the game takes place on a far away remote island where everyone is shipwrecked on. The only part that isn't on the Island is during the opening prologue. A title that is around seemingly 30-50 hours on this one location sounds like it could lose steam quickly but YS VIII manages to maintain it. Mainly due to multiple aspects of it's gameplay. The first being your home base "Castaway Village". The second is how many of the chapters is spent exploring and finding new facets of the island. The third is how the game slowly abeit a little too slowly explains the mysteries involving the island Adol and the group are on.

As a result, a lot of RPG tropes taken for granted, like currency, armor, weapons, accessories and so on can only be obtained through getting materials rather than buying them outright. Weapon upgrades can only be obtained through beating bosses. Materials can only be gained by trading other materials or finding them scattered throughout the island so in a sense due to the removal of currency, it's not about how much money is obtained, you will just find the items needed and getting upgrades just by exploring the island and playing the game. Healing potions also aren't easily be able to come by but you do have lots of fruits, cooked meals and health refills for those who don't need to super amazing at combat to get by the game.

Gaining levels don't take too long to happen but not quickly either hitting the right sweet spot of feeling like you are getting stat increases then comes along a new special attack for a character to use.

That's where much of the strength of the game lies. Building Castaway Village whether it'd be upgrading yourself, your party, the village defenses, doing various hunts, gifting npcs on the island and doing side quests. In order to get the game's true ending you need to get a reputation of 200 or above on any version outside of the PS Vita. This may sound like a daunting task but it all works in tandem slowly building a bond between the player and castaway village. I started to get a little teary eyed when I got to the true ending of the game considering, the amount of time spent forming the bond with this group of stranded survivors.

The story and characters themselves are also decent with Sahad being my favorite for goofy and fun loving he is. Adol is admittedly a dull character since he borderline enters into the realm silent protagonist where you choose his responses...but he also has actual voice lines from time to time. Laxia Von Roswell is a strange one considering her very character introduction is an anime trope that is scoffed by almost if not everyone familiar with it including myself. She also starts off very rude if not outright condescending. Luckily she does start to grow and becomes less smug and has her backstory revealed too which gives more insight as to why she acts the way she does. Dana is a character that is a little bizarre at first but I respected her determination and integrity even with her impulsively thought process behind her actions.

The combat of YS VIII is interesting in that it's basically not too dissimilar from everything the first Kingdom Hearts established back in 2002. One attack button for swinging your weapon, a full 3D zoomed out camera where you see behind your character model and turn left and right but not over the shoulder and a heavy emphasis on lock on to reliably attack enemies. There also two party memember assisting you. Two big difference are the special skills, an "ultimate move", a variation of Bayonetta's Witch Time with Flash Evade and also a perfect parry with Flash Guard and bosses having a stagger guage.

With this style of combat and with the camera especially, when the odds favor the player, it's perfectly enjoyable if a little mindless. When it doesn't, like having the lock on tracking fast moving or flying enemies or having bosses being so large or having large limbs that it takes up the screen, the camera becomes nauseating and dodging out of the way gets harder to do since the lock on and the camera makes it harder to reliably make precise evasions and guards.

The thing that prevents this from being infuriating that there are 3 challenging main story bosses which are Giasburn, Mephorash, and Origin of Life. All 3 have have issues of whay I described. The last two I had enough healing items to tank hits to beat them.

Overall, YS VIII is quite the adventure which was the genre is supposed to entail and it did it's job very well.

Wednesday, 23 July 2025

Assassin's Creed(2007) Review

After replaying most of the AC games over the past few months returning to AC1 was an interesting experience. Some parts upon replaying it again I expected but other parts surprised me. The story, parkour system, music and atmosphere and brisk pacing of the game is what I found fascinating upon coming back to the game over a decade later. AC1 isn't a game I consider to be amazingly designed, it has just enough going on from a moment to moment gameplay standpoint with an engaging story that it was enjoyable.

The story I have a soft spot for since it was my first introduction to stories with philosophical themes and questions. With that said, the only big issues with it is the begginning, ending and some of the plot twists. The first issue probably going to turn away many since it starts with Altair killing an innocent old man and disregarding a creed that he seemingly followed for a long time. What lead to the disillusion of it? What lead to Altair's arrogance? The game never answers this. However, if you can get past this, the story from here and out is full of intrigue and thought provoking moments.

The dialogue Altair has with his assassination targets and the Brotherhood he serves is the biggest highlight of the story. In how with each target Altair kills, he starts to question if he is doing the right thing. His targets speak of good and noble intentions where his allies and by extension master Al Muliam often reassures that what they say are lies and misdirection. Altair and by extension the player however are still not 100% sure. What also helps is that at the start of the story after the inciding incident, the Assassin Brotherhood treats him with scorn but he slowly earns their respect with each assassination in the various cities. Al Muliam would often test his conviction to the cause with cryptic riddles and questions. The best part is that all of these dialogue sequences are never overly long and to the point.

There are some questionable plot twists like why did Altair take so long to figure out the men he was sent to kill where connected due to them being Templars and was Al Muliam always evil or did he go through a heel turn? The lack of backstory can take the idea of Star Wars logic a little too far. The ending is also very anti climatic and doesn't provide much closure.

Atmosphere and music is also quite good. With the Jerusalem, Arce and Damascus ambient songs giving a lot of character. The gritty and grimy look of Arce is contrasted the more hopeful and upbeat Jerusalem both accompanying by music that work in tandem with each other to give an immpecable vibe.

The gameplay is interesting in that it has a mission system that is infamous for being "repetitive" but it is accompanied with at the time a novel climbing and free running system.

However the fulcrum of what makes AC1's gameplay solid is how it follows the idea of, "it's over before you know it". Every mission like pickpocketing, eavesdroping and interrogating are over in less than a minute. Climbing up the towers to find them is also quick. Side missions where you need to rescue civilians are also brisk. You climb, do a quick mission then climb some more. This free running system is intuitive enough it can be enjoyable and immersive climbing up such tall structures. It also helps that hidespots are on rooftops so when chased by guards, it's still encouraged to free run and use the roofs.

The act of the assassinations themselves can also be over and done with fast. In a game like Hitman, much of the gameplay in the levels are spent trying to get up close and then quietly killing your target. In AC1, most of the legwork of getting close to the target is done in the open world so the actual kill can be down through semi efficent infiltration or getting caught and quickly getting the kill before the target can draw his sword and it becomes an actual duel and by extension brawl. It ends in a chase accompanied by an amazing chase theme. Hidespots are plentiful and breaking line of sight is not difficult so it adds to the brevity of the game's challenge.

The assassinations towards the end of the game do a good job at throwing more geniune shakeups to the game.

It's not all amazing since one big issue with the game is the terrible AI especially the furthur you get into the game since guards become more aware of Altair's presence and more trigger happy. A massive strength the game has that there never any extended sections where you aren't allowed to be seen or it's a game over so the devs are aware of their enemy AI shortcomings.

Combat is decent and swift. It's not counter spamming or getting one kill means leads to insta kills. Enemies can do heavy attacks which can't be reliably be countered and partner that with weaker enemies encourages defense and offensive. One heavy attack can't kill you but multiple can level your life bar.

Overall, the brisk gameplay pace, the amazing animations, dialogue and music carries AC1 even if the terrible enemy AI and rather simplistic mission and by extension gameplay structure can reveal the illusion a little too much. 


Kane and Lynch 2: Dog Days Review

I'll start off by saying that my only experience I have with the first Kane and Lynch is playing the demo on PS3 over a decade ago. I mainly remember the voice acting, dialogue and music. I decided to jump straight into Dog Days since it's easier to obtain, much shorter and doesn't have a section that is as a bizarre bait and switch where it turns into a tactical shooter where you are in a war zone. With that said, the sequel is a fascinating game all though not because of it's geniune quality more so because of just how committed it is to looking, sounding and feeling much more quickly slapped together than the first game. If you ever wanted to play a game that has the has the feel of a straight to DVD low budget sequel to a middling first movie, K&L2 sure is a ride.

When talking and K&L2: Dog Days, the aspect of the game that is hard not to look past is the presentation. It is shown as a found footage movie as opposed to it's more lavish and extravagant predecessor. Where Dead Men has an excellently composed score by Jesper Kyd, the only track in Dog Days that anyone could recall is the series of Chinese pop songs that plays at the end credits. Dogs Days plot is more like a highlight reel than a journey where you go from point a to b to c. The plot is almost too incoherently presented to follow. The game has an ugly filter effect, shakey cam when the player is sprinting, narratively calls it's level load times "buffering", censored body parts whenever it gets "too violent" and at times can almost be too hard to see due to how dark it can be when partnered with the filter effects.

It's so committed to looking cheap and visually appalling that it almost gives K&L2 a unique identity all to it's own. This leads to some unintentional comedic moments. One note worthy example is when you are running around in the streets bloody naked gunning down dozens upon dozens of full body armored police officers. The story's bad presentation can almost make me laugh due to how poorly told and terribly executed the seemingly "emotional story beats" are. There's barely any screen time or character interactions given for Lynch's girlfriend for the player to get invested. Then there are other bizarre story beats like the titular characters getting caputured not once but twice. The second time adding nothing to the story and pads out the already short run time since said second capture just involves a pointless building shootout on a helicoptor and inside a building where a corrupt politician dies...and titular characters end up at an airport with barely any clue on they got there even though they are wanted men by this point in the story.

The player controls Kane towards the end of the game with no build up leading to a hollow payoff.

When you ignore all this, Dog Days is a by the numbers cover shooter of the era. However it has issues that some of those games avoid. For one, the only options for offensive is to duck behind cover, aim, shoot, get hit, wait for health to regen, rinse repeat. There is is no ability to throw grenades, all you get are generic hitscan weapons to thin out the waves, and not even human shields are effective since you move too slowly when dragging them and enemies have no problems riddling your hostage and by extension you with bullets.

There is some flanking options early game when an ally can lay down supressing fire and you can catch enemies by surprise similar to Army of Two. You also get a crouch button in this like you do the aforementioned Army of Two however a big problem is that due to how large the on screen enemy count is, the much weaker level design, lack of combat options outside of shoot and ducking and covering and waiting for health to regen. You can die to a few bullets even on easy mode.

The guns do sound punchy at least. 

What helps makes all this bearable is how frequent the checkpoints are and how short the levels seem to be. With that said, in spite of most of the levels taking around less than 20 minutes to finish, it can feel much longer due to the amount of time spent waiting for health to regen. It also doesn't help that sprinting leads to an obnoxious camera shake and getting up after getting knocked can lead to disorientation since the button used to get up is also used to take cover too.

Overall, there have been those who bashed Dog Days for being short but I argue the game being longer would just make it even more insufferable to play. Due to the game being short, it's one of those sub par if not outright "bad" games that is worth looking into. It has to be seen to be believed. It is by the numbers cover shooter but it is memorable for opposite reasons that the Uncharted games are. Where Uncharted has high production values with simple yet memorable characters interactions carrying it. K&L2 is an ugly mess of a game that almost feels like it is trying to mimick a cheaply made and quickly put together film production. Uncharted is the Yin to K&L2's Yang.