|
Dead
to Rights II has addressed one of the biggest issues
that gamers had with the first game, that it was too
hard, and has simplified the sequel significantly.
The end result is a game that features the 3Ds - less
depth, less detail and less difficulty.
Streamlined
gameplay makes Dead to Rights II a high-action shooter
but at the expense of variety. Clearing roomfuls of
enemies gets a little tedious after a while. The first
game showed some signs of originality but this second
version is comparable to Max Payne, though not as
good. Whatever new innovations this sequel contains
have all been done before and done better in other
games.
Presented
as an arcade shooter one shouldn't expect much depth
and most wouldn't even miss it if the game were fun.
While it may elicit some squeals of delight in the
first couple of hours it doesn't take long for those
squeals to be replaced by snores. Dead to Rights II
is just not captivating enough to play for hours on
end at one sitting.
Starring
as Jack Slate, a cop who was once framed for the murder
of his father, is back and he's pissed off all over
again. It seems that his father's friend, a judge,
has been kidnapped by a gang of underworld thugs.
Presented in mock film noire style, this story of
revenge and vigilantism is just a thinly veiled excuse
to kick some ass. The presentation is heavy handed
and inanely cornball. It's a little over-the-top.
Whereas Max Payne was almost believable, Jack Slate
is a caricature of a caricature.
Killing
bad guys is your number one priority. You'll often
find them around corners, down corridors and behind
doors. Like Max Payne, the bad guys are usually found
hanging in groups. An auto target system lets you
focus on one at a time as you fill him full of lead
from various guns that range from a shotgun to a machine
gun. Other weapons include grenades, rocket launchers,
Molotov cocktails and your own hand-to-hand combat
skills, although that aspect of the gameplay is downplayed.
Dead
to Rights is known for it's graphic and violent kills,
most of which are compliments of Slate's disarm moves.
By sneaking up on a character you can take his weapon
and kill him with your bare hands. There are 13 new
variations for a total of 25 takedowns which result
in a lot of back breaking and neck snapping. These
animations are the highlight of the game.
Enemies
can also be used as human shields. Not only can you
acquire their weapons but you can move about in a
crowd of thugs virtually unharmed. The difficult part
is actually catching one of the bastards. In another
tip to Max Payne you can slow time down if you have
some juice in your bullet time meter. This will help
you get out of a situation in which you are overwhelmed
with enemies.
Another
weapon in your arsenal is a dog called Shadow. He
would have been a great addition but due to faulty
programming he doesn't always do what he's told. Sometimes
he'll get hung up on obstacles and other times he
just won't obey orders. He will cost you health to
use him so be careful because he's not always worth
the price.
Basic
hand-to-hand combat still exists and consists of punching
and kicking combos. The controls are limited and you
can usually get away with button mashing. It works
for this game only because it's not used very much
and it does tend to allow you to get your aggressions
out as opposed to recalling a series of face button
combinations.
Another
aspect of the game that has been changed is the mini
games. There are none. This keeps the pace of the
game going strong but with so much focus on the main
gameplay it's all too evident to see how repetitive
it is.
I'm
not impressed with the graphics. There are too many
repetitive rooms and corridors not to mention bad
guys that look far too similar. The animation is good
but the game is going for a more unrealistic cartoon
look and feel which I feel is the wrong direction
for a game that relies so heavily on its violent premise.
All
I can say is that if this version was released first,
I doubt very much there would have been a sequel.
|