“Listen!”
Thursday, February 28th, 2008
By ANDREW STEEVES
steeves(at)uwm.edu
Kane and Lynch is a game probably most famed in the gaming community for being the game that potentially led to the firing of Jeff Gerstmann, former game reviewer for Internet monolith Gamespot.com. Gerstmann was let go directly following a poor review of the game Kane and Lynch: Dead Men. Gamespot and parent company Cnet have not commented on the reason for Gerstmann’s termination. The reason Gamespot cares if the game gets a poor review is the fact that it is being paid to advertise the game on its site, and a poor review makes for poor advertising.
If that is in fact the reason Gerstmann was fired, it could be the beginning of a dystopian world where game reviewers will have to be less honest, where reviews will be tailored by advertising companies to sell product, regardless of quality. In short, Big Brother will be watching, and telling you exactly what games to play.
Fortunately, the cactus has flown under the radar of such advertising tactics, and while that means we don’t get paid so much, it does mean that we have something that reporters haven’t glimpsed since the day of Walter Cronkite, and it’s integrity. Also, lumbago.
So how is Kane and Lynch? It’s a very ambitious game and has a lot of high aims, but it feels either rushed or lazily produced. But before I go into specifics, let me tell you briefly about my personal gaming experience.
I love Co-op games. I know the Internet is quickly replacing good old two-player adventuring, but there is something very satisfying about sitting down with a friend and working together to knock back a game. It’s fun. So when I played through Kane and Lynch, I asked my friend Jimmy to tag along and help me with my work.
I played as Kane, a mercenary who was caught after a job went wrong. Jimmy played as Lynch, a paranoid schizophrenic who occasionally blacks out and murders the hell out of people. Together we went on a quest to retrieve some missing money we had to give to the terrifyingly named group “The 7.”
There were parts of it that were very fun. Jimmy and I continually had each other’s back, reviving each other whenever mortally wounded (if either character dies, the game restarts from the last checkpoint). But there were some aspects of the game which we found not merely difficult, but a little ludicrous.
For example: We had just kidnapped a big crime lord’s daughter in exchange for urgently needed money. Kane (I) went low to meet with the boss and get our money, Lynch (Jimmy) went high with a sniper rifle to cover me. While covering me, Lynch had a violent blackout where he inadvertently kills our hostage, which proves troublesome as a bunch of angry thugs start shooting at me as a result.
Here’s the problem: Before the game can move forward, Lynch has to take out two snipers who are trying to kill me. However, one is so far away that Jimmy cannot see him except when the muzzle of his sniper rifle fires, killing me.
We replayed the sequence 20 or 30 times, each as frustrating as the last. How could Jimmy shoot something he couldn’t see until it was too late, and then only barely? After the 30th replay, I broke down and consulted the Internet (like a failure would) to see if there was some trick to killing the sniper. There was. When playing campaign mode (not co-op, single player), you play as Kane and the A.I. plays as Lynch. Simply hide in a building and order Lynch to shoot the baddies. That’s it. The only way to kill the snipers is to have the game do it.
We didn’t accept that, and replayed that one segment a further 20 times, Jimmy shooting randomly in the vicinity of where we knew the sniper to be until he got a lucky shot and hit him. It was one of the most frustrating moments in video game history. Then I played on and stumbled onto an equally frustrating glitch about 10 minutes later.
As I said, the concepts behind Kane and Lynch are pretty groundbreaking, but they aren’t executed particularly well.
Another simply phenomenal concept stems from the online play, aptly dubbed “Fragile Alliance.” You and a team of four to eight criminals must break into a bank or jewelry store or some place of value and steal as much as possible. You then escape and split the loot amongst yourselves. However, at any point during the gameplay, you or one of your teammates can decide to keep all the money for him or herself. So, you (or he) simply shoot the rest of the team in the back and take off. However, any team member betrayed in such a manner can respawn as a police officer, whose job is to take his former team members down.
It sounds like a really cool concept and was probably the chief draw for me when I picked up the game. However, there was something less than satisfying when I actually played through the missions. Maybe I’m too used to Call of Duty 4, which is wonderful all the time. Third person shooters add a layer of separation that make everything seem less immediate.
The end verdict is Jeff Gerstmann was pretty much dead on with his review, and it sucks that he had to pay such a price for honesty.













By ANDREW STEEVES