PAX 07: Kane & Lynch: Dead Men Hands-On

Aug 29, 2007 12:30pm CST
Shack: In the two-player offline co-op, Will there be "bro-actions" or buddy moves for helping out your partner, like in Army of Two or the Splinter Cell co-op mode?

No. There isn't the sort of thing like in Army of Two where they can get on each other's shoulders and that kind of stuff. Io didn't really want to have too many game mechanics, too many things that you had to try to do. They wanted to keep it really active on shooting. So the most active thing they have you do is the crew-based command.

If you're familiar with Freedom Fighters, this is an enhancement of that idea. Their gameplay set is really a tactical shooter with crew-based commands that are accessible and not heavy. Some of the other stuff like you see in these other games is interesting, but they wanted to keep the focus on story and action.

Shack: Will the story be different in two-player co-op?

David Bamberger: The story's a litle bit different on two-player co-op. It's not vastly different. It's mostly, "remember the co-op." But I think the main thread of the story is the same. There's certain things that you'll experience in the co-op because you're playing two-character. But it's not vastly different.

Shack: The gameplay is objective-based, but would you describe it as fairly open-ended?

David Bamberger: It's open-ended in terms of how you want to use your crew and how you want to fight. Do you want to play run-and-gun and try to have your crew follow you through it? How do you attack the objective or what are your tactics for the objective?

It's not GTA, we're not a freeform game. We're not about exploration in that sense. We wanted to keep the energy high. But if you ever played Hitman, Io is very sensitive to that--we don't want to be on rails. We don't want to be a Stranglehold where you're really kind of guided through the thing. We want to give the player choice in terms of how you fight.

Shack: I was having a little trouble using the cover system, as Kane automatically sticks to walls. Why this setup?

David Bamberger: I like it. I like cover systems that allow me to go right to it. I think they're very mindful of balancing that. [They] don't let the player make mistakes.

I think you experienced a couple times where you wanted to stick but it didn't happen, so I think that's kind of the tuning. The main intent is, we don't want another button to have you attach yourself to a cover system. We'd rather make it more fluid. We'd rather have blind-fire also be.

There's only so many things you can do before it gets overcomplicated, and I think the crew command was probably the most daring thing you could do for a lot of players. And then adding the fact that you can give individual commands to your crew is going to add another level of complexity.

They didn't want to get people thinking about save points, they didn't want them thinking about controls. So they trimmed it down to something that moved, and that's going to be where Io kind of shines. How well they design that, how well they get the controls smooth enough.

Shack: I noticed whenever I didn't use the team commands, I got shot a lot. But also, there didn't seem to be a way to effectively move between cover points without getting hit. Was this intentional?

David Bamberger: I think so, yeah. You could play the whole game crouching, but just try running while crouching. You know? I mean it's going to be slower. So I think that's part of it.

Shack: Some gameplay elements from the Hitman series, like taking human shields, seem like a good fit for Kane & Lynch. Will we see anything like this in the game regarding NPC interaction?

David Bamberger: There's melee attack, but I don't think that's the same. No, they didn't want to put that in there. They felt it took away from the rhythm of the game.

It's interesting when you're looking at doing an action shooter versus a stealth game. They storyboarded the entire game like a movie. So every sequence has a beginning, middle, end, and it's almost like a comic book. And they built it off of that. They wrote the game as a movie script, which is probably why Lions Gate has already picked up Kane & Lynch to be a movie.

With the next Kane & Lynch--because I think we want to make this a big franchise--how do we bring some of those other things in to make the world more alive? Like getting a SWAT guy's shield and using that as a defense.

Shack: How long is the single player campaign shaping up to be?

David Bamberger: We're estimating about 20 hours for single player, probably in advanced mode. If an advanced player plays the beginning mode, it'll probably go pretty fast, but 20 hours is I think what we're hitting.

Shack: And how close is the game to being complete?

David Bamberger: It's really really close. What you played was a pre-circ, so that's past alpha, past beta, now getting into first submission into Xbox or Microsoft and the other guys.

Shack: Is there a release date yet?

David Bamberger: So we're looking at a holiday release, and it's exciting. This is the software business, so there's a lot of guys not getting any sleep right now, but there you are.

No release date, very soon though. Very soon. Once we get past first revision gate, we want to then announce it. There's so much competition that we want to be very certain that when we say it, we won't have to say it again.

Shack: Will we see a demo before the game comes out?

David Bamberger: Yes. A demo is in the works. We want to announce it when we're locked and loaded for it. But it's certainly in their plans. All depends on how we kind of get through this next phase of development.

Shack: Thanks for the interview

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Game Information

Kane & Lynch: Dead Men

Platforms

PC PS3 X360
Release Date:
TBA
Genre:
Action
Developer:
IO Interactive
Publisher:
Eidos

Screenshots

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