Source: https://www.fanbyte.com/features/kane-lynch-2-dog-days-is-a-brutal-visionary-masterpiece/
More at the Source Link
On August 17th, 2010, Square Enix and IO Interactive released cover-based third person shooter Kane & Lynch 2: Dog Days on PlayStation 3, Xbox 360 and PC. Critical reception was initially mixed and the game was quickly forgotten, but in the intervening years critics have gone back to explore its tones, its visuals, its politics and its settings, reevaluating it as a cult classic. In retrospect, its aesthetics, urban spaces, and vision of video game violence still differentiate Kane & Lynch 2 from most video games in its genre.
No More Heroes
Kane & Lynch: Dead Men and Kane & Lynch 2: Dog Days came out in a period when shooters, and video games in general, began to question the violence that had come to define them. BioShock, Nier, Hotline Miami, The Last of Us, Spec Ops: The Line and, later, Superhot all interrogated the role of violence in games in difference ways. "In a way, the characters and their actions represented the dark side of the players," Kane & Lynch 2's art director Rasmus Poulsen tells me via email. "What if the gamer really just wants to get perfect headshots and kill and destroy, and we remove the veneer of justice and heroism that games normally use as a vehicle to give players this fantasy?"
I'm always a big fan of when more people go back to Kane & Lynch 2 with a new set of expectations for it. Despite its reception at launch, K&L 2 has sat with me as one of the best gaming experiences I've ever had thanks to its unique aesthetic & tone and how it treats the player playing the game.
In some ways it's the closest experience I could say to something like say Uncut Gems, where the audience/player are just dragged into all these events because they're just a bystander in everything that his happening and the experience isn't actually made for them to come out with any insight. It's just wants you as a witness to terrible people and to remind you how little power you have in the grand scope of things.
It's a shame that the IP is stuck with Square-Enix (Rather than going back to IO like Hitman) as I don't expect they'll do anything with it ever again. But perhaps that's fitting for this kind of experience.