Fragile Alliance is the game's online multiplayer mode, which consists of four maps: Hot Coffee, Late Night Opening, Withdrawal and A Walk In The Park. A free-to-download map pack released on PlayStation Network and Xbox Live provides four additional maps. The goal is to finish a several round match with the most money. Each round begins with all of the players as armed, balaclava-clad robbers. Money can be used to buy better firearms and armor. Resistance is met in the form of armed AI controlled security guards and/or police officers. A player's money acts as a shield, but will quickly be dropped on the ground as the player is injured. To escape the level, a player must survive to meet a getaway vehicle. All players who survive without turning on their allies will split stolen money evenly.
Eidos Interactive, one of the world's leading publishers and developers of entertainment software, is pleased to unveil a sinister new twist to the online multiplayer experience in Kane & Lynch: Dead Men called Fragile Alliance.
"We wanted to make a multiplayer experience using the theme, dynamics and atmosphere of Kane & Lynch: Dead Men" said Kim Krogh, Lead Game Designer, IO Interactive. "Fragile Alliance is a new way to use co-op in multiplayer. Play it like a soldier and you'll lose, play it like a criminal and you'll win".
"Kane & Lynch multiplayer opens up Pandora's gun cabinet in terms of gameplay possibilities," said Fabien Rossini, Brand Controller, Eidos. "The options available to players are mouth-watering; are you a team player, a traitor, a bounty hunter, a cop - the decision is yours. You may start as part of a team but then it's up to the player what they want to do."
Co-op loving gamers will want to pick up K&L not just because the main game is centered around a co-op mode, but because the multiplayer minigame is entirely co-op focused. Rather than simple deathmatching or objective-based play, the game, called 'Fragile Alliance' allows teams of players to rob various locations, then attempt to escape as the computer-controlled police hunt them down. Although it suffers from the same control issues as the main game, overall it's a breath of fresh air in an otherwise frustrating title.
This could be spiced up with having 2 agents needing to assassinate the same exact target, but whoever gets him first wins. There would still be security players as well. There are so many possibilities that I would love to see in a Hitman multiplayer game. IO Interactive is pretty creative with their multiplayer stuff, so I feel like it would be something similar to this.
I would definitely be way into some more Kane and Lynch. I'm one of the few fans of that series. That said, I feel like A Way Out might go for something similar, but with way more commitment than K&L1 to the way that split-screen multiplayer can be a unique storytelling device.
The Fragile Alliance multiplayer is one of the most underappreciated multiplayer modes ever, so even if they just released a new $20/free to play version of that, I'd be so in. Hell, that might even be the right way to gauge interest in the franchise. Seriously, it's some of the most unique multiplayer out there.
Yeah, zero interest in any Hitman multiplayer. Not what I come to those games for. I'd be curious to see what they went with, if that's even their aim, but I can't imagine any sort of adversarial multiplayer I'd want to take part in. Maybe co-op. Maybe. But probably not.
The multiplayer offerings are pretty fun and thanks to the unique take with the betrayal system, I can see people playing the multiplayer long after the game has been released. Look for some more multiplayer impressions on Kane & Lynch 2: Dog Days later this month!
Filthy, rotten money. It's mankind's dirtiest multiplayer game, bringing out the very worst in humanity, and capable of making backstabbing bastards out of even the most benign soul - and Danish game developer IO Interactive knows it.
Playing Kane & Lynch 2's suite of multiplayer modes, it's not entirely clear whether this is purely entertainment or some sort of elaborate social experiment to determine what a bunch of arseholes most of us really are when it comes down to it.
Building on the rich promise of the original's Fragile Alliance multiplayer component, IO has managed to spin off the idea into a further two separate multiplayer modes - Cops and Robbers, and Undercover Cop - as well as an offline 'Arcade' training mode. But more on those in a moment.
SHARETHIS.addEntry( title:'[EU] Q59079 Can I play a Co-op game online? - SQUARE ENIX Support Center', summary:'Kane & Lynch: Dead Men does not support co-op play online on any of the supported platforms. It is played on the one PC or console in horizontal splitscreen fashion. The only way to play online is through the multiplayer option at the main menu which is for 4-8 players.' , button:true );
The campaign can be played through in co-op mode with a friend on split-screen, or on dedicated servers; the second player assumes the role of ex-military man Kane. In addition to co-op, several other multiplayer modes are also supported. Fragile Alliance makes a return from the first game and allows a team of four to eight players to perform bank robberies, which consist of taking out the guards, breaking into the vault and making a getaway. Score is based on how much money the player personally gets away with, creating a recipe for betrayal. The Undercover Cop mode is a variation on the previous mode, in which one of the robbers is actually an undercover cop who must prevent the robbers getting away with the loot. The undercover player cannot be harmed by the security personnel, and cannot kill them either. The final mode is Cops and Robbers, which has two teams pitted up against each other, one taking the role of cops, the other taking the role of the robbers. The robbers should attempt to get the money and the cops should attempt to stop them. At the end of each round, the teams will swap places, and whichever team gets away with the most money wins.
One of K&L2's best-looking features is a revamped version of the first game's Fragile Alliance multiplayer mode, in which you and your team cooperatively rob a bank, then (optionally) turn on one another during your escape to take the loot for yourself. The mode was the best part of K&L 1, but it was nearly impossible to play online due to GFWL's crappiness. I asked IO Interactive game director Kim Krogh if I'd have the same experience this time around.
From IO Interactive (part of Square Enix) in Copenhagen, Denmark comes the sequel to Kane & Lynch. Although the first game was released to luke-warm critical reception the newest looks to reinvent the well worn action shooter by adding a visceral amateur video look to the game and putting a lot of the focus on the multiplayer aspects. You can play co-op or you can play a variety of multiplayer matches.
Most of the scenarios for multiplayer allow you to take on the role of either robber or cop. As an extra twist you can play as an undercover cop during the heist, which adds an extra level of difficulty- shoot a fellow cop and you are exposed to everyone but if someone catches you not pulling your own weight you are in an equally bad position so its all about timing when you are the undercover cop.
In the end it seems like a pretty intense multiplayer system which might be too complicated for most players, but the goal in Kane & Lynch 2 seems to be the game equivalent of any top grossing crime movie. You could imagine it as if Heat/Collateral/Breaking Bad were thrown in to produce one intense gaming experience. One word of caution though, there were comments from some of the gamers on the show floor that the shaky cam effect for extended periods of time might make you sick, but that may be part of the allure. This game is definitely for connoisseurs good crime stories.
MIGUEL: Even though much of my work is focused on single-player games (as I understand them being the singularity that allows us a deeper understanding of games as ethical systems), I think the right answer to this questions is to say that we, scholars and sometimes developers, don't often think about ethics and multiplayer, and how to harness the social for creating this kind of meaningful play. I mean, the social is always moral (and political), so I guess we are taking it for granted, and focusing much more on this solitary experience (clearly influenced by other media that some could understand operate this way, even though careful reading of say Brecht shows that even epic theatre understood the audience as a social body, even though the experience of the play was individual - but I digress). In other words: we tend to forget multiplayer, and social dynamics, when thinking about the design of ethical gameplay, and we focus too much on either single player, or how the rules/mechanics of a system will affect a single player, even in a multiplayer game.
I think there is much work to be done regarding multiplayer ethical gameplay design. I feel that games like Diplomacy, or Defcon, or even RPGs (specially the swedish school of "jeepen games") have understood how to design particular multiplayer mechanics that generate ethical gameplay. Of course, backstabbing is one: but how does it work? Does it always generate ethical gameplay? How about harnessing empathy, solidarity, other values that are at play in multiplayer contexts? This question you're asking points us, I think, in the right direction: how to include the social, that which cannot be proceduralized, into the design of ethical gameplay?
My answer? By understanding how does a game system operate when creating ethical experiences (high abstract order), and then trying to think about mechanics that translate that into player-to-player behavior. I think the "Fragile Alliance" multiplayer mode in Kane and Lynch does this very well, for example: being a traitor is fun, but it's also a moral decision, one that is recognized so by both the game system and the game players, both reacting to a particular ethical choice.
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