Shank – Video Game Review
- August 31st, 2010
- By Eric
- Write comment
TITLE: Shank
PLATFORM: PSN, XBLA
DEVELOPER: Klei Entertainment
PUBLISHER: Electronic Arts
ESRB: M
RELEASED: August 24 (PSN), August 25 (XBLA)
By Eric Stuckart
Creator, Destroyer
With a story that plays out like Kill Bill as imagined and directed by Robert Rodriguez and an art style that brings to mind any number of the Adult Swim cartoons, Shank is clearly one of the coolest looking games to hit the downloadable title circuit.
The thing that really sets Shank apart from the many brawlers out there is the style. Quite frankly, the game is like a bloody, violent and (at times) hilarious cartoon that you can play. The game is as much a treat to watch as it is to play, but is it as cool as it looks? Yes and no. There are some small problems that prevent this game from rising above the competition.
Like many action games and the movies it’s reminiscent of, Shank is a man done wrong; the bad guys killed his girl, and now everyone’s gonna pay. Gameplay is varied but remarkably simple. Throughout the sidescrolling brawler, Shank has three main attacks: his shanks, which serves as his melee attack; a chainsaw for the heavy attack; and two pistols for his firearms. Think of it as a modern take on classics like Final Fight and Streets of Rage, except with much more lethal weapons, and buckets more blood.
As the game progresses, he’ll pick up other weapons along the way, such as machetes, a shotgun, and more, but Klei Entertainment has managed to make all of this very fluid when in action. What may seem daunting quickly becomes second nature in a matter of minutes. Even the idea of throwing in additional fighting moves, such as the ability to use grenades, grappling and lunging and the easy to use yet hard to master dodging technique become very intuitive, quickly elevating the action in a way that welcomes novices to the game, but requires a mastery of all of the fighting styles in order to get through alive.
As the game progresses, the plot thickens, and Shank has a very good way of catching the player up without the obligatory game-pausing cutscenes found in many of today’s games. At many points in the game, the game utilizes a picture-in-picture format that smoothly transitions players from one main plot point to the next without stopping the carnage. While it still has some traditional cutscenes from time to time, the integration of the internal cutscenes is a very cool feature that I’d like to see used in more games. It helps to establish things that don’t necessarily need to be said in a fully dedicated scene.
However, not everything is as perfect as it seems. Despite having relatively tight controls, I have to admit that when things start getting hairier, they don’t really work as well as they ought to. For instance, throughout the game, players will find health items strewn throughout the levels. In order to use them, as well as some other context-based controls, the Square button (or X on the 360) has to be pressed. This also happens to be the button used for melee, which is used most during close combat, and when the levels start becoming flooded with enemies—which it does, at a merciless rate might I add—players are going to want to preserve these items for when they really need them. Unfortunately, these tend to get accidentally wasted quite often during fights.
Another basic problem that doesn’t really show its ugly side until later on is Shank’s inability to aim properly during fights. Many times, he’ll end up attacking the air rather than the enemy you were pointing at because he was in the middle of a combo. And don’t even get me started on the Uzi, where pressing down on the analog stick in any direction causes him to spray bullets all in a hemispherical pattern, seemingly hitting everything but the target. This also becomes a liability in the multiplayer portion, where players will find themselves unable to revive downed players unless they are not moving in any direction. This makes for both a frustrating and stupid oversight in the game design. In order to perform any of the context-based controls, the player cannot even touch the analog stick; doing so makes the game think the player is trying to perform an attack.
My final gripe on the game comes in the difficulty. Now, I’m not usually one to complain, but a couple of the boss fights, and one extremely drawn out fight about three-quarters of the way through the single player campaign get so difficult that I had to actually set the controller down and walk away for awhile. It’s not even the difficulty, per se, but the fact that while the enemies keep pouring out, the health replenishments don’t. While there are plenty of health items in the game, five waves of enemies in one area without reprieve will take their toll after awhile.
As far as the boss fights go, for the most part they are well-designed exercises in trial-and-error. Every boss has their own pattern, and to learn them is to learn how to defeat them, and beating them felt like much more of an accomplishment than it probably was, but that’s the point, isn’t it?
As an added bonus, Shank’s multiplayer component is a co-op campaign that is completely different than the main single player campaign. While the story feels much more tacked-on than it did in the single player, it gets the job done. While gameplay isn’t much different—the sole exception being the ability to revive your downed comrade—the boss fights do emphasize, in CAPITAL LETTERS, co-op. The majority of these fights are not able to be won without both players learning the boss’ patterns and working together. Depending on the partner, this makes for either a really awesome game session or a very frustrating game of fingerpointing and namecalling. Either way, it ends up being amusing. However, the lack of online co-op kind of spoils it, as it kind of cuts down the options of who to play with.
All in all, Shank is a very enjoyable experience, with great visuals and solid gameplay, and despite a couple of glaring flaws, it’s hard to fault the game. However, there aren’t many games out there where I’ve found myself thinking, mid-level, how much fun I was having. Even if I ended up dying a couple hundred times along the way, I never stopped thinking about how fun it was, and to me, that makes up for a lot.
RATING: 8.5/10
Front page image from shankgame.com.




























