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 Post subject: Kane & Lynch: Dead Men
PostPosted: 24 Apr 2009, 19:11 
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Widescreen Grade: C
Ultra-Widescreen Grade: C
Multi-monitor Grade: C
4k Grade: Incomplete

Read Full Detailed Report - Kane & Lynch: Dead Men

Kane & Lynch is a run-of-the-mill third-person shooter with elements of squad gameplay, in the vein of Freedom Fighters - only with a more theatrical feel and lots of "mature" language.


4:3


16:10


16:9


21:9


3x1



Last edited by scavvenjahh on 30 Jan 2016, 07:25, edited 6 times in total.
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 Post subject: Kane & Lynch: Dead Men
PostPosted: 24 Apr 2009, 19:15 
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Joined: 09 Aug 2006, 14:17
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I just wanted to say this game is underrated.

It's stupid and kind of ugly, but it's fun and immersive.

You may now continue with the regularly scheduled DR.


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 Post subject: Kane & Lynch: Dead Men
PostPosted: 24 Apr 2009, 19:21 
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Joined: 07 Nov 2005, 04:16
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Is it possible to achieve hor + in widescreen?


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 Post subject: Kane & Lynch: Dead Men
PostPosted: 24 Apr 2009, 20:49 
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Nope, nothing in the .ini helps. The game is Vert- in ws and Hor+ in TH. Pretty weird uh ? :lol:


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 Post subject: Kane & Lynch: Dead Men
PostPosted: 25 Apr 2009, 01:28 
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Joined: 07 Nov 2005, 04:16
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Yeah. Really weird. Also, what happens if you use 1280x768 resolution, but don't bother fixing the .ini? Does it become 16:9 stretched or something?


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 Post subject: Kane & Lynch: Dead Men
PostPosted: 25 Apr 2009, 09:19 
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Yes. Only available ARs in the display options are 5:4, 4:3, 16:10, 16:9. By default 1280x768 is 16:9 stretched, but you can make that 16:10 squashed...

To elaborate on my previous reply, I couln't find a way to achieve Hor+ in widescreen with the three variables in main.ini : PixelAspect, Aspect, Resolution. All I can do is change the vertical FOV. I guess the hor FOV in widescreen is tied to each "stock AR", which would explain why the FOV in TripleHead is basically a multiple of a "stock FOV".

3840x1024, Aspect 15:4 : same hor FOV as 5040, Aspect 48:10



Oddly though, on my very first run in Vista (30") the game seems to have used my XP desktop's AR (WTH) to calculate the FOV somehow, so I played a bit in a slightly distorted, Hor+/Vert+ 1024x768. I couldn't reproduce this with main.ini though ! (I used to play at 2560x1600 in Vista and 5040 in XP on the same PC until yesterday. I installed the game in XP only.)

1024x768, same hor FOV as WTH again - but how did I do that ??


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 Post subject: Kane & Lynch: Dead Men
PostPosted: 25 Apr 2009, 13:27 
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For reference:

The Xbox 360 version is 16:9 by default. If you set your console to 480p, it will render at 16:9 and downscale to 640x360.

Here's a couple of shots of the character's stance in 16:9 to use as reference:

Standing still
Zoomed in with pistol


So on the PC, the game is default 16:9 and Vert+ for anything lower than 16:9.



Edit:
Apparently this forum software doesn't like IMG urls to have : or something in them. I tried putting in thumbnails like I normally do and it just refused to display them. :(

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 Post subject: Kane & Lynch: Dead Men
PostPosted: 25 Apr 2009, 18:07 
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Joined: 07 Nov 2005, 04:16
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Grade: C+

Vert - is a consequential flaw.

CCE: 100%


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 Post subject: Kane & Lynch: Dead Men
PostPosted: 25 Apr 2009, 18:26 
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For console ports like this, would it be possible to add a note in the MGL e.g "probably developed for 16:9" or "maybe Vert+ in tallscreen" ? Adding this to the grading system would be a mess, but it's still valuable info, especially with reference shots at hand.


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 Post subject: Kane & Lynch: Dead Men
PostPosted: 25 Apr 2009, 18:33 
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I think the best way would be for the DR writer to put that in the DR (if he suspects that to be the case). The MGL shouldn't have any subjective views, but it can link to a DR that does.


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