In the same way that the first game in the series played, so does Widescreen Games’
Dead to Rights II. Playing as a kick-ass so-called “bad cop” named Jake Slate, you have to eliminate the bad guys that kidnapped a well-known judge in a game that is actually a prequel to the previous in the series. With the help of your K9 sidekick, Shadow, you’ll be whoopin’ bad guy ass with a number of weapons, as well as hand-to-hand combat.
What makes Dead to Rights II a great game to play is the fast-paced action of taking on multiple enemies at a time. Death lurks around every corner, so running ‘n gunning isn’t always the best solution. Taking it slow can sometimes save your ass as you lure enemies from their hiding spots. Dead to Rights II offers a number of disarms to take out baddies from close quarters, as well as many weapons used at both long- and short-range.
Dead to Rights II essentially uses a meter system in conjunction melee and ranged combat. Along with health and body armor meters, Jack has an adrenaline meter which controls his “special” abilities. These abilities range from disarms and using an enemy as a human shield, to the good old “bullet time” slow-motion assault in which he can target multiple enemies during his dive.
The adrenaline also works for the stamina of man’s best friend. Jack can send Shadow into the flurry of gunfire to take down gang members or retrieve weapons that are in the middle of the firefight. The great part about Dead to Rights II is that you’re able to control Shadow in a more realistic manner. After he kills, you can send him on another mission of Reaping as long as there is still adrenaline left in the meter. The downside is that this meter actually regenerates rather quickly, making it easy to just sit back and let your doggie do all of the dirty work.