Intel on Jack & Shadow
Dead to Rights® II continues the adventures of Jack Slate, a tough-as-nails cop with a dirty job to do. Combining hand-to-hand melee combat with high-octane gunfights and a host of brutal weaponry, Jack mows down the bad guys with the help of his K-9 partner Shadow and a host of armed and unarmed combat expertise.
We tracked down Pierre Roux, the game's producer, and got him to fill us in on what the future holds for this adrenaline-packed shooter.

Jack's back, and he's coming at ya.
Xbox.com: What is the biggest difference between this game and the first one? What changes do you think players will like best?
Pierre Roux: The biggest difference between the first Dead to Rights® and Dead to Rights II is that the action has been streamlined. Gone are the mini-games breaking the flow of the game. Now, the bullets fly with no interruptions. It’s just non-stop corpse-piling action.
Xbox.com: How much do new players need to know about the first game? Are there any details or Easter eggs for players who finished the first game?
Pierre Roux: Dead to Rights II stands on its own legs. The average player will be able to jump right in and play without feeling lost from not having played the first.Dead to Rights II does, however, reveal more of Jack’s violent history and his shaky relationship with Police Chief Dick Hennessey.
Xbox.com: What are Jack's new tricks, and which is your personal favorite?
Pierre Roux: This time around, Jack can throw explosives, such as grenades and Molotov cocktails. He can also wield melee weapons, such as swords, knives, baseball bats, and broken bottles. Personally, I enjoy tossing a Molotov cocktail into a crowded hallway full of goons and watching those pixilated people pop.

Jack's just as dangerous unarmed.
Xbox.com: How does the new 360 brawling work? How does it help Jack in combat?
Pierre Roux: In the hand-to-hand combat levels, Jack will be able to perform 360-degree attacks that will sweep out enemies if he gets overwhelmed. This will buy the player some time while they battle enemies in a more controlled fashion.
Xbox.com: What is your favorite new disarm move? How will players unlock (or otherwise obtain) the new disarm moves?
Pierre Roux: This time around, all disarms are available right from the get go. A whole new set of melee weapon disarms has been implemented for the hand-to-hand combat sections. My personal favorite involves Jack stealing an enemy’s baseball bat.
Xbox.com: Can you still take human shields and do disarms with melee weapons?
Pierre Roux: Jack’s new melee-weapon-wielding abilities will make mince meat of enemies. There are eight new disarms to go along with the addition of melee weapons, so Jack can run up to a guy holding a meat cleaver, use a disarm to grab it out of his hands, attack him, and still turn around and take care of any remaining enemies still standing around. But, beware: Bad guys can slice Jack up just as easy.
Xbox.com: The original game blended hand-to-hand fighting with extreme gunplay. Does Dead to Rights II have the same kind of mix?
Pierre Roux: Dead to Rights II still blends together the excitement of gunplay with the tension of fist fighting. Because Dead to Rights is an action shooter, there is obviously more gunplay, but the fist fights will still come up fairly often.

Dive, then shoot in all directions.
Xbox.com: How does the new slow-motion diving work?
Pierre Roux: For Dead to Rights II, we have included an all-new Spherical Slow-Motion dive. This will allow a player to shoot enemies in multiple directions, all in the same dive. Diving in any direction, Jack will target and shoot enemies right in front of him and then can move on to targets to the side or the back.
Xbox.com: Can you explain how Jack's K-9 partner Shadow will be used this time around? Any new abilities?
Pierre Roux: Shadow has been totally revamped and made more integral to the action. He will now attack in real time, right alongside Jack. There are no longer cutscenes showing Shadow’s grisly maulings. It will happen right next to you, while you blast away. He will also be able to fetch health and ammo if Jack is pinned down as well as disable enemies while Jack moves in for the kill.
Xbox.com: Are there any secrets or unlockables that increase the game's replayability?
Pierre Roux: Playing through the game multiple times will unlock more difficulty levels, extra ammo, extra adrenaline, more weapons, etc., making the game more and more fun the more you play through.

Jack has to be ready for anything.
Xbox.com: What, in your opinion, is the essential element of the Dead to Rights experience?
Pierre Roux: Action. We have tried to provide a non-stop bullet-blazing thrill ride for the player. There are many ways to dispatch you foes and lots of cool features to keep the player going. Whether it be the disarms, Shadow, or Spherical Slow-Motion diving, there is always an exciting way to have fun while uncovering the seedy under belly of Grant City.
Xbox.com: What do you think is the most overlooked element of the Dead to Rights experience?
Pierre Roux: In my opinion, people take for granted the seamless integration of the many, many game mechanics. The player can roll over a box, into a Slow-Motion dive, rotate the camera, change targets, land, disarm someone, grab someone as a human shield, crouch, fire with your dual wielded guns, run to a wall, enter wall mode, send Shadow to dispatch a nearby enemy, and then fire around the corner—all in a matter of seconds!