Compare Shank 2 prices across 50+ stores and find the best deal. Developed by Klei Entertainment. Published by Klei Entertainment. Released on 2/7/2012. Available on PC, Mac. Genres: Action, Adventure, Indie. Metacritic score: 72/100.

Klei's comic-book brawler tightened its controls, added a satisfying counter system, and packed in local/online survival co-op - a short, punchy ride that rewards button-mashers and combo-chasers equally.

I came to Shank 2 already knowing Klei Entertainment could draw - their 2D sprite work has always punched above its weight - but what surprised me was how much they had genuinely listened between games. The first Shank felt slippery and punishing in ways that felt unintentional. Here, everything has been rebuilt around responsiveness. Rolls replace the old stand-in-place block. The pounce targets intelligently. Counters let you rip a baseball bat out of an enemy's hands mid-swing and then put it through his teeth. That last detail alone communicates the game's entire personality: gleefully, cartoonishly brutal, with more craft underneath than the gore-shower surface suggests. The structure is straightforward. Before each level, you choose a loadout - one ranged weapon, one heavy melee weapon (chainsaw, hammer, cleaver), and a munitions type drawn from grenades, Molotov cocktails, or proximity mines. You cannot swap primary weapons mid-level, which is a real departure from the original and a point of friction some players will push back on. In practice it forces you to think before a stage rather than mid-chaos, and it makes the environmental weapon pickups from fallen enemies - harpoons, fish, crates - feel genuinely useful rather than incidental. Combat strings together fast, with aerial launchers, throws, and pounce attacks all cancellable into each other. The second playable character, Corina, offers a noticeably different rhythm: faster and more acrobatic where Shank is heavy and brutish, and her kit carries into the two-player Survival mode as well. Survival mode replaces the co-op story campaign from the first game, and whether that trade feels fair depends on what you wanted. You and a friend - locally or online - defend supply stations through up to thirty waves of increasingly aggressive enemies, spending earned money on power-ups between rounds. It is arcade-simple but has a genuine tension once the enemy variety escalates: small fast enemies mixing with heavily armored bruisers and ranged attackers creates real prioritization decisions. Critics at the time were divided on whether this mode made up for the loss of a co-op narrative arc. My read is that it is a better fit for the game Shank 2 actually is - a snappy, pick-up-and-play experience rather than a brawler with story ambitions. The campaign itself runs a few hours and takes Shank through shanty towns, jungle outposts, swamps, and industrial yards chasing a dictator named General Magnus who has seized control after the events of the first game. The story is thin connective tissue. There is a kidnapping, a rebellion led by Shank's old mentor Elena, and a rotating cast of boss characters who exist mainly to introduce new environmental hazards. Anyone wanting narrative weight will leave disappointed - but the pacing of the combat scenarios is confident enough that the thin plot rarely becomes an active problem. One honest warning for PC players: the keyboard and mouse configuration is nearly unusable. Controller is not optional here, it is the intended experience, and the game feels completely different once you make that switch. Shank 2 is a short game that knows it is a short game. The campaign does not outstay its welcome, the Survival mode has enough depth to pull a co-op session or two, and the whole thing carries the visual confidence of a studio that understood its own aesthetic completely. It is not a landmark in the genre - the story is disposable, platforming has been scaled back to almost nothing, and the per-level loadout lock can frustrate. But for what it attempts, Klei executed with real discipline. This is a studio credit that makes more sense now, in hindsight, as a stepping stone to Mark of the Ninja than as a standalone legacy piece - and that context makes it quietly worth revisiting. Kai, Scout Team

Shank 2
ActionAdventureIndie

Shank 2

Feb 7, 2012Klei Entertainment
GamerScout Says

Klei's comic-book brawler tightened its controls, added a satisfying counter system, and packed in local/online survival co-op - a short, punchy ride that rewards button-mashers and combo-chasers equally.

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About Shank 2

I came to Shank 2 already knowing Klei Entertainment could draw - their 2D sprite work has always punched above its weight - but what surprised me was how much they had genuinely listened between games. The first Shank felt slippery and punishing in ways that felt unintentional. Here, everything has been rebuilt around responsiveness. Rolls replace the old stand-in-place block. The pounce targets intelligently. Counters let you rip a baseball bat out of an enemy's hands mid-swing and then put it through his teeth. That last detail alone communicates the game's entire personality: gleefully, cartoonishly brutal, with more craft underneath than the gore-shower surface suggests. The structure is straightforward. Before each level, you choose a loadout - one ranged weapon, one heavy melee weapon (chainsaw, hammer, cleaver), and a munitions type drawn from grenades, Molotov cocktails, or proximity mines. You cannot swap primary weapons mid-level, which is a real departure from the original and a point of friction some players will push back on. In practice it forces you to think before a stage rather than mid-chaos, and it makes the environmental weapon pickups from fallen enemies - harpoons, fish, crates - feel genuinely useful rather than incidental. Combat strings together fast, with aerial launchers, throws, and pounce attacks all cancellable into each other. The second playable character, Corina, offers a noticeably different rhythm: faster and more acrobatic where Shank is heavy and brutish, and her kit carries into the two-player Survival mode as well. Survival mode replaces the co-op story campaign from the first game, and whether that trade feels fair depends on what you wanted. You and a friend - locally or online - defend supply stations through up to thirty waves of increasingly aggressive enemies, spending earned money on power-ups between rounds. It is arcade-simple but has a genuine tension once the enemy variety escalates: small fast enemies mixing with heavily armored bruisers and ranged attackers creates real prioritization decisions. Critics at the time were divided on whether this mode made up for the loss of a co-op narrative arc. My read is that it is a better fit for the game Shank 2 actually is - a snappy, pick-up-and-play experience rather than a brawler with story ambitions. The campaign itself runs a few hours and takes Shank through shanty towns, jungle outposts, swamps, and industrial yards chasing a dictator named General Magnus who has seized control after the events of the first game. The story is thin connective tissue. There is a kidnapping, a rebellion led by Shank's old mentor Elena, and a rotating cast of boss characters who exist mainly to introduce new environmental hazards. Anyone wanting narrative weight will leave disappointed - but the pacing of the combat scenarios is confident enough that the thin plot rarely becomes an active problem. One honest warning for PC players: the keyboard and mouse configuration is nearly unusable. Controller is not optional here, it is the intended experience, and the game feels completely different once you make that switch. Shank 2 is a short game that knows it is a short game. The campaign does not outstay its welcome, the Survival mode has enough depth to pull a co-op session or two, and the whole thing carries the visual confidence of a studio that understood its own aesthetic completely. It is not a landmark in the genre - the story is disposable, platforming has been scaled back to almost nothing, and the per-level loadout lock can frustrate. But for what it attempts, Klei executed with real discipline. This is a studio credit that makes more sense now, in hindsight, as a stepping stone to Mark of the Ninja than as a standalone legacy piece - and that context makes it quietly worth revisiting. Kai, Scout Team

Tags

singleplayermultiplayercoopachievementscontroller-supporttrading-cardscloud-savestier:aaa2D BrawlerCounter SystemLoadout SelectionSurvival WavesLocal Co-opComic Book ArtBeat-em-upController Required

Steam Deck & Linux

Steam Deck VerifiedProtonDB Gold

Valve rates this game Steam Deck Verified. Runs great on Linux after minor tweaks. Based on 19 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP SP3, Windows Vista SP2, Windows 7 SP1
Sound
100% DirectX9.0c compatible sound card and drivers
Memory
1.5 GB or greater
DirectX®
DirectX June 2010
Processor
Intel Pentium 4 (or equivalent) running at 2.4GHz or greater; AMD Athlon 64 (or equivalent) running at 2.4GHz or greater
Video Card
NVIDIA Geforce 6800 Ultra (256MB) or ATI Radeon X1950 PRO (256MB) or greater
Hard Disk Space
1.5 GB

Community Discussion

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Reviews & Ratings

Metacritic
72

Game Info

Developer
Klei Entertainment
Publisher
Klei Entertainment
Release Date
Feb 7, 2012

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What platforms is Shank 2 available on?

Shank 2 is available on PC, Mac.

When was Shank 2 released?

Shank 2 was released on 7 February 2012.

Who developed Shank 2?

Shank 2 was developed by Klei Entertainment.

Is Shank 2 worth buying?

Shank 2 holds a Metacritic score of 72/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.