Sleeping Dogs Preview: A True Open World Contender?

Wouldn't let it lie.

"Even our most optimistic internal projections show that continued investment was not going to lead to a title at, or near, the top of the competitive open world genre.

"In an industry where only the best games in each category are flourishing, to be blunt, it just wasn't going to be good enough."

Ouch. Activision CEO Eric Hirschberg didn't pull any punches when explaining the reason the publisher pulled the plug on True Crime: Hong Kong last February.

Games get canned all the time, of course, often before their existence is even shared with the world. To come so far and to be dismissed so brutally, then, must have come as a particular savage blow to United Front Games after its years of toil on a dream project.

Games are cancelled, studios close, jobs are lost. We read the headlines all too frequently and our hearts sink even as our heads, reluctantly, understand. While Activision is all-too-easily cast as the villain of this little piece, few expected a hero to emerge and save the day.

And yet that's exactly what Square-Enix did, reviving the project's still-warm corpse a few months later, breathing new life into an ailing, demoralised team that could, to its amazement, have a second crack at realising its vision.

"It's hard for me to say why they dropped it, but I can tell you why we signed it," says Lee Singleton, who heads up Square's London studio, which is overseeing development of the game now called Sleeping Dogs (as Square didn't pick up the rights to the name).

"We've got a lot of experience of making open world games, so we know the development pattern for games like that is a little bit different to the traditional model in that you go quite a long time before you see the true value of everything. It all comes together very late in the process.

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Melee combat takes its cue from Rocksteady's Batman games, all linked combos and counters.

"When we looked at the game, it was just starting to come together. Perhaps they couldn't see when it had come together, I don't know. What we saw we really liked, and we could see the potential."

You'd forgive the developer for a concentrated dose of bitterness towards its former publisher, but it really does seem a genuine case of "no hard feelings" and "that's business".

"You put so much hard work, effort and time into something and to see it all stop, it's very difficult to deal with," admits Stephen Van Der Mescht, exec producer at United Front Games.

"Strategically, they wanted something they believed could be right at the top of the open world genre and we knew we needed to take a little bit more time to get there."

Singleton is more blunt about the state of the game when he picked it up: "If we were to squint, we could kind of see what was coming and it was about working together to polish and iterate - and giving the guys the time they need to do that."

If a major publisher's act of faith hasn't warmed your cockles enough, consider this: "Even people we had to let go at the time the project was cancelled, probably 90 per cent we asked to come back and they came back," reveals Van Der Mescht.

"They were willing to leave other jobs to come back and finish this project. That's how much it meant to them." Truly, a United Front.

Sleeping Dogs' greatest asset is its setting. Hong Kong is a place where east meets west with a bump, since Britain handed the region over to China in 1997. The city soars upwards, many of its residents crammed into the world's tallest residential buildings, while its grandest architectural monuments pulsate in neon after dark along the mesmerising harbour.

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The real star of Sleeping Dogs is Hong Kong itself.

Sleeping Dogs is a crime story inspired by the cinema of the region. It's a classic undercover cop story, in which detective Wei Shen infiltrates the Triads, with the unfolding drama focused on what is the true cost of maintaining this cover.

As a game, it is unmistakably and heavily indebted to Grand Theft Auto in structure: an open-world adventure with a main narrative thread, multiple side missions and sideshows, vehicles to hijack, pedestrians to bother, criminals to bludgeon.

The influence is profound, from rising in your own apartment, and switching clothes in a wardrobe, to retrieving a favourite vehicle from the garage down below and setting off into the city.

Excitingly fresh setting aside, United Front and Square highlight the mechanics as a key differentiator, in particular its Batman Arkham Asylum-esque melee combat. In gang fights, blows can be strung together into smooth combos, with symbols appearing above the heads of enemies about to strike, who (in a nod to Batman) can then be countered to maintain the assault.

By far the most enjoyable aspect of combat is environment kills. Grab an enemy during a squabble and look for something glowing red. Drag them over to that and you can carry out one of many uniquely gruesome, fabulously satisfying takedowns.

Those I experience myself include: forcing a baddie's head onto a hotplate, which then catches fire; slamming a security shutter down into someone's face; forcing a head into an industrial fan; shoving another into a phone booth, then smashing the receiver repeatedly into their skull; shutting fridge doors onto faces; stuffing heads down toilets. You get the idea.

As gloriously gratuitous as these are, they could get old very quickly on endless repeat - but United Front insists there are "dozens and dozens" to exploit throughout the game.

The studio wants it key missions to play out like mini-action movies in themselves, seamlessly blending various gameplay types. An example involves tracking down a small time criminal called Johnny Ratface.

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The developer was formed from the ashes of a former Need For Speed developer, so you'd expect the driving bits to be decent.

First using a mobile to contact him using a false identity, the device simultaneously triangulates his position by scanning and tracing the signal.

A journey to the docks ensues, with an outdoor fistfight (environmental kills include chucking someone into the sea and crunching another's head in a car bonnet), segueing into a cover-and-shoot gun battle inside a warehouse.

Shen has a neat manouevre activated by running at an obstacle to slide over it. The action switches to bullet time, with heads exploding theatrically left and right with the help of a good aim. And if triggers aren't your thing, there's always the trusty old machete. Squelch.

From here, Shen jumps on a bike in pursuit of Ratface's escaping car, blasting enemy-filled vehicles from his path, which burst into flames and pirouette absurdly through the air. Get close enough and it's time for an Action Hijack, where Shen leaps inside the target car to seize control as the missions builds to its gory conclusion.

Beyond the main narrative, United Front promises a wealth of additional content. Triad Wars side-missions, Hangouts to conquer, smart car racing, cockfighting and even karaoke. What it lacks in originality, therefore, the developer hopes to make up for through generosity.

Getting hands-on with the game in Hong Kong, the assembled press are warned that it's an alpha build, and that there will be glitches. And indeed there are. There's a notable lack of smoothness to the busier action sequences, where the framerate frequently plunges, while pop-in is very apparent at speed in a vehicle.

Police have curiously been switched off for the demo, so I spend many a happy minute attacking pedestrians at random with little comeback. NPCs are nicely animated, with an almost surreal quality to passers-by that makes them stand out against the urban sprawl.

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Mesmerising in its variety, the city's 'essence' has been recreated, rather than a street-by-street copy.

During proper fights, the AI is set to "dumb" and clearly needs turning up a few notches to add an element of peril and purpose to the proceedings.

Balance, balance, balance. Widening a road here, reducing the pedestrian density there - these are the things open world developers lose sleep over, the smallest changes with the biggest impact, good and bad.

More on Sleeping Dogs

We're also told during one of the playable missions not to explore the open-world at all and stick closely to the mission structure.

All of which suggests there's still a lot of work to be done to smooth out the rough edges. But, as Square would probably point out, of all the genres in gaming, open-world is always the last to come together.

Having salvaged the project from the scrapheap, Square is hardly going to kick the game out of the door unfinished. But with a release pencilled in for the second half of 2012, there's clearly plenty to keep the studio busy.

And that's without the added distraction of a certain Grand Theft Auto 5, which may well end up launching before Christmas, eclipsing everything else in sight.

"Obviously we don't want to ship against those guys," says Singleton. "We'd like distance between the two, but I think there's room in the market for both of them. There's not tonnes and tonnes of open world games."

Sleeping Dogs has become an uplifting story of triumph over adversity and the gift of a second chance. The pressure is now on United Front Games to show us it has a happy ending, too.

Comments (38) Latest comment 3 months ago

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  • funkateer #1 3 months ago

    This game has been on my radar a long time. Hong Kong is such an amazing city and the perfect location for an open world game.
  • arcam #2 3 months ago

    I used to live in Hong Kong and have been back many times - it's my favourite city in the world.

    I agree it's a big asset for the game, certainly for me. But a backdrop is not enough, I really hope this captures some of the vibe of the place, and that gameplay is good enough. Fingers crossed for this one.
  • JoeGBallad #3 3 months ago

    I wonderful it will capture the otherworldly (for us westerners anyway) feel of Hong Kong as well as Shenmue 2.

    The gambling dens at the docks, the shaolin school next to the fish market, chases through labyrinthine buildings in Kowloon, all interconnected. If Sleeping Dogs makes the most of its setting, we're in for a memorable treat. I really hope they manage it.
  • WillyWongler #4 3 months ago

    Sneaky one at the end of the article :p
  • Po1ymorph #5 3 months ago

    I like the setting. Exploring Hong Kong in a open world environment sounds cool. And taking inspiration from Batman for the fighting mechanics is no bad thing at all.

    But if this comes out anywhere around the same time as GTA V....
  • Cjail #6 3 months ago

    Melee combat takes its cue from Rocksteady's Batman games, all linked combos and counters.
    Glad to see that FreeFlow is starting to inspire other developers...how could not is so awesome ;)
  • Scimarad #7 3 months ago

    I really hope this comes together, I've always though it had the potential to be something special.
  • ZizouFC #8 3 months ago

    This looks pretty awesome.
  • BOBBYLUPO #9 3 months ago

    "It's hard for me to say why they dropped it."

    Probably because it wasn't Call of Duty.

    I'd agree that there's plenty of scope for more open world games - especially those set in unique locations. Playing Just Cause 2 at the moment and it feels like a breath of fresh air, despite not being particularly original.
  • anthonypappa #10 3 months ago

    not sure about the environment kills, sound a bit cheesy. but then again uncharted implements them well - only triggering when you are next to it, doesn't feel forced.
  • JoeGBallad #11 3 months ago

    @anthonypappa It sounds similar to the Heat moves in Yakuza. If Sleeping Dogs is anywhere near as good as Yakuza, they're onto a winner.
  • BBIAJ #12 3 months ago

    The live action trailer for this is pretty damn epic!
  • gooner77 #13 3 months ago

    Looks good. Crap name for the game though
  • asphaltcowboy #14 3 months ago

    Saw the live action trailer, which was very slickly produced... was interested in knowing more (and seeing more) about the game! And here we are!
  • apoc_reg #15 3 months ago

    Wow, sounds cool! Had never even heard of it before, now its on the radar.
  • Tricky_Rich #16 3 months ago

    @BBIAJ I watched it via the dashboard a few days ago...but it got quickly taken off! Not really surprising, considering the mutilations and violence. It was like watching a John Woo movie condensed to 3 minutes...loved it! It's on youtube if anyone's interested.
    Edited by Tricky_Rich at 17/02/12 @ 11:08
  • Phantom_Dynamite #17 3 months ago

    I hope this does really well.
  • Whitster #18 3 months ago

    This actually sounds pretty good, aside from the cockfighting, do we really need that?
  • Rimau #19 3 months ago

    This game is on my radar now that I know it's set in Hong Kong and will be open world. Thought it was going to a be another generic shooter at first. :D
  • Skyclad #20 3 months ago

    Where can I pre-order?

    This preview sounds really interesting although I have to say I buy almost each and every open world game anyway (I even liked True Crime NY) - but Hong Kong is a welcome change from seeing New York or your random American city for the umpteenth time.
  • Machetazo #21 3 months ago

    Drag them over to that and you can carry out one of many uniquely gruesome, fabulously satisfying takedowns.

    Those I experience myself include...You get the idea.

    As gloriously gratuitous as these are, they could get old very quickly on endless repeat - but United Front insists there are "dozens and dozens" to exploit throughout the game.
    I read this section, and my knowledge of the movies that inspire Sleeping Dogs action is foundation at best, enough that I may completely miss the point, but I would hope to see a situation where the fights happen, and the "takedown" moments serve as satisfying pay-offs that happen organically in the environment. Rather than a basis that encourages emphasis on the takedown elements.

    If I think of a Jackie Chan movie, as he's all about using the environment, but the way its presented is to appear as if he utilises things on the fly, as he encounters them. I'd like to see more that kind of style, than any sort of Bulletstorm/exploding barrels focus.
  • darleysam #22 3 months ago

    So when this sells well, Activision will be onto Square Enix for money like they were with EA over Brutal Legend?
  • UkHardcore23 #23 3 months ago

    Finally a good square enix game this gen?
  • Machetazo #24 3 months ago

    http://www.youtube.com/watch?v=RA0SkefVYek&feature=g-logo&cs a video preview, featuring gameplay.
    Edited by Machetazo at 17/02/12 @ 12:41
  • Stratix #25 3 months ago

    I think loosing the True Crime tag and having an original name is likely to do more good than bad. I did enjoy those games back in the day, but they were always somewhat flawed.

    Better to have a new beginning.
  • FatalHybrid #26 3 months ago

    @anthonypappa They are left in as a throw back to the games roots on PS2 when gaming was altogether less serious. It's probably the only thing left from the original PS2 True Crime games though, as the rest seems like a really mature and polished modern title that does take itself very seriously.
  • FatalHybrid #27 3 months ago

    @UkHardcore23 Final Fantasy XIII-2 is good, cheesy but good.. Deus Ex: Human Revolution is very good.. Just Cause 2 was a rather unlikely hit.. Those are just the ones I can remember without doing research.. There is also the upcoming new Tomb Raider and Hitman: Absolution which also look very very good.. Square Enix are a good publisher.
  • digitalash #28 3 months ago

    smart car racing...

    Is that...
    car racing (against clever ai opponents)?
    car racing (that looks the part)?
    racing in Smart Cars?

    Or none of the above?
  • WillyWongler #29 3 months ago

    @Tricky_Rich It does seem they are pushing boundaries a bit on the dashboard doesn't it. The latest edition of The Nexus by those two hosts has some footage of gory games that took me by surprise.

    Maybe they're taking more risks because those videos aren't as prominent on the dashboard now. One good thing to come out of the non-obvious placement of things?
  • Uncompetative #30 3 months ago

    This could be better than GTA V - well, at least the melee combat.
  • SwashbucklingStuff #31 3 months ago

    SELS were heavily involved in scoping out the crispness of Arkham Asylum's melee combat so don't be surprised if Sleeping Dogs is as equally as satisfying. Good luck to United Front, hope the final game is as good as the sum of its parts.
  • walidb123 #32 3 months ago

    yes! that sums up what i think.
  • hiddenranbir #33 3 months ago

    Boring undercover. So you still act like a criminal, typical GTA.
  • hideous1978 #34 3 months ago

    More Reeves and Mortimer based sub-headings please!
  • kentmonkey #35 3 months ago

    The developer was formed from the ashes of a former Need For Speed developer, so you'd expect the driving bits to be decent.
    I'm sorry, I'm confused...was this irony?
  • Paul_cz #36 3 months ago

    Hong Kong was the best part of Deus Ex, second best game of all time.

    So any game that features Hong Kong is great in my book.
  • ExplodingClown #37 3 months ago

    Hmm, this has serious potential - the environment kills remind me of Condemned 2, but that isn't necessarily bad. Stranglehold didn't really do it for me, still waiting for a decent Heroic Bloodshed game.

    Won't be buying GTA 5. Unless it's set in 1973.
  • HeNiCiDe1988 #38 3 months ago

    I didnt realize, Square Enix are a bit of plonkers but I appreciate what they have done, I hope the game doesnt suck and it comes out well and it does certainly sound quality. Like that the freeflow combat of batman is making its mark I always invisoned combat in games being like that. That will be fun to play with.