Crackdown 2

Sequels equals kills, Agent.

Perhaps the best way to define your more violent kind of game is by whether it gives you tools or props. Uncharted 2, dynamic and enthralling as it is, gives you props. Even its guns seem to have been designed specifically to get you through the next bottleneck of set-pieces, before the developer flings you in another direction. Crackdown, however, provides tools - items and ideas that are good for all manner of experimentation or chaos. Or perhaps that should be toys rather than tools - its developers, after all, insist on calling Crackdown 2 a toybox, rather than a sandbox.

So what should messing around in a toybox feel like? In the original game, it always goes the same way with me. First, rocket out of the Shai Gen underpass in the fully-levelled SUV, hit the ramp truck and narrowly miss that first glowing stunt marker, landing real soft-style, thankfully, in the passing lap of a nice old lady. Then screech to a halt in skyscraper plaza, with the nice old lady now harpooned to the back bumper, kill the engine and decide who to run over. Then it's into the Shai Gen elevator (with the car, obviously) and all the way to the top floor before a run-up, followed by that perfect squishy moon-rover boost jump, carrying me out the window and into the bright blue sky. Then it's back to transcribing some endless interview about Bulgarian middleware.

'Crackdown 2' Screenshot 1

Four-player co-op is promised throughout the main campaign, and Ruffian suggests you might all enjoy doing different missions at once instead of teaming up.

Realtime Worlds' original deranged masterpiece was a testament to idiotic free will, where every 15 minutes was an entire action movie's worth of stunts and explosive mishap - and by "action movie" I mean one of the proper, unintentionally hilarious eighties action movies where cameramen still got crushed under lorries and they used real bullets to save on costs. Crackdown was a marvel of mucking about that had very clear rules but almost no restrictions, and with a sequel on the way, it's going to be fascinating - nail biting - to see if Ruffian Games, a studio filled with key personnel from the original development team, can strike the same magical balance.

An afternoon in Ruffian's new, rather unfinished office suggests that, yes, they probably can. The first outing was always at its chaotic best played with a friend, of course, but bespoke multiplayer game-types are a considerable focus of Ruffian's sequel. The two the team reveal aren't that inventive - Deathmatch and Rocket Tag, a Halo 3 Ninja Ball variant which tasks you with keeping hold of an elusive orb while everyone else chases you with rocket launchers - but that lack of obvious gimmickry is the point: Ruffian's allowing the game to speak for itself, and the strategy works.

'Crackdown 2' Screenshot 2

Vehicle-mounted weapons will be available for this outing.

Multiplayer divides Crackdown's city into districts to create separate maps. They've got a nice bunch going so far, all of which remind you how subtly the original managed to turn its distinct neighbourhoods into the equivalents of actual game levels, each with its own twist, its own focus. Turnback Lane is a warren of skywalks and narrow balconies set around a rundown motel complex, while High Rise, as the name suggests, is an intensely vertical map with plenty of opportunity to get right up above some fairly nasty street-fighting. Docks is the original game's brilliant shipping container paradise exploded outwards with the addition of some truly gigantic cranes, while Refinery is the old Volk industrial plant, made even more complex, multi-levelled and treacherous than before.

As one match turns into two, then five, then a dozen, it becomes obvious that Ruffian has zeroed in on something rather special with multiplayer: while it would be pointless to try and take on the CODs and Halos at their own game, there's simply nothing else like 16-player Crackdown available at the moment. The matches move at a crazy pace akin, perhaps, to Quake III, but they also feature that frightening degree of mobility the Agency has given you - an arm-flailing leap that seems to last forever and terminate just where you want it to, and a targeting system that allows you to pop people's heads off from the other side of an island.

Glowing jump pads, although initially seeming rather artificial, actually slot really well into Crackdown's simple genome - regular air boosts for this most sky-minded of titles - and Ruffian chains them into elaborate tangles at times, ping-ponging you around an entire map in the space of 30 seconds, or simply chucking you mischievously high into the air, where you can pick out a range of different scurrying targets, or, more likely, become the ultimate target yourself.

16 players means there's always a chance to find somewhere to catch your breath for a few seconds or build up a nice lingering rivalry with a handful of other people, but such is the speed of movement and the relentless pace of respawns that it can feel like you're playing against hundreds, and there's a smart scoring system that sees you rewarded with different points depending on the quality of each kill. The concrete-splintering ground-strikes seem to be most worthwhile. Throw in power-ups like extra shields, invisibility, and regular chances to change your weapons, and multiplayer becomes hard to put aside.

Eventually, however, it's into one of the flimsy-walled meeting rooms and onto a closer look at the single-player game. "Let's get cracking," says Ruffian producer James Cope (regularly namechecks Robotron 2084/is generally awesome), firing up the game before instantly looking rather embarrassed.

'Crackdown 2' Screenshot 3

I have a horrible - unconfirmed - feeling that they may have changed the voice of Crackdown Announcer Man. 2/10.

Crackdown is unlikely to go down in history for its plot alone - there were some dodgy people knocking around, and you killed a lot of them while jumping very high in the air and bravely driving over pedestrians - but it's nice to know that it had enough ticking away under the hood to kick off this sequel. Towards the steeper end of the original game's missions came an opportunity to put one Dr Baltazar Czernenko off the Open University grant application list for good. Czernenko was Shai Gen's head of dubious genetic research - although I doubt that was the exact job title on his business card - and in the course of ridding Pacific City of this deadly menace, you probably let a lot of his snaggle-faced, zombie-like Freaks loose.

That, it transpires, was probably an error. Once the Agency regained control of Pacific City at the end of the first Crackdown, it then lost it again quickly to the hordes of delightful infected mutants rolling around in its streets and alleyways. 10 years passed, in which the three islands were comprehensively trashed, and the population either fled or joined The Cell, a terrorist network dressed in the same foxy knitwear patterns beloved of City 17's resistance. The Cell hate the Freaks, but hate the Agency a little bit more, and they're totally rocking this season's thick rustic threads and cable knits.

Crackdown 2 starts out with the re-emergence of the Agency as a force in Pacific City. With a crippled infrastructure and only one active officer back online, it's up to you to fight off The Cell and take down the Freaks, or just spend your time donuting your car mindlessly in the streets before backflipping into a laundrette.

'Crackdown 2' Screenshot 4

Hopefully, it will be easier to get a new Agency car after lobbing your first one into a river this time.

Promisingly, although Ruffian is eager to tell a deeper story this time around, this set-up is little more than a way of getting three factions into opposition, while also creating an environment in which the only people left on the streets are The Cell or the Freaks - i.e., people you can legitimately back over in an SUV, meaning you won't be impeding the progression of your driving skills. "People love running other people over," smiles Cope, before adding quickly: "in Crackdown. But too often we made that something that punished you at the same time. This time, we're making sure that doesn't happen."

Meanwhile the streets themselves will be familiar, but not entirely so. "It's not exactly the same city this time," Cope continues. "There's lots of new geometry in there: we wanted people to see familiar bits, but also wanted them to come back and see how it's all changed."

Mission accomplished: Pacific City was a wonderfully memorable playground, and for a lot of players it would be something of a shame to say goodbye entirely. Ruffian appears to have achieved a remarkable balancing act: retaining the very basic layout of the city and its three islands, keeping all the neighbourhoods and districts in roughly the same place, but then swooping in close to extensively redesign each of the individual areas. The docks, as deathmatch hinted at, are now gigantic and far more vertical, while the refinery is more elaborate, filled with new dead-ends, gantries and shortcuts to discover.

Given the backstory, dereliction is a bit of a theme throughout: that smart little observatory nestled in the armpit of the mountains where you once found that big golden globe you then ran about lamping people with, is now burning wreckage filled with dozens of hazards, while the three tall cooling towers stuck rather incongruously in the middle of town are partially shattered in Crackdown 2. Citizens move about the emptier streets in patched-together vehicles reinforced with corrugated iron, or barricade themselves in skyscrapers where the Freaks can't get them.

Trashing the place appears to have been done partly to create a different kind of playground, but also to allow for an eruption of content from below. Crackdown 2 will feature numerous large underground cavernous areas where the Freaks live in picturesque squalor. Cope loads one up and zips around a bit - entering into the subterranean chamber through a hole at the bottom of one of the cooling towers. Inside, it magically manages to feel both huge and claustrophobic, as if the whole thing is a complex raid area pulled from some kind of Fraggle Rock MMO. Such close-up skirmishes are a tantalising prospect in such a traditionally open game, particularly when the area's filled with lumbering mutants.

And even above ground, the Freaks are causing trouble: Freak Breaches are impromptu mini-missions which, when triggered, lead to monsters suddenly pouring up out of the earth in a set location until a timer runs down. They provide a snappy little rush of intense action in a gameworld that generally has a nice background level of chaos, but not much in the way of sudden spikes.

'Crackdown 2' Screenshot 5

I'm totally hot for this Fraggle Rock MMO, by the way. I'm rolling a Wembley right now.

Wading into a breach, Cope displays a handful of new combat options - picking up a large cotton bud-shaped chunk of metal and concrete, which originally formed a natural piece of cover, before meleeing freaks into wet chunks of splatter, or switching to the new UV-blast gun, which looks like a radioactive short-burst hairdryer, capable of blowing any surrounding enemies - and light vehicles - back a good distance to kill, injure, and generally create breathing space. "It's not a few people in a fight any more," as Cope points out. "This time around, you're always fighting hordes."

And the horde is rarely as stupid as it looks. Freaks come in a variety of different flavours, from the common scroungers at the bottom of the food chain, to slinger scroungers, with fairly unpleasant acid-lobbing ranged attacks, all the way up to creepers, the real Agency adversaries who can take the battle to the rooftops if you try to escape, and will have the brains to put up a real fight. "Creepers solve another of our problems with the original game," admits Cope. "We had this great open world, but whenever you got up high, you were safe. No one could really touch you up there. That's not the case anymore."

There's a handful of other things to be seen - night and day will pass very differently in the new Pacific City, with both the Freaks and the Cell thronging the streets in force after dark, while elsewhere Ruffian's hard at work on a more varied mission structure, mixing up the familiar baddies who need a truck parked on them with tasks that tell a little bit of story (the one I'm shown involves an assault on the Volk refinery to reconnect the Agency to the power grid).

'Crackdown 2' Screenshot 6

We're still lobbying for a 'kicked Kristan off the Agency Tower' Achievement.

There's also - whisper it - going to be a new strain of orb potentially joining the party, although at the moment there's only the Pavlovian green glow of the agility variety scattered, temptingly, on every rooftop and ledge (Ruffian reveals, rather shockingly, that the originals were put there simply because most testers ignored the game's verticality without them). But there's no word yet on new vehicles or new powers or tweaks to the levelling system, and the Agency Tower - one of the most beloved gaming landmarks of this hardware generation - is still being redesigned, even though the team does hint that it's not necessarily the tallest building in town anymore.

It was easy to feel a little worried about Crackdown 2 originally, what with the long delays, the prolonged radio silence, and Realtime World's understandable irritation at seeing its cherished IP head off down the road. But the more that's revealed, the more it starts to seem that the game Ruffian's working hard to finish really feels like classic Crackdown. It's still an explosive stunt course, and it's still a vertical perpetual-hilarity machine, but most importantly it's still a toybox rather than a sandbox.

Crackdown 2 is due out for Xbox 360 in 2010.

Comments (55) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • onyxbox #1 2 years ago

    hope it's as good as the first... loads of fun.
  • DUFFMAN5 #2 2 years ago

    As long as I can enjoy as a sp experience I will be over the moon. The first game was excellent, I loved the way the vehicles morphed and improved upon upgrades. I also liked the graphical style muchly.
    Edited by 1 at 23/11/09 @ 09:40
  • muscleblade #3 2 years ago

    Please dont release it in Q1. Too much else out. I will buy this regardless.
  • the_dudefather #4 2 years ago

    Sounds fantastic, looking forward to seeing more and getting to play it

    I like how the mutants are tied to those in the first game, was wondering if that was the case :)
    Edited by 1 at 23/11/09 @ 09:41
  • Quint2020 #5 2 years ago

    I'm really excited for this, the first one was a great laugh, if a little repetitive towards the end, this does worry me though.

    The "Freaks" being very similar to the Player's Agent character is a bit worrying though, one of the best things about the original game was how amusingly overpowered you were, able to take on loads of enemies at once while bouncing like a hyperactive rabbit from rooftop to rooftop.
  • MiniAmin #6 2 years ago

    The guy in the little screenshot under "latest videos" looks like George Michael and Nico Bellic's love child.

    Crackdown 2 = Day 1 purchase.

    I remember buying this only for the beta. I didn't even care about the game at all...Then I played it. Such a fun game. Reminded me of what the essence of gaming should be about - pure fun. Crackdown reminded us that although one might love a great plot, character development etc. Those things aren't always needed to create a fantastic gaming experience.
    Edited by 1 at 23/11/09 @ 12:32
  • caligari #7 2 years ago

    Really? Crackdown was great?

    Twice I've tried to play through that game, and it just feels like a pretty soulless GTA clone to me.

    I'm kind of hoping that the sequel is very similar, as I really don't need an excuse to buy any other games at the moment.
  • Eraserhead #8 2 years ago

    Slightly off-topic... but did the original Crackdown ever appear on the Xbox Originals games on demand thingy? I was sure it was supposed to, but it wasn't there when I looked the other day.

    I'd get it second-hand, but it doesn't support HDD install and I'm not sure I can bear the continual whirring of the DVD drive these days, having been spoilt by the installs...
  • Shinetop #9 2 years ago

    Twice I've tried to play through that game, and it just feels like a pretty soulless GTA clone to me.

    Yet still you tried it twice?
    Edited by 3 at 23/11/09 @ 09:35
  • grandmaster Verified Director, Digital Foundry #10 2 years ago

    Crackdown was recently patched to allow for HDD install.
  • Eraserhead #11 2 years ago

    Crackdown was recently patched to allow for HDD install.[/i]

    It was? You've just made my day! Ta.
    Edited by 1 at 23/11/09 @ 09:42
  • GamerG #12 2 years ago

    Crackdown 1 is the most fun game this gen, cant wait for the sequal
  • caligari #13 2 years ago

    @ Shinetop - yes, I've ended up trying quite a few games at least a couple of times before it really 'sticks' - Bioshock and Fallout 3 both took a couple of attempts before the wow factor really kicked in for me.

    I picked up the original Crackdown when I first purchased my 360 - I thought I hadn't given it a fair enough chance before swapping it on here, as most of my time ended up being swallowed by the Orange Box.

    I bought a couple of copies of Crackdown again a few months ago, as I wanted to play co-op with a friend - but I still found the game to be rather 'meh'.

    It was missing the personality that made the GTA games so great.
  • miiiguel #14 2 years ago

    This game has litle to do with GTA, imo.
    Well it's in a city..., but it kinda ends there.

    And it's aweseome. Unapologetically frantic, and omg!, the soundtrack!
    Edited by 2 at 23/11/09 @ 09:54
  • mode7 #15 2 years ago

    I overlooked the first game. Everybody i knew bought it for the HALO 3 beta, which shouldn't have been the case.

    One of the best games i've played, period! I've got high hope for crackdown 2.
    Edited by 1 at 23/11/09 @ 09:55
  • TOOTR #16 2 years ago

    So looking forward to this - what an awesome game Crackdown is. I hope they expand upon the *orb collecting really adding to the leveling up with more skill tree's etc. Notes that Borderlands has spoiled me in this regards....

    *although even if they don't I'll no doubt still have a pavlovian response to get them all - I can still hear that orb sound as if it was yesterday
  • Jimaroid #17 2 years ago

    "I have a horrible - unconfirmed - feeling that they may have changed the voice of Crackdown Announcer Man. 2/10."

    It's the same guy making a return, the legend that is Michael McConnohie.
  • Fleeby #18 2 years ago

    Am wary of the new angle – we're talking more zombies and another city/game where the place has been trashed. Am tired of both. Precisely what I loved about the first was the bright, bold and beautiful look of the city, and that you were this superhero that towered over the city both physically and in reputation, taking on normal enemy gangs. Not dull mutoids. Genuinely hope though that Ruffian make it work.
  • Nephirion #19 2 years ago

  • mcmonkeyplc #20 2 years ago

    Release this whenever you want. I'll jump all over it like a sex straved man on a whore.

  • Moonprince #21 2 years ago

    "Twice I've tried to play through that game, and it just feels like a pretty soulless GTA clone to me.

    Yet still you tried it twice? "

    Reading failure fails...
  • matrim83 #22 2 years ago

    I really, really, REALLY want this to be good. Crackdown is one of my favorate games of the past few years.

    But all the zombie/mutant thing is worrying me a bit. I didnt much care of the constant harassment you would face almost non stop in Prototype as soon as you went down to ground level and I dont want Crackdown to turn into that.

    Also this -

    "We had this great open world, but whenever you got up high, you were safe. No one could really touch you up there. That's not the case anymore."

    worries me a lot. I liked having a safe place. I dont want to be constantly chased by bad guys.
  • miiiguel #23 2 years ago

    I know, changes are always scary, but let's have some faith on the guys!
  • smernicki #24 2 years ago

    looking forward to this a lot
  • Mordum #25 2 years ago

    @Nephirion - 'APB > Crackdown'

    After spending some time with the current beta testing I'd have to say it's not even close... as it stands at the moment, APB really isn't very good.
  • TheJuriel #26 2 years ago

    No pedestrians? Boo.
  • metalangel #27 2 years ago

    The "look" of the original game was great, and while I like the idea of the city being devastated with the population scraping an existence, I also know I will miss the clean, sharp cartoon look of the original. Constant fighting is also a shame, and I can't wait to step from the street up onto a curb and be told what an impressive ascent that was.
  • thedaveeyres #28 2 years ago

    I fear that this will fail to live up to it's predecessor.
  • cianchristopher #29 2 years ago

    So is this set in the favelas of Modern Warfare 2? Looks like it from those screenshots!

    First one was great! I still have it! Didn't know it had been patched for a HDD install! That's music to my (very sexy) ears!
  • Retroid #30 2 years ago

    The first was a real surprise for me, downloaded the demo (more because "it was there" than anything else) and had a great deal of fun with it. Next, a kind EGer loaned me the full game and I had tremendous fun with that, too! \o/

    Gunning around with a friend over Live is still guaranteed laughs-a-plenty, especially once we've finished off a mission or so and we start rocketing eachother. Not that I ever start that. No sir.
  • udat #31 2 years ago

    I will miss the epic traffic jams and chains of explosions you could cause by launching rockets into a busy crossroads if there are no pedestrians/regular citizens.

    Still... agility orbs - gotta find them all!
  • stodgypudding #32 2 years ago

    I want pedestrians to throw of bridges in their compacts please :)
  • Sonic_D #33 2 years ago

    I'm still worried, I liked the fact the city was kind of normal in the first one. The whole infected thing seems like a weird angle to take. I remain hopeful, I want this to be great.
  • The-Bodybuilder #34 2 years ago

    The change is scary, but I will have faith.
    However, I am not happy about the lack of pedestrians. That's just wrong.
  • MiniAmin #35 2 years ago

    @ Farticus

    Great point about the pedestrians.

    At first I was worried about the prevalence of The Freaks (sounds like a band name). But now i'm not. I think it's a wonderful idea to have the odd superfreak that'll chase you on rooftops. It'll be like the agility runs - only, more violent. Bring it on!
  • Kikizosan #36 2 years ago

    I hope they make it possible for everyone to find all those ***** orbs without need of a guide. The increasing range of their sound effect was a good way of doing it, but for me needed to get much bigger. I've still got 1 ******* agility orb to find and refuse to use a guide to search hundreds of possible locations for it (found the rest on my own). When there's one orb left, you should hear that sound effect (very faintly) from a long way away.
  • Petulant_Radish #37 2 years ago

    I remember reading that there will still be pedestrians during the day, but the freaks take over at night, creating two different styles of city to wreak havoc in. I hope this is the case, as I like throwing people of bridges and buildings, in their vehicles or not, guilty or innocent. They all die in the end

    I hope this is still the case.
  • Britesparc Verified Creative, ITV #38 2 years ago

    What I loved about CD1 was the way that after killing a boss his area was then controlled by the Agency, and became a safe haven and weapon drop.

    However, it then got a bit boring, so once I completed the game, I had to turn all the gangs back on.

    So, in CD2 I'd love it if you could likewise clear areas of baddies, but then once the game was over, you could turn on and off (at will) localised instances - say, random gang encounters but not big bosses. Just to spice the game world up a bit.

    Anyway, I'm rambling. LOVED the first game and this is A Day One Purchase.
  • JayKwon #39 2 years ago

    Gotta love it:'). Fun factor to the power 100. Especially in co-op.
  • qwerty123 #40 2 years ago

    @kikizosan
    Using a guide for this purpose would be so so wrong, stay strong.
    Pulling your hair out trying to find the last orb just makes it all the more satisfying when you do.
    It's been over 2 and a half years since I collected that last orb \ reminisces

    Also I hope they don't make them easier to find, that would defeat the point of the achievement - I assume they'll have another achievement for this.
  • ObiChrisKenobi #41 2 years ago

    Hope this works out for the guys up in Scotland, I've got a mate I used to work with currently up there doing Multiplayer scripting - HOPE ITS GOOD, Greame!
  • miiiguel #42 2 years ago

    I think I've shared this tip before, but I'll say it again.
    A good way of findng them last orbs is to do the races (the ones that comes in one of the DLC's) and just leave the car..., go Orb hunting. Now..., it's much easier because the streets are empty and you can hear them much better.
  • monkeywithnoeyes #43 2 years ago

    Loved the first game.. one of the top (and few) exclusives on the 360.

    The idea of being offered the same world that the first offered though doesnt fill me with excitement. Sure, it will be interesting to see how ruined and degraded its become through time.. but that will only amount to a passing fancy if theres not a healthy amount of new sections to explore. After all, crackdown was a game that promoted you to spend countless hours simply exploring the world for orbs.

    Also, the game needs a hell of a lot of polish yet. Theres certainly not a leap there that a sequel to a 3year old game needs. And lets be honest, it doesnt matter how great the gameplay is underneth..if the game doesnt applease the graphics whore thats in most of us then it simply wont sell like it may deserve.
  • Britesparc Verified Creative, ITV #44 2 years ago

    @miiguel
    I might just try that...
  • miiiguel #45 2 years ago

    if the game doesnt applease the graphics whore thats in most of us then it simply wont sell like it may deserve

    Left 4 Dead, said hi!
  • kongzi #46 2 years ago

    Don't know about the whole zombie/post apocalypse angle, too. Why not add some space marines and nazis into the mix then? Monsters coming from underground? So then the space marines could fall from the sky and the germans could have zeppelin dropships and illegal flamethrowers! Or did I just spoil Crackdown 3?
  • The-Bodybuilder #47 2 years ago

    @ farticusmaximus

    Its not always about targets, the pedestrians gave the reality (yes it is a very hyper-real world) that it was a living world. What good is a super-policeman with no one to protect? What good is a superhero, if there are no one to protect?

    One of the biggest ingredients to make a true apocalyptic world are survivors and civilians. Its like watch that crappy terminator salvation movie, the world just feels empty.
  • The-Bodybuilder #48 2 years ago

    @ kongzi
    Did you actually play the first one? You do realize y the end of it, you release a bunch of freaks into the city anyways? The freaks aren't a new concept to crackdown.
  • Jimaroid #49 2 years ago

    First screenshot in the article; pedestrians, tonnes of them.

    Enjoy. ;)
  • metalangel #50 2 years ago

    @the Bodybuilder: There weren't that many freaks. After you released them you would very occasionally encounter one loping along through Shai Gen territory, and that was it. They were easily killed too.
  • Cherub007 #51 2 years ago

    The trailer made me do a white wee.
  • RumpyStumpy #52 2 years ago

    EarlBassett is a prick
  • jetsetdemo #53 2 years ago

    I love Crackdown, i dont love GTA, they are very differant games, i hope this rock's!
  • Quixz #54 2 years ago

  • Geordiemp #55 2 years ago

    Just heard it has no system link or split screen, so you need 2 gold subs to play witha friend.

    M$ trying to get gold subs up. Lost sales (2 off) from me then
    Edited by 1 at 11/04/10 @ 13:31