Crackdown 2 Preview
Double agent.
Making the sequel to a blockbuster hit must be tough. On the one hand, you've got to keep the existing fanbase happy by offering more of what made it a hit in the first place. On the other you're expected to be all innovative and bold, and come up with fresh ideas which will attract new admirers without annoying the old ones. And on top of all that you've got to fix everything that was wrong with the original, make the visuals prettier, construct a new plot, create new characters, invent new weapons... No wonder George Lucas struggled.
So is Ruffian Games up to the challenge? The studio itself is something of a spin-off as it's mainly staffed by former Realtime Worlds employees. They all worked on the first Crackdown, which ought to give them an advantage when it comes to developing the sequel. Producer James Cope and lead designer Steve Iannetta, who conduct a demo presentation at the Tokyo Game Show, certainly seem to know what they're talking about - and what they're tasked with.
"There is an awful lot of new stuff in Crackdown 2," says Iannetta. "However, I believe we've kept to what the essence of it... The core of it is still Crackdown. We believe we've augmented the areas which need to be augmented, but retained the essence of what people really love."
"The verticality, the exploration of the city, the orb collecting - those are the kinds of things people love," Cope chimes in. "The situation we've always been in with Crackdown is you've got such a broad brush of things to play with and talk about. Now there's scope to play with all those things in different ways."

The visual style is similar to that of the previous game, but the day-night cycle adds a new twist.
The new stuff includes that brand new storyline. Once again Crackdown 2 is set in Pacific City, and you're still an Agent charged with cleaning up the streets. But 10 years have passed since the end of the last game, during which time a mysterious virus has ravaged the city. Your new targets are the Freaks, infected mutants who run riot when night falls. Humans are able to roam freely during the day, but life's still a bit of a struggle as they spend their time trading limited resources and trying to find a safe place to spend the night.
As Cope explains, the contrast between these periods is key to the dynamic Ruffian wants to establish in Crackdown 2. "This is really important stuff because we're setting up a big gameplay contrast between day and night. In the daytime there's going to be an element where things are controlled by the Cell and you're fighting against them. Then at night-time the Freaks come out, and you're going to have some pretty wild battles with them. That's the kind of light and dark contrast we're trying to create."

Recognisable locations from last time around will include the Shai-Gen Tower and the Observatory.
The Freaks aren't just there to add a bit of narrative colour - they're also there to balance the gameplay. They're faster and more aggressive than enemies in the previous game, they attack in greater numbers and they can jump just as high as you. "In the first Crackdown the Agent was always pretty much the most powerful thing in the world, and that kind of left you unthreatened," says Cope. "So we wanted to add a bit of threat and think a bit more carefully about how to use the vertical space. So the Freaks will meet and exceed the Agent's abilities in some cases. You'll have scenarios, for example, where you're chased across rooftops by a bunch of Freaks, which is great fun."
The other advantage the Freaks have is strength in numbers. Ruffian shows us a night-time scene where dozens and dozens of them are lumbering through the streets, complete with varied animations and move-sets. "As you can see there's a huge amount of them in there just now, and hopefully we'll have the ability to have thousands on screen at any one time," says Iannetta.
It's a good job, then, that your character has new combat moves at his disposal. "The hand-to-hand combat in Crackdown was pretty weak. It was very repetitive, basically the same moves over and over again," Cope observes. "We wanted to create a situation where you're fighting against many AI-controlled characters and without good a hand-to-hand combat system it just wasn't fun, so we've completely redesigned it all." Sure enough, the Agent's melee moves seem a lot more complex and powerful now. Punches are crunchier and he's able to pull off some impressive roundhouse kicks, causing Freaks to explode in a shower of yellow goo and gobbets of blood.
Ruffian has also taken a fresh look at the way objects can be used in combat. "You could always throw things at people in Crackdown but it was a hit and miss affair - more miss than hit," says Cope. "So we've introduced a new system, one that's very physical. Crackdown is a very physical game and we want to make sure it's over the top." To demonstrate this, the Agent grabs a concrete pillar which has a steel rod sticking out of one end. He starts wielding it like a giant mallet, smashing away at whatever happens to be in the vicinity.

Bit of a shame it's yet another game set in a virus-riddled mutant-run post-apocalyptic US city, but at least you can throw lorries.
Naturally there are new firearms too, such as the UV shotgun. It's an energy weapon which is ideal for attacking Freaks directly as it can send even huge gangs of them flying. However, there's also scope for using it on physical objects - so you could shoot a truck high up into the air, for example. "With all the YouTube videos of the first game, we've seen people do things we never thought were possible," says Iannetta. "Now we want to offer them a range of toys which really allows them to push the boundaries."
That'll include the mag grenade, which can be used to attach two objects together by creating a sort of electrified elastic band - one which explodes on demand. "That's the premise. How you then use that as a player, it's really up to you and your own creativity," says Cope. But to give us an idea, he sticks one mag grenade to a wall and another to a truck to create an improvised slingshot. He then picks up the truck, stretches the slingshot right back and lets go, sending the truck smash-bang into a big group of enemies before it explodes.
We're also shown an example of another new addition, gas cylinders ("Probably my favourite thing we've put in the game," Cope says). Shooting them any old how will cause an impressive explosion. But shoot the cap off and they become improvised projectile weapons - they whirl and fly around the environment like deflating balloons before detonating. Cope uses a mag grenade to stick a cylinder to the ground, then fires off the cap. The cylinder zooms round madly but remains tethered to the grenade, creating a spinning deathtrap.
Then, to demonstrate the larger scale potential of the gas cylinders, Cope hops up to the top of a huge industrial chimney and chucks a load of them in the bottom. He throws a few cars on top, lobs in a couple of grenades and retreats to a safe distance. There's a huge bang and a spectacular explosion, followed by a giant cloud of black smoke billowing into the sky. "We loved the fact people used to create loads of daft scenarios and big explosions with Crackdown," Cope says. "With the kind of tools and toys we're giving players now, it's just going to get even more crazy."
Crackdown 2 isn't just about mucking around with new toys (unless you want it to be - this is Crackdown, after all). There's a long list of new missions to complete, and this time around there's not such an emphasis on assassinations. We're shown one of the new missions set in an oil refinery. Four valves have been sabotaged by the Cell, which is preventing the Agency from accessing fuel and chemical supplies. Your mission is to infiltrate the refinery and clean it out of all the supplies you can find. This might turn out to be easier if you have a friend by your side, or perhaps even three - Crackdown 2's co-op mode supports up to four players rather than the previous game's two - but we're not able to see this in action today.
One thing which hasn't changed is the level of freedom you have when it comes to both completing missions and playing co-operatively. "There's nothing to stop you going off and doing your own thing," says Iannetta. "You can go wherever you want to, you can join in, you can split up the tasks... It's absolutely freeform, open gameplay."

Ruffian has confirmed there are plans for a playable demo - no word on when it'll appear, though.
"The other thing is, we want to make sure the missions have consequences," adds Cope. "With regard to telling the story of Crackdown 2, the missions play a vital part in that. They come together to reveal more about the Agency - we're really learning a lot more about them this time."
As the demo comes to an end, let's see how Ruffian's doing with that checklist. They're clearly aware of the issues with the original Crackdown and are working to fix them. The sequel already looks prettier - lacking polish at this stage perhaps, but according to Cope, "The game's only about 60 per cent done, so we're still heavily in development." There's a new plot, new characters and new weapons. There's still exploration, orb collecting, giant jumps and big bangs. There's a co-op mode for twice as many people as there was before. And there's still 40 per cent to come. Let's just hope that doesn't include any sort of equivalent to Jar Jar Binks.
Crackdown 2 is due out for Xbox 360 in 2010.
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Comments (63) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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In fact, I'm starting to think that the old sandbox genre may becoming a bit stale for me, due to the fact that I find them a bit of a chore to complete....
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Fun game. Disappointed that it's still the same area, I was hoping for a larger one. Heck, I was hoping for the old Agent tower to be the central enemy of Crackdown 2. And them having you fight enemy Agents from that tower. Still, excited.
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Suddenly I'm not so enthusiastic about this game. Why the heck do developers always feel the need to break shit!
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Being ludicrously overpowered on the first game is what made it fun. My hopes for this have plummeted.
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I imagine it will be like the Saint's Row city where there are familiar areas but most areas have been rebuilt or extended. Personalyl I can't wait for this, I loved the first Crackdown.
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can't wait! loved crackdown, excited about this
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They've said that the game can read your save file from the first game, for some reason. I wouldn't be surprised to see your original character show up to explain why the Agency is evil, etc.
But I do agree with some of the other posts here. The first game was fun because there was virtually no story, you were just an unstoppable force, jumping around the city, trying to lay down justice by any means possible. Why they've strayed away from that in an attempt to introduce a story and something to "threaten" you, is a bit puzzling. If they're not careful, they're going to completely lose the appeal from the first game.
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Absolutely. I felt the first one was an orb hunting game with some crime boss sidequests. I saw quite a lot of forum numpties saying things like "This game sucked. I beat it in 6 hours." or whatever. Had they found all the orbs? No, they hadn't done that at all. It amazes me how many people will play a game until they see some credits roll and then stop, rather than play a game for as long as it's fun.
Anyhoo, still pretty excited. Don't even mind the post apocalyptica. It's a blank canvas onto which you can project just about anything.
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i think
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Great review! Agree totally.
Eurogamers review was very good too.
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Let me repeat..
DAY M'F'ING ONE
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And to think I only bought Crackdown because of the BETA...
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Scratch that, gamersyde has it now too.
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Like I said in my last post, I actually think one of the biggest selling points of the original is that it didn't try to cram any kind of message or half assed story down your throat, ala inFamous/Prototype/Mercenaries, etc. It kept things simple and just created a fun, sandbox environment to play around in.
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Basically all the fundamentals where firmly in place for a great sandbox-style game but the variety and story were missing. Hopefully the sequel will be much better.
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I don't understand this, how can it be "a quick cash in" since Crackdown came out almost 3 (three) years ago ?
It was also lacking in atmosphere as the city never felt like a real, living,
Imo, it didn't lack atmosphere, it just has a diferent one from GTA, it's more of a comic book aesthetics rather than an atempt on photo-realism.
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Crackdown 1 came out years ago. Crackdown 2 isn't out for at least 6 months. What does Uncharted 2 have anything to with anything?
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The sequel does look like it's gonna correct some niggling faults with the original. I agree with those who've said the best thing about the original was the freeform nature of the missions, so hopefully they've kept that. I am a bit nervous about the freaks coming out at night, but hopefully you can thin them out as the game progresses.
In short: I am excited. This is the big game for me next year.
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I loved the orb collecting. Only game I got 1250/1250
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The melee combat looks really poor atm so hopefully they can improve it but ultimately one of the best things about Crackdown 1 was the weapons and how they handled.
They will really need to step it up, if all they offer over the first is Zombies..
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I'm a little wary about the use of the same location and the freaks, but I kinda trust the same developers to do it right. Even if the location is the same, hopefully a lot of the buildings will be new or at least have different ways to climb. And maybe you can blow buildings up. Pretty much an essential purchase whatever
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I don't want a horde or random aliens, nazis, zombies etc i want intelligent battles or better yet to be a god where the game is the playground.
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The freaks were in the first game, the way some of you talk, you would think they were never there. More powerful enemies are needed. Face it, of all the amazing things you remember about the game; from orb hoping to big explosions, the fights certainly weren't one of them now where they? Now we have the potential of freaks chasing you vertically, chasing them from rooftop to rooftop, and a better battle. Who knows, maybe they might learn to use weapons too. All that plus 3 more players.
IMO, the only potential disappointment is the fact that its the same city. Hopefully they've changed enough of it (it has been 10 years) to make it feel fresh.
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Cant wait for the sequel, I just hope they dont cock it up.
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Given the way the game piles enemies at you, it'd quickly end up being massively unfair. But the previous cannon-fodder could only really hose you with gunfire, blast at you with explosives or half-heartedly heave minor props your way. Putting inhuman monsters in is an effective way of transferring different subsets of agent skills to enemies without bringing all the agent baggage of recharging health, rocket firing and all that.
Plus it could well make for some interestingly outlandish variety in the boss fights.
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That actually sounds a little disappointing, I liked being the most powerful thing in the game world..... even with that Crackdown was still quite challenging with the amount of enemies firing automatic weapons at you!
Man I hope this doesn't turn in to Prototype.
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No question I loved Crackdown, but lately I've been wondering how much of thas was the game and how much of that was the moment in time. There wern't really any other "games" that you could play with a friend that allowed you to basically ignore the game itself and just goof off. Want to team up and attack a gang stronghold? Go ahead. If you get distracted halfway through the firefight and decide to wander off long-jumping over rooftops . . . go ahead. We could shoot, race, platform, deathmatch, whatever we wanted. We could change out minds at a moment's notice, without having to load a different title. It made for fun socialization, when I wanted to goof around with a buddy across the country but wasn't in the mood for hardcore gaming. Honest-to-goodness "sandbox" play.
Now, there's plenty of choices for that sort of evening. As a result, Crakdown2 is going to have to attract based on the strength of its gameplay and not on the strength of its flexibility . . . and just looking at the first I don't know if it can stand on those legs. Everything was okay (an achievement in itself, no doubt), but nothing was fantastic. Certainly the sequel isn't the first game, but everything I've seen so far is "more of the same". The flying gas canisters were part of the first. Now I can tether them. That's neat . . . but not "Holy Crap this is so neat!" neat.
This one's either going to have to show me something more exciting in futrure reveals, or put up a demo to remind me how much fun I can have. Buying it outright without either of those is pretty unlikely for me at this point (although 4-player sandboxing is a hell of an lure to me).
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"Also, why does it almost always have to be a US city that has been taken over by mutants or zombies?"
Because y'all are bright enough not to get bored and start a fu@king "let's make some zombie monsters!" experiment. We pride ourselves over here on our limitless capacity to voluntarily engage in self-destructive $h!t fo no discernable reason.
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Bloody hell.