Tech Analysis: Crackdown 2 demo
Good job, Agent.
It's been a long time coming. Crackdown is something of a fan favourite for many Xbox 360 owners, and the confirmation of a much-delayed sequel from Ruffian Games was some of the most exciting news to emerge at last year's E3.
But actually, it doesn't seem to have been a long time in development. Ruffian itself is a fairly new outfit, and the development schedule for this one has been brief compared to the typical AAA title (if there is such a thing). There was nothing to show at the E3 2009 announcement other than a CG trailer, yet the final game passed Microsoft's certification process and effectively went gold on 4th June just over a year later.
So how has Ruffian done? The recently released demo code gives us our first chance to play Crackdown 2 in the Digital Foundry labs.
Technologically speaking Crackdown 2 is more evolution than revolution. The building blocks of the engine appear to be unchanged from the original, so with that being the case we still have a partially deferred lighting solution, a full 720p framebuffer with 2x multisampling anti-aliasing and a frame-rate capped at 30FPS.
Although initial impressions are that the game's performance level is roughly in line with its predecessor, going back to the original Crackdown soon proves that there have been plenty of optimisations. Crackdown 2 tears far less frequently than the first game, and sustains 30FPS more evenly. Similar to the first game though, the sequel does drop v-sync when the scene gets busy and the engine starts to frame-out.
Massive on-street battles can cause performance drops, but there's no doubt that Crackdown 2 feels smoother, more refined and less prone to screen-tear than its predecessor.
In terms of overall appearance, we're seeing what looks like a gently massaged and tweaked version of the original Crackdown engine. The cel-shaded look is present and correct, with much the same black outlining system, but it seems as though the water rendering is much more advanced, which looks nicer. Maybe it's because we're seeing a limited demo with only a small sampling of the day/night cycle, but cloud rendering appears to be a touch less dramatic than it was in the first game, too. It's difficult to pinpoint exactly but the overall lighting scheme is more refined.
Probably the most impactful enhancement is the implementation of a new crowd system, which crams the scene with enemies during the hours of darkness. If you find yourself in a wide open area you can truly appreciate the scale of this addition, with the Freaks filling out the environments well into the distance.
While our explorations of the demo have been fairly limited thus far, it also looks as though Ruffian has included some new specific crowd-control weapons too, which combined with the existing, excellent physics system should make for some great gameplay.
The Freaks emerge from their lairs at night-time, meaning that the Agents need to participate in some all-out crowd control.
It also looks as though the developer has indulged in some tweaking of the Crackdown engine, and while the overall impression is positive, one thing that is apparent is that an additional layer of environment texture overlaid over the basic art has been removed.
To get an idea of what this actually means, here's a shot of Crackdown 2 compared to the original game. You will note, however, that Ruffian has added an animated foliage system, and we suspect that further comparisons would reveal other additions to make some areas of Pacific City look less sparse than they did in the first game.
The same game area in Crackdown (left) and the sequel (right). Note the additional layer of texture detail in the first game, but also note the many changes Ruffian has made, including foliage that shifts in the breeze.
So there's no outstanding technical leap across the board as seen between, say, Uncharted and its sequel. It's clear Ruffian has sought to exploit the existing engine as much as possible in the pursuit of new gameplay opportunities instead.
The Crackdown single-player game used to be about the exploration, orb collection and annihilating territory-specific bosses. It's clear just from the initial stages of the demo that far more thought has gone into solo campaign this time around, with some pleasant surprises in how the orb-collection mechanic has been tweaked. Multiplayer has been similarly improved with the inclusion of more Agents and of course the new Xbox Live-specific agility orbs.
Ruffian has also managed to improve on the basic brilliance of the original Crackdown demo itself. For those that don't remember, the ability to accelerate the development of your Agent within the confines of the time-limited demo made for an experience that could be played in any number of ways: the replay factor in the sampler code alone was immense.
This has been expanded upon still further in the sequel with many more things to do, and at the same time it retains the option simply to explore the city collecting orbs. Additionally, 100 gamerscore can be earned within the demo itself, although you will need to buy the full game in order to get the unlocked Achievements.
The sheer amount of content in this demo makes it something of an essential download, a game in itself almost, like the original Crackdown demo before it. It'll be really interesting to see the full scope of the complete sequel, set for release in the UK on 9th July.
Update: The performance video has been updated with a fixed version with tear graph, which mysteriously - and rather annoyingly - disappeared from the original version.
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Comments (54) Latest comment 2 years ago
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I'll be getting this on the 16th along with the 'slim'.
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Interesting to see that I was right about the textures being downgraded from the first game. Presumably to increase bandwidth for the new crowd dynamics? If so, it seems odd that they have chosen to include rendered foliage that sways in the breeze - surely this must cause a significant processor hit, and seems an odd choice in a title set in an urban environment.
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No it was just being rose tinted indeed, but I did truly loved the feels and play of the first game and still am unsure about the demo, but toward the last ten minutes I did finally be able to scale up the buildings with similar enthusiasm from the first game.
Hoping its ll be as fun and great to play.
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ps: does that means you also don't see why people did not "buy into" the original xbox or "buy into" wii?
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I'll play the demo again asap, I was a bit rushed first time.
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Sorry to burst your bubble, the Cell is not a GPU. The Xbox GPU is actually superior to the one in the PS3.
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You can't be serious. The PS3 is undoubedly the more powerful machine, but not by a huge amount. One game certainly doesn't prove otherwise, epsiecally as there are other games on the 360 that look far better.
And as others have said, I think Crackdown is a great example of how graphics don't mean anything when the gameplay manages to be so great. Mindless action perhaps, but it really brings me back to the old school beat 'em up days. And the co-op play is insanely amusing.
I'd much rather play this than Crysis or Killzone.
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Well, we know half you people don't and have never owned a PS so why are you even commenting on this?
About the poor Twisted Metal graphics.
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I'll keep my 80GB PS3 and pretend everything else does not exist thank you.
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I thought CD 1 was way to samey - all you did was kill and jump, then repeat doing the same thing. This is problem with the sequel too!...It does not matter about the sandbox approach, when all the gamer requires is doing the same bloody thing with the same 2 enemies (day+night).
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How is this different from the FPS games you love so much?
Racing games - You race and race, repeatedly doing the same thing.
FPS - You shoot and shoot, repeatedly doing the same thing.
Beat em ups - You repeatedly beat up people, again and again.
RPGs - You level up, doing the same thing over and over again.
Games genres are repetitive by their very nature. You may as well criticise Horror films for "always trying to scare you" or for comedies to "always make you laugh".
EDIT: My main point here is pointing out the irony of TRUTH criticising a game for being too similar to its predecessor when he is a massive FPS fan that evangelises FPS franchises that offer only incremental updates.
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Crackdown was modified Renderware, Crackdown 2 is new engine though. If it was still Renderware then why no logo on start-up?
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I've not seen anything that says CD2 is a new engine. Everything I have seen has said that it runs on a tweaked version of the CD1 engine. Given the short dev cycle (a year between reveal and release), this makes sense. The similarities between the two titles also go against them running on different engines.
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"James Cope: There’s also the rendering pipeline that we’ve had to completely modify. We’ve had to pretty much start again with it, but there’s old stuff in there that we don’t touch purely because we do have a time restriction."
[link url=ht tp://www.vg247.com/2009/11/23/interview-part-2-crackdown-2-d esign-boss-and-producer-on-pacific-citys-future/
]http://ww w.vg247.com/2009/11/23/intervie...[/link]
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How in the world is crackdown 2, a comic book style open world game indicative of 360's age? I guess MAG shows how dated PS3 is because MAG looks like an upscaled PS2 game
BTW the best looking open world game right now is RDR, and guess what? 360 runs at native 720p unlike PS3.
See what im getting at..
your also acting like ps3 came out yesterday... its 3 1/2 years old..
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LIVE only orbs ? No system link.
First game I have seen which has items you can only pick up if you are a GOLD member......
Like Crackdown but not enough to be the sole reason to buy gold accounts again.
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the main focus of crackdown was blowing shit up. The explosions are great and the physics are fun.. The graphics aren't stunning from a 'woo detail' point of view but when i was UV shotgunning half a dozen freaks away at a time as a dozen more ran at me and another 50 or so were in the distance fighting peacekeepers as a buggy swung round blasting it's minigun and i could see the agency tower in the distance slightly hued out before the sun was up again...
Yeah, thanks. I'm happy with the graphics. It's art style precludes it from anything fancy, which is a choice not a necessity.
So i'll be finishing up Just Cause 2 soon then..
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@lagoonalight
At least 100 of crossplatform games and their developers felt and resulted otherwise than your silly statement through your agnorance..
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Most MP games do this. Nothing new.
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I've got it on similarly good authority that it isn't
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Playing CD2 is seems more of the same, added with zombies which just seem the same as humans only dumber and larger numbers. I don't see the point in all tooling uo when you just continue to fight the same looking characters all the way to the end. The sandbox nature wears thin quickly like this as you never see real changes in enemy, city or any changes as in CD 1 - just tool up and repeat, then repeat, then repeat...This game needs more enemy changes, bigger bosses, changing city environment etc etc.
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As for the graphics, well, why are they so important? This isn't a hollywood style blockbuster. The game doesn't take itself too seriously and is the better for it. They weren't trying to create a GTA beater. They were trying to make it fun and I believe they succeeded.
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It's just that they achieved nothing by changing the graphics. They don't look as good as other games and they lost something that made the original special. Maybe there was a need to update the graphics but there certainly was no need to change the style as well.
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'The way they have organised this game its only worth buying as a GOLD member, which is harsh.
LIVE only orbs ? No system link.
First game I have seen which has items you can only pick up if you are a GOLD member...... '
Not exactly big news 'online features in a game can only be played by people who play online' dosent exactly cripple the game does it ...
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Ahem ... http://ww w.eurogamer.net/articles/digita...
"There is almost no RenderWare code left in the game now, what little there is left we could not remove this time due to risk."
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