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    Crackdown 2

    Game » consists of 4 releases. Released Jul 06, 2010

    Crackdown 2 is the sequel to the popular open-world supercop game. Players return to Pacific City, where rampaging mutants and resistance groups vie for control of the streets. The sequel adds four-player co-op along with competitive multiplayer.

    Crackdown 2 : Demo Impressions

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    skittles

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    Edited By skittles

    Crackdown 2 feels like a product of the sandbox boom earlier this generation, when all a game needed to do was create a large sprawling world, and give you a few simple tools to wreak havoc. Those days have passed, and gamers should demand more from their games.

     

    Although I never had the opportunity to play the original Crackdown, I heard enough about it and saw enough video of the game to get a sense of what it was about, and how it might feel to play the game for myself. With only those impressions in mind I downloaded the new Crackdown 2 demo on Xbox Live, and loading it up, my suspicions regarding the first game were confirmed. The game was exactly what I imagined the first game to be. But this left me wondering how this upcoming release would differentiate itself both from its three year old predecessor, as well as other examples of open-world third-person action/shooters.


    The first thing you'll do in the demo is to secure a drop-zone for your allied Agency forces. The area is overrun with enemies of your opposing faction, The Cell. You are tasked with eliminating all forces in the area by any means necessary. Upon completing this small encounter, I already had serious doubts about the game which mostly related to interaction with the environment, and enemies within it.


    For the most part gun combat in Crackdown 2 consists of locking on to a target, selecting a specific body-part to fire on, and then firing. Attacking different body parts yields different results, for example damaging the arms of enemies prevents them firing their weapons. That's about it. It's interesting that this method of selecting specific body parts was included, but unless there are specific enemies or boss fights that require to you focus on weak points, it's always going to be more effective to just shoot your opponent repeatedly in the head.


    The real issue with the gun combat isn't in what part of the body you're targeting, it's whether you're able to target an enemy at all. Most objects in the environment are targetable including enemies, vehicles and all manner of explosives. This wouldn't be an issue, however once you're locked on to a target there's no ability to cycle through other possible targets. This forces you to line up targets so they're squarely in front of you before locking on, and leaves you to deselect and reselect a target if you accidentally lock on to a truck behind them. The problem isn't quite so prevalent in smaller skirmishes, but the problem only escalates in large scale battles. The fact that Crackdown 2 failed in such a critical aspect of any good shooter, when so many other games in the genre succeed with competent lock-on systems, or snap-to-target aim assist, is an incredible oversight.

     

    Fortunately gun combat is not the only option for taking down foes. Melee combat, picking up large objects and throwing them at enemies, and mowing people down with vehicles are all options open to you. The only problem is each of these options are flawed in their own way. The melee combat feels like an afterthought, as it consists of just one button which you press over and over again to "combo" attacks. The animation for the combat feels clunky as well, with animations starting stopping one after another, rather than linking into each other fluidly. Picking up cars and hurling them at enemies is fun at first, but the time it takes to pick it up, line up a target, and chuck it at them means you'll take a lot of damage just trying to pull it off. Driving feels exactly the way it should for a game of this type, and makes short work of large numbers of enemies, however it's not always going to be an option.

     

    Graphically, Crackdown 2 is crisp and clean - but perhaps a little too much so. The art style is somewhat similar to the concept art look of Borderlands, but while that style enhanced the look of that particular game, I feel like it detracts from the experience in this case. The end result leaves cars and character models feeling like pop-outs in a child's storybook, rather than components of a cohesive world.

     

    The one aspect of Crackdown 2 that has the potential to bring back fans of the original is the return of Orbs. Hundreds of floating orbs are scattered all over Pacific City, and different types of orbs confer different bonuses. Agility Orbs that increase your agility skill are often found in high up locations or on precarious ledges. Driving orbs which race around the streets must be chased down with a vehicle to skill up your driving, and secret orbs that level up all your skills are carefully hidden in out of sight areas.


    While fans of the original Crackdown will be excited about collecting each and every one of these orbs, I just couldn't wade through the poor environment design. I had honestly thought we moved past the days of trying to grab on to sides of buildings that look grabbable, only to find they are not. Crackdown 2 encourages climbing with rooftop races, agility orbs and mission objectives all on the tops of the numerous tall buildings in the environment, but makes it all a hassle when there aren't clear paths to take when traversing the sides of buildings.

     

     The sad truth is that Crackdown 2 falls short of standards set by games of the same type that were released over a year ago. Though the game has the potential to entertain for as long as it takes to explore Pacific City and level up some skills, it feels lacking in a gripping reason to keep playing - unless you're hooked on collecting orbs. For me Crackdown 2 feels like a product of the sandbox boom earlier this generation, when all a game needed to do was create a large sprawling world, and give you a few simple tools to wreak havoc. Those days have passed, and gamers should demand more from their games.


    Though these impressions were based solely on a demo, it failed to impress enough to warrant a purchase. A demo should be a slice of the game designed to entice a sale. If the demo was as bland as it was, what hope does the full release have?

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    skittles

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    #1  Edited By skittles

    Crackdown 2 feels like a product of the sandbox boom earlier this generation, when all a game needed to do was create a large sprawling world, and give you a few simple tools to wreak havoc. Those days have passed, and gamers should demand more from their games.

     

    Although I never had the opportunity to play the original Crackdown, I heard enough about it and saw enough video of the game to get a sense of what it was about, and how it might feel to play the game for myself. With only those impressions in mind I downloaded the new Crackdown 2 demo on Xbox Live, and loading it up, my suspicions regarding the first game were confirmed. The game was exactly what I imagined the first game to be. But this left me wondering how this upcoming release would differentiate itself both from its three year old predecessor, as well as other examples of open-world third-person action/shooters.


    The first thing you'll do in the demo is to secure a drop-zone for your allied Agency forces. The area is overrun with enemies of your opposing faction, The Cell. You are tasked with eliminating all forces in the area by any means necessary. Upon completing this small encounter, I already had serious doubts about the game which mostly related to interaction with the environment, and enemies within it.


    For the most part gun combat in Crackdown 2 consists of locking on to a target, selecting a specific body-part to fire on, and then firing. Attacking different body parts yields different results, for example damaging the arms of enemies prevents them firing their weapons. That's about it. It's interesting that this method of selecting specific body parts was included, but unless there are specific enemies or boss fights that require to you focus on weak points, it's always going to be more effective to just shoot your opponent repeatedly in the head.


    The real issue with the gun combat isn't in what part of the body you're targeting, it's whether you're able to target an enemy at all. Most objects in the environment are targetable including enemies, vehicles and all manner of explosives. This wouldn't be an issue, however once you're locked on to a target there's no ability to cycle through other possible targets. This forces you to line up targets so they're squarely in front of you before locking on, and leaves you to deselect and reselect a target if you accidentally lock on to a truck behind them. The problem isn't quite so prevalent in smaller skirmishes, but the problem only escalates in large scale battles. The fact that Crackdown 2 failed in such a critical aspect of any good shooter, when so many other games in the genre succeed with competent lock-on systems, or snap-to-target aim assist, is an incredible oversight.

     

    Fortunately gun combat is not the only option for taking down foes. Melee combat, picking up large objects and throwing them at enemies, and mowing people down with vehicles are all options open to you. The only problem is each of these options are flawed in their own way. The melee combat feels like an afterthought, as it consists of just one button which you press over and over again to "combo" attacks. The animation for the combat feels clunky as well, with animations starting stopping one after another, rather than linking into each other fluidly. Picking up cars and hurling them at enemies is fun at first, but the time it takes to pick it up, line up a target, and chuck it at them means you'll take a lot of damage just trying to pull it off. Driving feels exactly the way it should for a game of this type, and makes short work of large numbers of enemies, however it's not always going to be an option.

     

    Graphically, Crackdown 2 is crisp and clean - but perhaps a little too much so. The art style is somewhat similar to the concept art look of Borderlands, but while that style enhanced the look of that particular game, I feel like it detracts from the experience in this case. The end result leaves cars and character models feeling like pop-outs in a child's storybook, rather than components of a cohesive world.

     

    The one aspect of Crackdown 2 that has the potential to bring back fans of the original is the return of Orbs. Hundreds of floating orbs are scattered all over Pacific City, and different types of orbs confer different bonuses. Agility Orbs that increase your agility skill are often found in high up locations or on precarious ledges. Driving orbs which race around the streets must be chased down with a vehicle to skill up your driving, and secret orbs that level up all your skills are carefully hidden in out of sight areas.


    While fans of the original Crackdown will be excited about collecting each and every one of these orbs, I just couldn't wade through the poor environment design. I had honestly thought we moved past the days of trying to grab on to sides of buildings that look grabbable, only to find they are not. Crackdown 2 encourages climbing with rooftop races, agility orbs and mission objectives all on the tops of the numerous tall buildings in the environment, but makes it all a hassle when there aren't clear paths to take when traversing the sides of buildings.

     

     The sad truth is that Crackdown 2 falls short of standards set by games of the same type that were released over a year ago. Though the game has the potential to entertain for as long as it takes to explore Pacific City and level up some skills, it feels lacking in a gripping reason to keep playing - unless you're hooked on collecting orbs. For me Crackdown 2 feels like a product of the sandbox boom earlier this generation, when all a game needed to do was create a large sprawling world, and give you a few simple tools to wreak havoc. Those days have passed, and gamers should demand more from their games.


    Though these impressions were based solely on a demo, it failed to impress enough to warrant a purchase. A demo should be a slice of the game designed to entice a sale. If the demo was as bland as it was, what hope does the full release have?

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    Casshern1981

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    #2  Edited By Casshern1981

     
    Hi, 
     
    I can understand your statements, but i think these are the main reasons people will get Crackdown 2  
     
    - People who played the first one and liked it (like me) 
    - People who like coop-sandbox type of games (like Mercs2 or even GTA games)
     
    It might not appeal to some people 
     
    Actually i played the demo 6 times in total, 
     
    The first time i played it, my opinion was >" is that it? i'm not convinced ,mutants wtf? is this left 4 dead meets gta? ,graphics look crisp and retain the cel shaded look of the first one, so where's the "upgraded gameplay"?"
     
    After a few playthroughs it convinced me to get it, i can't explain why but it got me hooked.  I liked the new additions like the UV weapons and nice FX btw, explosions are cool, MAG grenades, but it's a demo and i felt limited in my plaaythroughs.
     
    Me personally what i hate most in the demo is the 30 minute timer (60 minutes would have been better) ;-) 
     
    Best not to get the game in your case, i fully understand your points. 
     
    But me i'm getting it 
     
    Enjoy your summer ;-) 
      
    Regards, 

    Mike

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    MooseyMcMan

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    #3  Edited By MooseyMcMan

    My problem with the lock on isn't the inability to switch targets, it more that it has a tendency to not target what I want it to. I don't mind the target switching, in fact, I like switching targets as is, because it's practically impossible to accidentally switch to somebody else. I mean, are you really too lazy to pull your finger off the left trigger and then pull it again? It's not that difficult to do. Besides, you're not supposed to un-lock-on until you've felled the enemy.  
     
    And as a fan of the original, I found the platforming to be refreshing, in an old-school kind of way. Not many games have stuff like that anymore. 

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    alistercat

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    #4  Edited By alistercat

    Orbs. That's all I need.
     
    You make some valid points, I think people should demand more from it but it is undeniably crackdown and that is what I wanted. They didn't seem to work hard to really improve over the original but I still enjoy it.

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    #5  Edited By pweidman

    I thought the demo kicked  ass.  Can't wait to play the game in 3 more days.  I enjoyed the first and this one even feels better, w/more variety of enemies and weapons, different orbs, better/more interesting overall structure w/cell and freaks vs. just gangs, and 4 player co-op!  Did you play any co-op in the demo tc?
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    TaliciaDragonsong

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    #6  Edited By TaliciaDragonsong

    Demo was ace, comparing the demo to Crackdown 1 I must say C1 feels a lot better, but the demo was pretty interesting and the zombies are a nice touch.
     
    Still hate all the civs everywhere.

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    skittles

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    #7  Edited By skittles

    Thanks for the comments guys. I knew when I played the game and didn't like it overall, that I'd be in the minority, but oh well :) 
     
    I will address what MooseyMcMan has said though. You've said that your issue isn't with target switching, it's with not targeting what you want to. I consider the second problem to be a byproduct of, or at least exacerbated by the first. If you're looking in the general direction of say, two enemies and two trucks, and you lock on to a truck instead of one of the enemies, you should be able to just tap to the left or right and cycle on to one of the enemies.  
     
    I'm not too lazy to release a button and press it again, it's just a pain when you do it over and over and keep targeting the wrong things. Perhaps other people are able to do it better than me, and for whatever reason the game just doesn't click for me. Wouldn't be the first time. I remember hearing a few people complaining about targeting in Just Cause 2, and I found that to be fine.

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    Casshern1981

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    #8  Edited By Casshern1981

    there is a review of the full game here 
     
    http://www.youtube.com/watch?v=ffSDkIAJY3o    

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