The Nintendo Switch continues to build its case for being the single greatest console of all time. Out of nowhere, during this past week’s Nintendo Direct, it was announced that Deadly Premonition, one of the most memorable games of all time, was getting a Switch port:
But they didn’t stop there. Nintendo granted the wishes of everyone who’s ever played that game, by announcing that a sequel was coming exclusively to the Switch at launch.
I almost started crying.
I cannot even believe this. Thank you Nintendo. I’m going to have to go dig up my review of the first game from the old Secret Identity site. I’ll post it here soon. I already bought the original on Switch and am starting my journey to Greenvale all over again.
Bethesda’s presser was about what I expected going in, as they announced ahead of time there would be no Elder Scrolls 6 or Starfinder news to be had. I was interested in how they were going to talk about Fallout 76 though, and I came away pretty excited about what the game has in store for players. It sounds like Fallout 76 is starting to become the game we all hoped it wold have been at launch. Because Wastelanders brings back NPCs.
I’ve played since the game launched (though I fell off a bit lately), and both Nick and I have enjoyed it. But he addition of NPCs, and a Battle Royale mode, are welcome additions. I’m hoping Fallout 76 can rebound from a poor launch like Elder Scrolls Online did and really build a strong player base.
I wan’t blown away by Microsoft’s E3 2019 presser, as it really did not reveal much more about games or hardware than we already knew. All of the games they did talk about looked good, but there was one in particular that I have not stopped thinking about since the trailer premiered–12 MINUTES.
Described by developer Nomada and “An interactive narrative that blends the dream-like tension of THE SHINING with the claustrophobia of REAR WINDOW and the fragmented structure of MEMENTO,” this game looks intense. The story hook introduced in the trailer grabbed me immediately.
No release date was announced, but this one is firmly on my radar now.
Brian sets sail for a lonely adventure filled with darkness and death.
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Below is an action-adventure roguelike video game developed by Capybara Games. It was released on December 14, 2018. Below is an action-adventure game viewed from a top-down perspective. The player-character is a “tiny warrior exploring the depths of a remote island”. The game is about exploration, though that goal is contingent upon the character’s survival. Microsoft’s Phil Spencer described the game at E3 2013 as a “creative take on roguelike gameplay” in a “mysterious world”. The environments are randomly generated. The game is designed to be difficult, with “brutal but fair combat” and permanent death.
E3 week is upon us, and we’re all excited to not only hear about new games, but new consoles, like project Scarlett and Google Stadia. Sony already started talking about the PS5, and with Stadia launching this year, the next generation is ready to begin.
It’s this type of excitement that leads me to buy all the consoles each generation. I am pulled in by the reveal of exclusives, games I can only get on one console or another. But guess what? Here we are, on the brink of a new generation, and there are a ton of current gen exclusives that I either haven’t played, or never finished.
I’m gonna fix that.
Starting this month, I’m going to dive into the list of exclusives that are still on my list to either play or finish, and I’m gonna beat ’em. I’ll be streaming and recording a lot of the gameplay. The series will be called Expedition: Exclusive, and it will be up on our YouTube page if you want to follow along with me.
So keep your eyes peeled, as it will be starting up soon. On Xbox One, I’ll be jumping back into Crackdown 3, and on PS4 it will be Spider-Man.
Crackdown is one of my favorite franchises of all time, and I was ecstatic to finally don my Agency uniform once again when Crackdown 3 released on February 15th. It’s been interesting to see the mixed reviews that Crackdown 3 is getting so far, because its reception reminds me so much of the one that Crackdown 2 received eight and half years earlier. At the time, the expectations for the franchise were sky high, and some fans and critics didn’t feel Crackdown 2 did enough to differentiate itself from its predecessor. I actually felt it did a great job of taking the core Crackdown gameplay and adding in a new day/night cycle that brought a whole new enemy into the game–the Freaks.
I had a blast with Crackdown 2, but you don’t have to take my word for it, as Microsoft just added Crackdown 2 to Game Pass this week! You can download it now and play it yourself.
Anyway, I was a freelance games journalist when Crackdown 2 was released in July of 2010, and I had the chance to interview co-founder of Ruffian Games and Crackdown 2 Creative Director Billy Thomson. Here is what he had to say about Crackdown 2 just before the game’s launch in 2010:
Brian: As you approached the development of Crackdown 2, what were the elements of the first game that you wanted to build on for the sequel?
Billy Thomson: There were a few things we felt were lacking in the first game that we should improve on. The big ones were the number of players available in co-op–admittedly this wasn’t a failing in the first game, more of an area we wanted to expand–we also had no online competitive game modes, the hand to hand combat didn’t work very well at all and we didn’t have enough variation in the type of objectives the player could take on. These were the key areas we focused on right at the start of development of Crackdown 2.
The visuals in Crackdown 2 seem to have evolved a bit from the first game. How would you describe the changes to the look of Pacific City?
The visual style has remained the same, but we’ve increased the resolution on the characters, equipment and vehicles and also did a lot more work on the shaders applied to the entire game world. There’s a visible layer of grit and deterioration covering most of the game world, which accounts for the ten year period of neglect and abuse the city has been through. We’ve also done more work on our lighting, shadows and ambient occlusion to make the city feel more solid and believable. Overall, the artistic style hasn’t changed; it’s just the setting of the city has required the visuals to take on a slightly grittier appearance.
Speaking of which, the strongest character in the first Crackdown was Pacific City itself. How much has that character changed in Crackdown 2, and what will still be familiar to players of the first game?
The environment certainly played a big role in the first game and we’ve done everything we can to keep the right things familiar and mix up the rest as much as possible. Key landmarks remain in the same place as they were before, allowing players to use them as navigation aids, but most of them have been completely replaced with new structures, or the original structure has been drastically altered–normally partially destroyed. We’ve kept the same road layout–albeit blocked at certain points with the quarantine walls that were built around the city during the first few years of the Freak virus outbreak–as we didn’t want players to need to learn their way around all of the streets of Pacific City again. What we really wanted players to need to explore and relearn was the rooftops, and that’s where we’ve spent most of our time. There are also nine large subterranean Freak Lairs dotted around the city that will give the player another level of verticality to deal with too.
How did you deal with the challenge of creating a narrative in an open world game like Crackdown 2?
Creating a fully unfolding story in a truly freeform game is pretty much impossible. The amount of branches you would need to deal with if the player came at the many different objectives in different orders is simply too many to imagine. So we’ve focused our story around discovering the truth about what happened during the ten years in between Crackdown and Crackdown 2. How did the Freak virus reappear? Who are Cell, why did they form and why do they hate the Agency? What happened to the Agents during the ten years that had passed? Are the Agency withholding an antidote to the Freak virus? What is Project Sunburst and what is it ultimately capable of? These are the kind of questions the player can try to find answers to during their exploration of Pacific City.
One of the central concepts of Crackdown 2 is the difference between day and night. Just how different will the experience be for players depending on what time of day they venture out into Pacific City?
The difference from a visual and gameplay point of view is drastic. During daylight hours, the streets are patrolled by Agency Peacekeeper vehicles and the odd Cell vehicle. The few civilians who have avoided infection wander the streets looking for anything they can get their hands on to survive–food, water, fuel, weapons. Some people who have managed to get their hands on these valuable resources will be found selling them on at extortionate prices. It’s a bleak place, but it’s as close to normality as you’ll get in Pacific City during daylight hours.
When night starts to fall, the civilians begin to scatter, running into the buildings around the city to hide from the Freaks. When night actually falls, Freaks begin pouring from every nook and cranny in the city. Slowly at first, then, gathering in number and frequency, they pour out onto the city streets. Soon enough, the streets are packed with the shambling infected masses. Thousands and thousands of them fill the streets and they will attack any uninfected person they find, especially Agents.
How are the Freaks in Crackdown 2 different from other zombie-style creatures we’ve seen in games over the past few years?
The Scroungers – lowest level Freaks – move like the infected in 28 Days Later; they shamble around then spring to life when they detect a target. None of the Freaks eat flesh, they are just mindlessly violent, they find their target and kill them, then move on to the next one. Normally during the frenzied attacks, their victims are infected and become Freaks themselves. We also have some really nasty Freaks, some that are more agile than a top level Agent, allowing them to run faster, jump higher and further than any Agent, stopping the rooftops from being the safe haven they once were for Agents. There are others who are stronger than top level Agents, too, allowing them to lift any object they find in the city and use it as a weapon against their target, throwing vehicles at the player when they least expect it. We also have some other Freaks that the player will come across later in the game, but I’ll leave the players to find out about those themselves.
Collecting orbs and leveling up was a huge part of the game in the first Crackdown. How does Crackdown 2 approach leveling?
Pretty much the same way. Basically, as you use one of the five key skills to progress in the game, we will award skills points for that skill. Most of the time that takes the form of killing bad guys, which is where the “skills for kills” line comes from. We’ve also added more ways to progress each of the skills on top of simply killing enemies, though. We now have more vehicle maneuvers that players can perform to increase their driving skill, we have more Orb types, like Renegade Orbs and Online Orbs, to progress your all of your skills and we’ve also created more abilities, vehicles, weapons and gadgets that the player can unlock through skill progression. As you play the game, you will become stronger, more agile and have access to ever more powerful equipment to help you complete the challenges that lie ahead. Crackdown 2 keeps on giving, long into the gameplay experience. There are many great reasons to keep leveling each of the five skills.
With the four-player co-op system, will players be able to gain experience in someone else’s game and take it back into their single player game?
Yes, all of the skills you improve will come back with you, as well as all the orbs you collect, any Achievements you were rewarded and any leaderboard scores you posted. The only thing that doesn’t come back with you is the objectives you completed in another player’s game. We avoided this due to the difficulty of truly knowing which objectives you actually had a hand in completing. It’s incredibly difficult to get this right in a game that is so open ended. You essentially end up trying to second guess whether or not the player would deem themselves part of the completion or not–they may have simply driven past or jumped over the location of the objective and killed one enemy on their way, it’s so hard to tell.
What have you done with the competitive multiplayer modes in Crackdown 2 that sets the game apart from everything else out there?
The approach we took with our competitive online game modes is quite old school. The way the player moves and the type of over the top abilities, weaponry and vehicles that we have to play with meant that we would never fit into the kind of tactical gameplay experience that games like COD4 or Counter Strike do so well. We knew we would need to move towards a slightly more chaotic, energized gameplay experience. We’re essentially more like a steroid induced, balls out game of Quake, albeit with the ability to fly helicopters, leap up and over buildings and hurl large vehicles around as if they were toys. I don’t think there’s anything out there right now that plays like Crackdown 2 in an online competitive game mode. It’s completely insane.
You’ve created a series of animated comics that fill in some of the gaps between the Crackdown 1 and 2. Given that Crackdown has such a comic book feel to it, have you considered fully extending the franchise into comics, in either a limited or ongoing series?
Ruffian Games would love to see the franchise branch out into these kind of areas, but we don’t own the IP, Microsoft do, so any plans to expand the franchise would be entirely up to them. Personally, I’d love to see more stories of the Crackdown world told in comic book form. You’ll just have to wait and see what Microsoft have planned for the franchise in the future.
Finally, as Crackdown 2 releases this week, what is the one aspect of the game you are most excited about players experiencing?
I think it’s got to be four player co-op in the full city with four fully leveled up Agents once you have maxed out your skills you have access to everything the game has to offer. At this stage, the game turns into a huge playground where you and your three friends can play with all the toys and do anything you want to with absolutely no restrictions. There is so much depth in the range of abilities, weapons, gadgets, vehicles and objectives that players can have a truly endless supply of fun experiences. It’s so hard to describe, I can’t ever remember playing a game that made me laugh so often and so hard. Even after spending thousands of hours in this game world, I still see something new each time I play with a group of people. It’s chaotic, emergent, mindless, piss yourself laughing, unadulterated fun.
In the latest episode of the Co-Op Critics podcast, Brian and Nick talk about their latest obsession, Apex Legends. Respawn’s new battle royale exploded on the scene in early February, and not since the original Modern Warfare has the Co-op Critics crew spent so many hours with a shooter.
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Since it’s launch out of almost nowhere on February 4th, I have been absolutely obsessed with Respawn’s new Titanfall-adjacent battle royale game, Apex Legends.
And let me be clear: I am terrible at Apex Legends.
I also have not cared about battle royale games until Apex Legends.
I also have not been this addicted to a shooter since CoD 4: Modern Warfare.
And that is the magic of Apex Legends. The game is so well-designed. From the innovative pin system to the the three-person team structure, to ebb and flow of action, Apex Legends just feels incredibly fun to play. Sure, i get frustrated when I inevitably lose a 1 on 1 battle, because my aim is terrible. And yes, coming in second when you know you were one choice away from victory can be maddening. But those moments only serve to have me readying up to jump right back into the action.
I seriously cannot get enough of this game, and I can’t wait to see new heroes, weapons, skins and eventually maps for Apex Legends. Nick and I will be kicking off a new season of the Co-Op Critics podcast very soon, so you’ll get to hear us take a deep dive into our experiences with the game. And we will definitely be streaming a bunch of Apex on the Co-Op Critics YouTube channel, so make sure to check us out over there. Stay tuned!
It already March! Where has the time gone? That question is for another blog to ponder, but right here, right now, we want to talk about video games. Specifically, the video games that are releasing this month. More specifically, the three games that we are most excited about for March 2019:
The Division 2 (PS4, Xbox One, PC) – March 15
Both Nick and I poured quite a few hours into The Division when it came out three years ago. But as much as we loved the co-op campaign, we did not get into the Dark Zone multiplayer. It sounds like Ubisoft has made a lot of improvements to the multiplayer experience, and with the new setting of D.C., we are fired up to jump into this new installment.
Sekiro: Shadows Die Twice (PS4, Xbox One, PC) – March 22
I am a From Software Games junkie. Demon’s Souls, Dark Souls, Bloodborne–love them all. And I have to admit, I was a little disappointed when I first learned that From’s new game wasn’t Bloodborne 2 or a new Souls game. But that passed quickly when I took one look at the game. Sekiro shares plenty of DNA with those other games, but looks be offering even more dynamic combat than any From game before it.
Yoshi’s Crafted World (Switch) – March 29
Nintendo is absolutely killing it with the Switch. And while it’s awesome that we have new Mario and Zelda games, I’m actually excited to dig into some of the secondary franchises on the new console, like the adorable Yoshi. And Yoshi has never been more adorable than he is in this new, paper craft-themed platformer.
Those are the games we’re excited about here at Co-Op Critics for the month of March. What’s on your list of “must buys” for this month’s games?
It’s been ten years, but the Agency is back to take on a new threat–the Terra Nova Corporation, who has the city of New Providence under its thumb.
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About Crackdown 3:
Crackdown 3 is an action-adventure video game for Microsoft Windows and Xbox One with development being headed by British developer Sumo Digital and published by Xbox Game Studios. Continuing the series nine years after the release of 2010’s Xbox 360 video game Crackdown 2, the third title focuses on Microsoft Azure-powered mass scale destruction that enables everything in the game to be destroyedThe game was released on 15 February 2019.
Crackdown 3 retains the core gameplay of Crackdown and Crackdown 2, featuring a number of different organizations controlling the city of New Providence that players will need to take down by killing their bosses and Kingpins, destroying their facilities, and destabilizing their infrastructures. Players can use a variety of weapons to achieve this end, from guns to grenades to rocket launchers, as well as their own physical power. Players can also drive any vehicle found in-game. The game features the “Skills for Kills” system as found in previous games, in which killing enemies with different tools and finding pickups hidden throughout the city will award the player with orbs, which increase the player’s core skills – agility, firearms, strength, explosives, and driving.