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Interview Rewind–Talking Crackdown 2 With Ruffian Games

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.

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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.

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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.

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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.

We’re Back, Agents! Brian Plays Crackdown 3

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.

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Celebrating Video Games Day With Some All-Time Faves

Today is Video Games Day, and it’s making me very nostalgic for some of my all-taime favorite games. I’m not a big list guy (as it’s too hard to narrow favorites down), but in honor of the day, I wanted to share a few thoughts about some of my favorite games and why they are special to me.

Super Mario Bros. (NES)

This is one thing I’m sure of–Super Mario Bros. is my favorite game of all time, and in my opinion, a perfect video game. I will never forget getting an NES for Christmas the year it came out, and brining it to my gandparents’ house with me. As soon as I could, I snuck upstairs into my grandparents’ bedroom and hooked the NES up their little 12-inch TV, where I played for hours. Super Mario Bros. is a game I ahve revisitewd countless times over the years, and it will never get old to me.

Pitfall (Atari 2600)

My first console was the Atari 2600, and my love for Activision began with the great games they put out for that console. River Raid, Kaboom, Keystone Capers, Fishing Derby, Megamania–the list goes on. But Pitfall is the one my memories are tied to the most. I remember my friend Doug and I sitting in my bedroom playing Pitfall for hours and hours. The fact taht you could go either right or left from the start screen was amazing in and of itself, not to emntiont he fact that each screen had an upper and lower level. Pitfall is another game you can pick up to this day and immediately have fun with.

PGA Tour ’96

I love golf games, and this golf game is my favorite. PGA Tour ’96 from EA Sports was probably my most-played game on the original PlayStation. I had been playing EA golf games since the Genesis days, but ’96 feature the TPC at River Highlands, a course in Connecticut that I had been to many times. For a solid two years, I played this game almost every night with my friends. If EA re-released it today I would buy it ina second.

Tekken 2

This was actually my most-played game on the origianl playStation. I’ve never been a huge fighting game guy, but Tekken 2 sucked me in and made me a fan. Between the cutscenes that were mind-blowing at the time, to the amazing roster, to the near-perfect gameplay, this will always be my favorite fighting game. My favorite characters? Armor King and Lei Wulong.

Crackdown

To this day, Crackdown is my favorite game on any Xbox console. The fact that it is stiull not backward compatible, and the new Crackdown was delayed again, are super frustrating to me. One of my closest friendships was built around this game. The progressions system is amazing, as you go from an average joe to a superhero over the course of the game. The action gets insane at times, and they city is a blast to traverse. If the new crackdown captures the feel of the original, it will have been worth the wait.

So that’s just a quick list of some of my all-time favorites as we celebrate Video Games Day today. Tell us about some of your favorite games in the comments, or hit us up on twitter @CoOpCritics!

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E3 2014: What I’m Excited About (Part 1)–New Crackdown!

Last week I made my wish list, and now the E3 press briefings for Microsoft, Nintendo and Sony are behind us. While it looks like only one of my wishes are coming true, there were some things from each conference that I’m really excited about/ In the next few posts, I’ll highlight some of them.

First up, let’s talk about my one wish that came true. We are getting a new Crackdown. Here’s the new trailer:

It doesn’t look like the MMO I was hoping for, but from the look of the trailer, it’s going to be big. There were a number of encouraging things in the trailer, even if it didn’t feature any gameplay. First off, we see the leader of the Los Muertos gang in this new city, which means the gangs from the original Crackdown are back. The trailer also leaned heavily on the concept of cooperative play, as the agents are all working together to make an assault on the gang boss’ headquarters. The big moment in the trailer certainly suggests there will be some destructibility in the environments, which would be a great addition to the gameplay.

Perhaps most exciting though, was the fact that this game is not being called Crackdown 3. Whether it’s a complete reboot or not, I like the idea of giving the series a fresh start on the new platform, and it suggests this could be an ongoing franchise moving forward.

The only thing that bummed me out was there were no Freaks in the video, which means it looks like the franchise is moving away from the concepts introduced in Crackdown 2. That’s probably a good thing, as Sunset Overdrive is using a similar concept, but I actually enjoyed the Freaks in Crackdown 2. Remember them?

I am really looking forward to learning more about Crackdown, who is developing it, and getting some idea of when we’ll see it. My gut tells me it won’t be until 2016. In the meantime, I would love to see a port of the original Crackdown (and maybe even Crackdown 2) for the Xbox One. I wouldn’t even care if they gave it the full HD treatment, as the cartoonish style holds up better than a lot of last gen games. I just want to dive into that world again–soon. Here’s a great fan-made trailer for the original, in case you forgot how much fun it was. There’s a lot of great ideas that the series doesn’t get credit for, like the voice of the Agency who is constantly commenting on your actions in the games.

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Saints Row IV is Crackdown 3

Perhaps me spending a lot of time re-playing Crackdown 2 recently was just a happy coincidence. but, when I started Saints Row IV this week, the similarities between it and the Crackdown franchise were immediately apparent. In fact, Saints Row IV may just be the Crackdown sequel gamers have been waiting for.

Maybe the biggest addition to the franchise in Saints Row IV is the introduction of super powers. Early on in the game, you get super sprint and super jump abilities, which make navigating the world feel very similar to a powered up agent in Crackdown. Saints Row IV also features golden orb-shaped robots that you have to chase down . In Crackdown 2, these were known as “Renegade Orbs,” but Saints Row IV refers to them as “CID Command Orbs.” They function pretty much the same though, granting rewards for tracking them down.

Using your jump powers to bound from building to building like the Hulk feels very much like jumping around in Crackdown. As you get further into the game, you get a wider variety of powers than what Crackdown offers, but the moment to moment gameplay still feels very much like Crackdown, as you’re often using a combination of your powers as well as firearms to deal with large crowds of enemies.

I was already a huge fan of the Saints Row series, but by sprinkling in a dose of one of my other favorite franchises, Volition may have created my favorite open world action game yet.