07.11

As a fan of Crackdown, after liking what I’d been hearing, seeing, and playing of its sequel up until release, color me shocked and disappointed at how underwhelmed I was by Ruffian’s Crackdown 2. It’s no more than the first game with a little gloss and extra bulk, totally bereft of imagination and progression.
So what went wrong with Ruffian's latest open world bonanza? Here are my five suggestions for how the game could’ve provided the true growth and excitement it was expected to bring.
1. Variety is the spice of an agent’s life
There’s no point putting a ton of different campaigns into your open world game if you don’t mix things up even just a little between individual missions. Each of Crackdown 2’s three main campaigns fails to evolve from start to finish. They are repetitive, lazily designed, and fail to explore the variety of weapons and powers at the player’s disposal. No wonder the demo was time-limited. Once you’ve played one mission from each campaign, you’ve played them all.
2. Been there, done that, got the Pacific City t-shirt
If you’re not going to evolve the formula of your game – collect orbs, jump & kill bad guys, collect some more orbs – then you need to evolve your location. No-one is fooled by the cosmetic deconstruction and reconstruction of buildings in Crackdown 2 – it was for all intents and purposes the same map. And if you spend enough time in a familiar place, nostalgia will evolve into tedium. Crackdown 2 would’ve benefitted immensely from a new city with new buildings to scale.
3. Here I am, stuck with my lock-on on you
The industry has seen auto-targeting evolve since the first Crackdown. Even the sometimes lumbering dinosaur that is Grand Theft Auto has made necessary changes to its lock-on shooting. So why Crackdown 2 suffers its predecessor’s awkward mechanics, a system which makes it near impossible to switch from one target to another, is truly confounding. It’s either stubbornness or ignorance.
4. By our powers combined
One of Crackdown 2’s greatest strengths is its seamless co-op. Orbs can be carried over, you can help with players’ missions, and lag is never an issue. So why not make any co-op specific missions? Making certain orbs specific to co-op is a start, but surely there are stronger ways to capitalize on a game that, outside of missions, offers a variety of ways for players to combine their powers for chaotic fun. The novelty of that experimentation quickly wears off, sadly, and you’re left with campaigns that just become easier in co-op but nothing more.
5. No girls allowed in the Agency
Arguably not as strong a criticism as the other four, but I still find it hard to believe that it would’ve all but broken Crackdown 2 to support female agents as well as male ones, as Ruffian would have us believe. Other games seemed to have done just fine supporting a whole host of avatar types in their open worlds. I’d say it has more to do with keeping Crackdown 2’s macho exterior intact. Either way, the limited ways to customize an avatar (beyond its sex) are unimpressive.
So, 500 agility orbs later, I’m done with Crackdown 2.
And personally it was one of the biggest disappointments of the year so far.
Post contributed by Sinan Kubba. Questions for the author? Send an email to shoinan@googlemail.com. Visit his site at http://shoinan.com or follow him on Twitter: @shoinan.






