The Freaks Come Out at Night: Crackdown 2 Review

Crackdown 2
Publisher: Microsoft
Developer: Ruffian Games
Systems it’s available on: Xbox 360
ESRB rating: T for Teen
System reviewed on: Xbox 360

Pacific City’s really gone to hell. It was just a few years ago that legions of players assumed the roles of genetically-grown crimefighting Agents deployed to take out the gangs who ruled the city.  Crackdown fused a robust third-person shooter with platforming elements and tied everything together with an addictive upgrade system. That system had players collecting orbs all over the city, jumping and climbing all over the architecture. Grabbing orbs and engaging in constant combat would let you grow your Agent into a superman, making him insanely strong, accurate with firearms or deadly with explosives. This formula made the Xbox-exclusive Crackdown into a cult hit with a recognizable look and feel.

Of course, with that much power policing it, Pacific City’s crime problem got eradicated and the Agency shifted its focus elsewhere. In the ten years between Crackdown 1 and 2, things have gone really downhill.  An anarchist organization called the Cell has been trying to protect the city from the Freaks, mutated citizens who live underground and terrorize ordinary citizens when dusk comes. Into all of this turmoil returns the Agency, with a new crop of Agents and Project Sunburst, a plan to eradicate the Freaks with a weaponized solar power network. (For more background on Crackdown 2, check out my hands-on from a few months back.)

The Agents in Crackdown were working solo, but Crackdown 2 offers co-operative play. And if you’re a real orb-aholic, then you’ll want to grab a friend to pick up those orbs that are available only during Xbox Live play. It’s a nod to the social gaming of games like Farmville, where you need friends to help you acquire assets. I suspect we’re going to see more of this kind of thing in console games. To its credit, joining up to co-op play is dead simple and doesn’t break the flow of your single-player experience.

Crackdown 2’s two-tiered regenerative health system–shield and health–resembles that of Halo. There’s no cover mechanic in the game and it feels weird at first but you’ll get used to the run-and-gun style of play after a few hours. The look of the game differs a little from Crackdown the first; it’s still cel-shaded, but now it seems that there’s a layer of grit laid over it. I wish Pacific City had a bit more personality to it, though. Sure, the NPCs offer up a chattering commentary on what’s happening but it feels cookie-cutter.

Related Topics: Crackdown, Crackdown 2, exclusive, Ruffian Games, xbox 360, Gaming & Culture, Microsoft, Reviews
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  • daigojigai

    I am torn with this one, and you are dead on with your criticism. I loved the original – it truly was a “sleeper” hit in the old school X-Com sense, though that Halo 3 demo did help move units and expose people to a title they might have otherwise overlooked.

    Crackdown 2 still has the mindless fun aspect going for it, but I fear Ruffian wasted an opportunity with this. It feels like they didn’t realize the little things that made Crackdown such a rich experience:

    1. You mention the transforming cars, but what about the evolving city? As you took down the gangs in the original you really did feel the city clean up, and evolve over time. Your impact in the game world was tangible and rewarding. The move to only two factions (Cell and Freaks) along with the day/night mechanic feels weak by comparison. Oooh, it is just SOOOO strategic to hit cell bases during the day and freak bases at night. jeers.

    2. If I remember correctly, in the original you could switch targets while using the focused aim mechanic. The fact that you can’t switch targets while locked is really damn sloppy.

    3. Bad NPC AI makes almost every character lemmings. In order to get some “challenge” out of the game you have to up the difficulty, which effectively just makes enemy mobs do more damage. Again, that is just sloppy

    4. I love the voice actor for the narrator, but the game makes your guide seem like he has alzheimers; rambling on about things that contextually are unrelated to your current activity. Naturally there are triggers for those comments, but it feel slike those “trigger” events were handled poorly.

    5. I miss the dossiers.. you know that element of discovery in the first game as you stumbled into a new city region and received an intel report on your next target/gang leader. Crackdown 2 lost that quaint superpowered detective charm.

    6. Why couldn’t the LIVE orbs only appear in LIVE games. Why am I verbally abused for not wanting to play co-op late night after leaving work?

    7. At times it feels like there is some fuzzy math going on with the RPG-lite stat elements. Even when grinding to max out stats in the first game, the progression felt more natural.

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