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I'll be honest here. For one reason or another throughout its development,
I was never really all that enthused about Crackdown, the latest
videogame brainchild from original Grand Theft Auto creator David
Jones and his Scotland-based Realtime Worlds development studio.
But upon playing and enjoying the demo that was released on the
Live Marketplace shortly in advance of the official release, I suddenly
became eagerly optimistic for the forthcoming official debut. Now
that Crackdown has finally exploded onto the 360 in full, it appears
that the optimism gained from the demo did nothing but get my hopes
up for the finished product to let me down.
The
main reason behind my overall subdued reception is due to Crackdown's
complete lack of a plot or structure. You play as a genetically-enhanced
super agent working for a crime fighting group called The Agency
and are tasked with sweeping out three violent gangs that are spreading
anarchy throughout Pacific City and hunting down the 21 gang kingpins
leading this lawlessness. Cool premise, right? Well, unfortunately
this plot never develops beyond the basic setup I just laid out
and so it serves as nothing more than a thin excuse of a back story
to get the game going. There is absolutely no story to follow whatsoever,
unless you want to consider occasional Agency dossier updates a
story, and because of that there is never a feeling that you are
working towards any type of ultimate endgame.
Instead
of providing a set play structure to follow, Crackdown thrusts you
into a humongous playground of a virtual world to fight crime in
with total freedom, never requiring you to work towards any goal
if you don't want to. The 21 kingpins are essentially the game's
only true missions, and in full freeform style they can be knocked
off in any order you choose. However, it doesn't take more than
a handful of hours to accomplish this objective and because the
plot is so weak there isn't much of a conclusion to reward you for
the invested time and effort anyway.
When
not taking down gang leaders, the rest of the game becomes a combination
of mindless run-and-gun shootery, epically scaled scavenger hunting
and superhero jumping simulation. There are Agency supply points
to recapture from gang control - which make getting around the city
easier and allow you to stock up on ammo when you get low - various
on-foot and vehicle-based races to complete, special hidden orbs
scattered around the city to search for and some clever achievements
to earn, and that's about it. These activities are fun enough at
first, but the lack of variety causes the game to wear thin rapidly.
This also hurts the much-ballyhooed co-op mode. Although it's great
fun the first time you hop online with a friend and rampage around
the city together, blowing the crap out of everything in sight,
the realization quickly sets in that there isn't anything more to
do in co-op than there is in the single player. In theory, Crackdown
has unlimited replay value, but in reality there isn't much new
to see after maybe an hour of play, if that.
Thankfully,
the core third person gameplay is solidly constructed and easy to
instantly pick up and play. Despite a lock-on targeting system that
can get hairy at times and enemy AI that isn't exactly the smartest
you'll ever see, blasting away at gangbanger baddies is entertaining
in a shallow sort of way and a slick RPG progression system infuses
a morsel of depth into the experience. Based on how you play (or
by collecting orbs and/or completing the race missions), your super
agent builds up his agility, driving, explosives, strength and firearms
abilities, which then open up new ways to play. Improving agility,
for example, grants you quicker running speeds and higher jumping
capabilities, while building strength grants you heavier duty melee
attacks and lifting power. Except for the enhanced jumping, though,
the effects of improving these various skill attributes are difficult
to discern. The RPG infusion is a neat idea, but like the rest of
the game, its execution doesn't live up to expectations.
Beyond
any of its flaws, Crackdown at least deserves a ton of credit for
showcasing what is probably the best open-ended city environment
in the sandbox game genre, easily trumping any of the GTA
games and its many clones. That's high praise, but it's most definitely
true. Realtime Worlds has done a splendid job of crafting Pacific
City and the jumping mechanics alone, much like the sweet web-slinging
mechanics from Spider-Man
2, is Crackdown's greatest strength and do make it worthy of
some praise. Leaping from building top to building top across the
entire cityscape is an eye-opening experience the first time you
play and searching high and low for all of the hidden orbs becomes
the main source of appeal (at least it did for me). Every building
or location in sight can be ascended or reached one way or another
and there certainly is plenty of satisfaction to be gained by finally
conquering a tall skyscraper, which usually comes with a hidden
orb as a reward (and maybe even an achievement or two).
Harnessing
the power of the 360, Realtime Worlds have not only created the
most immersive virtual city with Crackdown, but the most visually
stunning as well. The draw distance is downright awe-inspiring,
especially when viewed from high atop a tall building, while the
typical slowdown and object pop-up technical bugs that tend to plague
many open world games of this ilk are virtually nowhere to be seen.
The scope of the city is made all the more astounding by the meticulous
detail that has gone into bringing the environment and its inhabitants
to life, as well as the gorgeous explosion effects that flourish
as you terminate said lives. Using sort of a super-stylized manga-esque
art direction, everything in the world of Crackdown is outlined
in black, but unlike full-blown cel-shading, objects and characters
have actual texture rather than the flat matte finish typically
associated with this form of graphics rendering, which gives the
game a distinctive 'virtual graphic novel' visual trait.
Unfortunately,
the audio side of the production doesn't quite hold up alongside
the unique art and graphics. Nothing in particular stands out as
problematic, but at the same time nothing stands out as special
either. Weapon and explosion sounds have a satisfactory punch at
least, but after that the music is forgettable (and only plays in
vehicles to begin with, which isn't often since on-foot travel is
so much more fun), voice acting is limited since there isn't any
development of characters or story to follow and the overall city
ambiance really isn't that atmospheric.
Crackdown
gives an absolutely exhilarating first impression, but in only an
hour or two you'll have seen basically everything the game has to
offer and from there on out the complete lack of structure and variety
leaves the entire game feeling somewhat pointless. If you're simply
in the mood for a quick fix of mindless violence then this game
works marvellously in short bursts and you'll no doubt have a blast
playing it, but if you're like me and desire some type of end goal
to strive for in a game, or at least a little substance beyond unstructured
running and gunning, Crackdown will feel more like a cool tech demo
of what next-gen sandbox-style games have the potential to be rather
than a completely finished product. The premise is sound and the
blueprints for an amazing game are in place, now let's just hope
Realtime Worlds comes back with a sequel to fill in its impressive
virtual city with more stuff to do.
Reviewed by Matt Litten for AceGamez (All Rights Reserved).
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