Play With My Box

Friday, May 11, 2007

Crackdown Crackilicous DLC: Videos


If you're a fan of Crack(down) you've probably already hear the buzzing about the DLC extravaganza that's either already out or due out very, very soon. Like, extremely soon.

New co-op game modes, a cheat mode, new races, new vehicles, new weapons... it's all there. Developer Realtime Worlds has done an exemplary job of addressing player suggestions and dishing out a value-packed title update and pay content that should set an example for all other developers to follow.

The above video provides a quick summary of all the new weapons that will be included in the Getting’ Busy Bonus Pack premium DLC. The guys at Xbox 360 Fanboy have gone through the trouble of linking to all the preview videos, so go check out the goodies there and try not to salivate all over your keyboard.

For all you die-hard readers who yearn for hard text, there's not better summary of the Crackdown DLC than at Team Xbox.

I can't wait to tack gangbangers up all over Pacific City with my harpoon gun!

Update: Oh it is a good day for downloads. Both the free title update and the premium pack are available on the Marketplace for consumption, as is the demo for Midway's upcoming alien shooter, Area 51: Blacksite. A review of both currently in the works...

Source: Xbox 360 Fanboy & Team Xbox

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Tuesday, March 27, 2007

Teasey Hints of Crackdown DLC

There was a community Q&A published today at Eurogamer where Realtime World producers, Phil Wilson and Billy Thomson field fan questions about everything from their design philosophy and hints of possible new game modes to be included in the upcoming DLC release.

Hit the jump for s'more juicy tidbits.

Wilson and Thomson both seem like pretty nice fellas and were quite candid in their answers. Chief among the teasers related the upcoming Crackdown DLC was the much-requested "boss reset" feature, which Phil Wilson admitted was an embarrassing omission in the retail game. Also mentioned was the possibility of expanded co-op (more than 2 players) and competitive co-op game modes.

So far so good. The questions brought forth by Eurogamer's forum community were great and quite representative of the belly-aching feedback I've seen resurfacing on the official forums since Crackdown's release last month.

I was in lust with Crackdown for 3 solid weeks after its release but haven't touched it much since whacking off Wang (sorry, had to do it). These flirty DLC announcements from RTW makes me excited to return to Pacific City for another 10-15 hours of raucous, open-world mayhem.

Source: Eurogamer, by way of Xbox 360 Fanboy

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Wednesday, March 07, 2007

Crackdown Glitch Compilation

I like to think I am pretty hardcore with the gaming. But when I see other gamers posting this stuff on the net, I do realize that often lag far behind when it comes to fully exploring my games and pushing them TO THE MAX.

Thanks to the Xbox 360 Fanboy boys for the story.

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Monday, March 05, 2007

Crackdown: Cracked

crackdown-review
I didn't intend to finish Crackdown this weekend but I did. Offing Wang was too alluring a temptation for me, even after 2 full (and late) nights of happy orb-hunted, punctuated by the occasional gang boss assassination.

If you have yet to kill Wang, let me give you a little heads-up on what to expect. Don't worry, this isn't a spoiler: Wang's a friggin' push-over. I suppose I let myself believe unreliable accounts of message forum dwellers and a few reviewers who hinted at Wang's awesome powers. Hell, even the Agency Director got my hopes up. Dark arts you say? Oooo, maybe he can teleport or fly or shoot laser beams out of his eyes! The dearth of solid information made me think Wang would provide a different, substantial challenge compared to his underlings or the criminals of the Volk and Los Muertos. Alas, as I rocketed, grenaded and roundhouse-kicked his flaming carcass off the ledge of the zen garden pagoda, I realized an epic battle this was not.

Was it still satisfying? I would answer an unqualified "yes". As a final gesture of triumph, I hurled Wang's corpse off the top of the Shai-Gen Tower. My co-op partner was already halfway over to the Final Crime waypoint and I giddily asked him to see if he could spot my Wang shot-put from halfway across the island. "Have a taste of your skyscraper, Wang!" was my main motivation for tossing him in the first place.

Getting to Wang was the difficult part and that applied to almost all of the other gang generals. It's their entourage that gave me the most headaches, combined with the enclosed areas these bosses would hole themselves into.

Now I'm left to pick up the pieces of left by the obliterated gang factions. Nothing left to do now except hunt down the remaining 50 Agility Orbs and 150 Hidden Orbs, complete more Achievements and max out my Agent skills. Oh well, that's at least another 5-6 hours of play right there on top of the 2o or so hours I spent up to this point. That's value.

A proper review for this game seems like a foregone conclusion right now. Crackdown has been out for 2 weeks and there really isn't a lot to be said for it that hasn't been said already. Allow me to sum things up with a handful of quoteables, if I may...

Crackdown is one big mess of a game. It's also a sandbox masterpiece and is the sandbox game to beat from this point forward. Games like GTA 4 are going to bring things down to earth - no more rooftop races, homing missiles and superhuman strength - and boy, is it going to take some getting used to! And when I say the game's a mess, I mean to say it's buggy, quirky and has it's fair share of maddening design flaws. I mean, kudos to the first 360 game that brought me so perilously close to stomping my $60 controller into the ground so many different times. And yet, I love the game and wouldn't rate it anything less than an 8.5 out of 10.

If Gears of War was the last, best reason of 2006 to buy an Xbox 360, Crackdown is your best reason in 2007 to finally become a believer. It's a virtual "fond gaming memories" generator and it stands as the purest execution of real sandbox experience in any action game.

Hyberbole and adulation aside, Crackdown is simply shitloads of fun. If you reeeaaally have to have your arm twisted, then come for the Halo 3 beta, but stay for the Crack.

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Wednesday, February 28, 2007

Crackdown Agility Orb Sound

Oh snap, the man with the cushiest job in the gaming business, Major Nelson, offered up downloadable audio clips of that most magical of sound effects, the Crackdown Agility Orb! Oh boy, I can't wait to use this as my alert for everything!

Big ups, props and everything in between, Major!

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Tuesday, February 27, 2007

Halfway Til Bliss is the Bomb Diggity

"Halfway Til Bliss" by Atlas Plug (Tom Salta) is the theme song for Crackdown as far as I'm concerned. I fell in love with it after watching the famous Achievements video and last night I finally hunted down the track information in the Crackdown jukebox.

If there's been a common criticism of the game so far, it's been the unflattering descriptors aimed at the soundtrack. "Repetitive", "Forgettable" and "Generic" are just some of the adjectives that I've read in the reviews. Hogwash, I say. Sure there are no major artists licensed for the extensive soundtrack and there are a number of grating drum n'bass tunes thrown in the mix. And yes, not even a gem like "Halfway Til Bliss" comes close to matching anything Jeremy Soule can fart out on even his worse day. But c'mon... the tunes fit the game like a glove. A futuristic, gritty setting like Pacific City screams for a techno beat and that's what it has. Just because there's no license radio Top40 crap doesn't make the soundtrack any less effective.

Now if only I could find a way to just buy "Bliss" instead of the entire Atlas Plug album. The other tracks aren't bad, just nothing special.

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Monday, February 26, 2007

Ctrl+Alt+Del Crackdown Comics

Love it!

Cracked Up

Running Errands... For Justice!

I especially enjoyed the 2nd comic strip. Just another day in Pacific City, eh?

On a side note, I realize a lot of you probably hate Crackdown so I will switch gears soon and discuss other topics. Soon, I promise!

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Crazy SUV Jump in Crackdown

You gotta love YouTube.

I mean, where else can you watch a video of a guy triple-flipping the Agency SUV off the top of the Shai-Gen Tower?

We can all agree that the landing, involving the untimely death of an innocent Pacific City civilian is aces. The real gold in this video, however, is figuring out just how the heck the guy got the SUV up there in the first place. Where on earth is the video showing that?

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Angry Gamer Confessional/Help Guide

Destructoid is an awesome gaming blog. I like to think of it as the red-haired stepbrother to elder siblings, Kotaku and Joystiq. While I will often find echoes of the same stories on the "Big Two" blogs, Destructoid dares to offer articles more off the beaten path.

They published an article about Angry Gamers before the weekend which I found relevant, timely and hitting a little too close to home. Frankly, I can relate and I'm none to proud to admit it. I haven't gone as far as punching holes in my wall over a game, but I have a couple broken keyboards and cracked SNES controllers to offer up as proof to my legacy of gaming rage.

I've chilled out in my older age, but you'll still find me muttering to myself or clenching my jaws when I'm being particularly vexed by a video game. Case in point: Crackdown.

First thing's first: I love this game. I've been hopelessly cracked out since last Tuesday's release and have not been able to look at my previous favourites, Gears of War and Vegas quite the same way. As good as it's been, however, Crackdown has reacquainted me with the demon within over the weekend. The game, at its heart, is a platformer and I have a history of frustration with these type of games, as do many other people I'm sure. Missing platforms and falling to your death are par for the course in your typical platformer. My Agent, while hardy enough to survive most falls, is just this much short of perfection when it comes to overall play control. It's so frustrating to be merrily hopping on rooftops and suddenly lose footing and fall several stories below. Sometimes it's not terribly convenient to climb all the way back up. Factor in massive crossfire from enemies, randomly placed propane tanks and the tactical disadvantage of not having the higher ground and repeated falling mishaps become quite maddening.

It's even worse when I've made some effort to climb up to a certain peak and fall back to ground level only because I was trying to avoid a grenade or do a nifty jump shot on someone. The oilrig battle with the Volk kingpin is a good example of this. Man, that was a grueling fight. Sure, it earned me some nice achievements but I was ready to dash my controller against the wall with all my falling, getting back up, falling, getting back up...

So it's a strange paradox with Crackdown. I've been so addicted to it yet I can't remember being so compelled to swear at my TV or break something simply because I made a mistake. Repeating to myself that it's just game does little to quell the rage. So yes, I would say that I am indeed an Angry Gamer.

Well, the first step to getting help is admitting you have a problem! (sigh)

Read the Angry Gamer story on Destructoid

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Wednesday, February 21, 2007

Crackdown: All Justice. All Lag.

Newcomers to Play With My Box might mistake it for being a Crackdown blog seeing as I can't shut up about that game. Sadly, no, I am not on Microsoft's or Realtime World's payroll.

Can we just talk a little bit more about this great game? I got my hands on the full retail release last night. The EB clerk pointedly asked me if I was one of "those people" who was buying Crackdown solely for the Halo 3 beta. I scoffed and told him, "nay". I told him how couldn't fathom why anyone would shell out the $79 CDN (tax included) just for a public beta test. It's true: before Halo, console gamers were pretty much up the creek without a paddle when it came to first-person shooters. But my god, the adoration for the Halo franchise is something I have yet to fully understand and embrace for myself.

I also got this dirty feeling while talking to the clerk, like I was justifying myself to him, you know? It reminds me of the days before mass MP3 downloading when I'd submit myself to the barely restrained condescension of the store clerks as I showed them my purchases. Oh, jaded and mighty clerk, do my selections meet your approval of hip? I'm glad those days are behind me but I got a recall of those experiences chatting with the kid working at EB. Well, what if I was buying Crackdown just for Halo? Dare you judge me, brother?

Back on topic. I hurried home from EB, whipped up an obligatory dinner and settled in for 4 to 5 hours of Crackin' good times with Heero.

Okay... maybe it wasn't Good Times from start to finish. We experienced a lot of lag as the night went on, to the point of not being able to play the game at all due to our connection repeatedly timing out. There was an obvious spike in activity on XBL, most likely due to Crackdown's launch but Microsoft should have saw that coming and prepared accordingly. I'm expecting a beefing up of their servers very soon, if they haven't already done so.

Lag issues aside, the game is quite polished compared to the very enjoyable demo. I've only managed to terminate 3 of the Los Muertos lieutenants and rank up my Agility and Firearms to 2 stars, so there is a lot more of the world to be explored.

You know me, I will be back with detailed impressions, possibly a full-fledged review within the week. For now, I have these observations to share with y'all:

  • The melee attack when you stand next to any inanimate object remains and is still quite annoying.
  • Ruthless difficulty is proving to be a nice balance. I've died several times already, no thanks to errant grenades and randomly placed propane tanks.
  • They need to implement "jump in" co-op. Unlike the demo, you can now invite a specific friend to join your session right from the game's UI but it's a far cry from simply firing upa game and having a buddy jump in at any time he/she pleases.
  • Auto-aiming feels a lot tighter, along with the feel of moving your Agent and the camera controls. No complaints here.
  • This game begs for a recorder/instant-replay function. Even a low-level Agent can create quite the stir in the middle of the freeway. "OMG, you should have seen that!" just doesn't cut it after the nth monster car explosion.
  • Lag. I'm hoping all the lag we experienced was just from the launch day rush. I really want to see how effective that netcode update is.

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Tuesday, February 20, 2007

Launch Day Fan Service for Crackdown

Today is the day. I cannot wait for my work shift to END. End already, end! I called my EB store an hour ago and they were just in the middle of unpacking the shipment of games.

Oh My God... it's here. It's finally here.

Terrorists, lambant wretches and dive-bombing kamikaze planes will be spared from my wrath for the next few days, at least.

In a thrilling bit of surprise news, Realtime Worlds and MGS have offered up 4 new, free Agent skins that can be downloaded on the Marketplace today. These new skins are sexy as all hell, featuring an afro-ed Chuck Norris lookalike, a ninja, a futuristic Killzone-esqe soldier and a cyborg.

Work end. Work end. Work end...

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Monday, February 19, 2007

Almost Time to Get (Crack)Down

I've cleared out my social calendar for the next few days (not difficult if you're me) and bid a tearful farewell to the demo. I'm ready for tomorrow's release of Crackdown. Are YOU?

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Wednesday, February 14, 2007

Crackdown Review Round-Up

Enough advance reviews of Crackdown have rolled in by now for Metacritic to publish their summary of review scores. This works great for me, as I can finally cut down on the Crackdown posts and move on with my life. ;)

The sole new Xbox 360 release has posted up some impressive numbers, garnering a 90 or 91 from many reviewers and a surprising 70 from OXM.

Now I love scores and ratings as much as the next guy but I can't stress enough the importance of actually reading what the critics have to say. Many reviewers for the major sites and magazines are excellent writers and can articulate their thoughts about a game to the finest detail. Sometimes, they are just fun to read. The 1UP review in particular, while a bit hyberbolic, was written with some unadulterated fanboy zest -- like he couldn't wait to hammer out a review so he could return to playing the game -- that you can't help but get some entertainment out of it.

Naturally the forums have been buzzing this week as each new review hits the Interweb. Crack-fans are sulking a bit at some of the less stellar reviews while err... Anti-Cracks are nodding their heads, with some suggesting that the critics weren't harsh enough on what they believe to be a shallow, repetitive sandbox platformer. This is, of course, all a little bit silly. I say again: just read the reviews.

Even a "low" score of 7.8 from Gamespot is backed up by a very positive review. Jeff Gerstmann's complaints pretty much echo those of other reviewers, even the ones that have given Crackdown top marks. In the end, it's just a number, peeps. It's just a number.

Pre-order stands, big surprise. I would have needed to see some dismal, basement-busting scores to have even considered cancelling my precious pre-order at EB.

Check out the review scores for Crackdown

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Monday, February 12, 2007

Mad Crackdown Linkage Today

The anticipation is mounting.

8 more days until Crackdown drops down upon our Boxes. The Team Xbox forums are a'buzzin' today about the new IGN review, which scored the game a respectable 8.0. The actual review itself is quite detailed but would have you believe that the score would come out lower to reflect some of their complaints:

- Game can be finished in about 6 hours (on Easy difficulty)
- Low replay value
- Poor sound production and music
- Lack of story and side missions

The folks at Planet Xbox 360 recorded a special roundtable discussion on Crackdown for this week's podcast. The general consensus pretty much mirrors the sentiments expressed in the IGN review. Jump on that action here.

Edit: I just got back from le gym and lo, another Crackdown review! This one is from the fellers at Team Xbox. Check it

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Friday, February 09, 2007

Crackdown Developer Blog

Hard to believe I didn't find this earlier: a developer blog on IGN for Real Time Worlds, creators of Crackdown!

Enjoy.

Real Time Worlds' Blog - Crackdown

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Thursday, February 08, 2007

Crackdown Preview Video Clip on OXM

I can hear you asking me, nay, crying out in frustration: Oh Maclintok, another Crackdown post??

I know, I know, I know. Yet again, I post about this wonderful game, but with a mere 12 days remaining until the full game hits retail shelves, can you blame me for stoking the fires of anticipation? It does not help that there continues to be so much out in the WWW to satiate our Crackdown cravings. First the Achievements montage, then the Shai-Gen preview and now, a very meaty, very satisfying game preview and interview with the producer and designers at Real Time Worlds.

It's hard for me to scope out video podcasts, being at work and all, but I managed to take this in near the tail end of my busy day. So here, courtesy of OXM, is your delicious Crackdown preview video

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Crackdown's Shai-Gen District Video Trailer!

Well kids, another day, another excellent Crackdown video. Games Radar has posted a new trailer that revolves around the Shai-Gen District, one of the 3 main districts/islands in Pacific City and home to the evil Shai-Gen Corporation.

I was pleasantly surprised to see many instances of playable, indoor environments, which is a great indication that the retail game will feature extensive indoor (and underground) areas that were not in the demo released last month. The architecture and general feel of the Shai-Gen district is quite different from the Los Muertos slums we've all laid waste to in the demo, so here's hoping the Volk island will be just as striking and distinct.

No real gameplay revelations are apparent in this video. The Shai-Gen gang bosses do look even more heavily defended, with elite-looking guards sporting some advanced weaponry. Taking one of these bosses down may not be as straight-forward an affair as it was with the Los Muertos heavies. I sincerely hope that, even with a fully-leveled Agent, they will force you to plan out some tactics in order to defeat these higher level bosses.

And finally, the music in the video rocks. Word from the Team Xbox forums suggests that the tune was produced by famed drum n' bass DJ, Dieselboy. Very cool.

**Important Note: Follow the link to the video and click on the image link on the Games Radar page that is labeled Crackdown - Shai-Gen District. You MUST do this, otherwise the video player will just play the PS3 advertisement, then stop.

Another Dope Crackdown Video - Shai-Gen District

[props to Soma on Team Xbox for the link]

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Friday, February 02, 2007

Crackdown Links Lovin'

There's a subtle shift going in with the public perception of Crackdown. The longer the demo has been out and more players have taken a trip through Pacific City, the less focus there seems to be on the much ballyhooed free Halo 3 beta. Gamers dig the demo. Sure there's a silent minority that detests the demo for some very valid reasons (lack of story being a huge complaint) but overall it's safe to say the demo has made its share new devotees.

Fans and news outlets alike are definitely giving the game some proper dues. I recently found some very juicy links on Xboxyde and Team Xbox.

Crackdown Achievements Video
Microsoft released a video montage detailing some of the more esoteric Achievements available in Crackdown. Watching this, quite frankly, gave me the chills and tingles in all my special places. Note the soundtrack, a hypnotic pastiche of brooding breaks, synthy-goodness and secret agent cool. I love the track and hope it will be included in the final game. Well, when the demo included licensed songs from the likes of Hybrid and Curve, my wishful thinking may in fact be reality.

Team Xbox chimed in with their own Crackdown coverage:

Things We Love About Crackdown

Crackdown Demo Mayhem Videos

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Wednesday, January 24, 2007

Crackdown Demo: Sandbox Epic or Buildering Sim?

On the 23rd day of January, Microsoft and Real Time Worlds gave us Crackdown co-op demo, and it was good.

The final game, due for release on February 20th, has been the focus of much scrutiny lately. It has been hailed as the next great sandbox adventure by some and decried as nothing more than a limp GTA rip-off. That Microsoft wisely (or foolishly) decided to pack in access keys to the upcoming Halo 3 beta in selected copies of Crackdown has only fueled the debate even more. Is this game the real deal or is a disaster so big not that even a Halo 3 beta key can save it?

Well, we still have another month before that question can be answered definitively. For now, we only have a very short, but very sweet demo to whet our appetites with and to serve as a lightpost into the game's potential success. My own impressions of Crackdown pre-demo took on a trajectory of initial apathy, to sudden intense curiosity, to child-like giddyness and culiminating in salivating anticipation. I was among the first Xbox Livers to grab the 1.24GB demo yesterday morning and was itching through my workday, eager to get home that evening to spend some quality time with the demo.

What follows of course, is a quick recap of my experience with the Crackdown trial game, based on roughly 90 minutes of gaming solo and with my Live parter-in-crime, Heero yuy sr. The bias against this game before the demo released has been very surprising. I hope to bring a pretty objective review to the table and illuminate what is so great about thsi game as well as highlight some potential trouble spots in the overall design.

So to get things kicked off with a bang, I shall say this: the Crackdown demo rocked my ass. David Jones, the game's creator and also a co-creator of the original GTA franchise, clearly wanted to take the sandbox genre to the next level of evolution. You take on the role of a nameless Agent who is tasked with the job of fighting organized crime in the futuristic (and generically named) Pacific City.

From the moment, I started moving my Agent around the agency headquarters, I knew that Jones and the team at Real Time Worlds had nailed one of my biggest gripes with Grand Theft Auto, which was the feel of controlling your avatar. GTA player-characater always felt sluggish and clumsy and it was almost a necessity to acquire a vehicle ASAP. The inverse is true with Crackdown. While the vehicular control is responsive, the experience seems more focused on you as the Agent and moving around on foot. This isn't too surprising, given that one of the great joys of the demo was levelling the many abilities of my Agent. This RPG-lite feature is similar to the one used in GTA: San Andreas, only done much better. The "skills for kills" game play is further enhanced by an amazingly addictive mini-game hunt for hidden orbs, which provide you a bundle of ability points without having to kill anyone. The trick is actually finding these orbs, all 500 of them, which are scattered about the immense city-world, usually high up on rooftops.

Which brings us to the crowning touch of player control in Crackdown: the jumping. The feel of jumping is near-perfect, from the animation of your cycling arms and legs, to the dramatic crouched landings, complete with rumble shock and visible impact marks on the pavement. The feel has been compared to the Spiderman and Hulk last-gen console games. When I had ramped up my Agility to Level 4 (a feat that will take MUCH longer in the full game), I truly did feel like some kind of Hulk-fied super cop, dodging hailstorms of gunfire by clambering nimbly up a wall or taking wild leaps across rooftops to get to a hidden skill orb or a heavily defended boss character. The hunt for those highly coveted orbs quickly became an obsession in itself. Even as my abilities enabled me to reach previously inaccessible areas of the map, I would always find a new building to conquer and it would pose a greater challenge than the last. Never in a sandbox game have I pondered at the base of a structure and wondered aloud, "So how the heck am I going to get up there?". This facet of the game's design is like a breath of fresh air and made me wonder if I was playing a GTA clone or some other-worldly free climbing and parkour simulation.

Besides the superb feeling of control, I feel there is so little space remaining to harp on the many other positives I experienced while playing the demo. The graphics are excellent, combining offbeat art direction, vibrant colours, gorgeous explosions and some impressive technical wizardry to produce one of the most unique and visually stunning games in recent memory. This game is no Gears of War, but it still looks amazing and one of a kind. You will be amazed when you reach a suitable vantage point an take in the draw distances. I did not notice any pop-ins at all and the vista you see out in the distance IS reachable, not just an artificial backdrop to mark the outer boundaries of the game world.

I'm also very encouraged by the open-ended design of Crackdown. This is looking to be the purest of the pure sandbox experiences. EVery, and I mean, every mission appears to be optional. While your Agent is routinely fed updates and objectives depending on your location in the world, you are free to pursue whatever goals you desire. This is a far cry from what we are do accustomed to in games like Grand Theft Auto. Sure, GTA offered you a lot of freedom to explore but the progression through the game felt like a linear string of mini-games and side quests. All of this served to mask the linear, unforgiving nature of the core storyline. If you wanted to progress through the main storyline of GTA, there were a set number of key missions you needed to complete, no ifs ands or buts. Not so in Crackdown. The entire world is open to you from the beginning and your progress through the world is only hampered by the power of your Agent.

Which brings me to some of the more negative features of the Crackdown demo. The truly open-ended design of Crackdown, while liberating some players, may put off many more. GTA has been so influential in setting the bar for these type of games that it may be hard for players to adapt. Truth be told, the range of activities in Crackdown seems to be more limited. You cannot buy property, foster a gang, take over gang territory, pimp hoes, sell drugs, fly planes or do any number of nefarious things that you did in the course of your average GTA game. The fun of Crackdown is exploration and to a point, creating your own fun. There is nothing there to handhold you through a storyline, mainly because a storyline does not exist. On the same side of the coin, the 2-player co-op experience may not be compelling as I might have hoped. Co-op seems to shine through when there is a common and focused goal to work towards (see Gears of War). The flow of play in Crackdown is definitely not focused, so it will be interesting to see how people adjust to all the "low pressure" urgency of the game.

That is a small gripe with Crackdown. For all it's style and polish, it lacks any real character or plot. Your Agent has no name or discernible personality. The character of your foes, gleaned through amusing video briefings, are also starkly generic and lifeless. And you can forget about cinematic cutscenes.

The lack of personality and storyline may ultimately affect the lasting appeal of Crackdown. Any new intellectual property needs a mythology to drive it into the future and capture the imagination of its fans. Based only on the demo, I would say Crackdown is guarranteed above-average success upon release. Whether or not it becomes a lasting blockbuster hit is still very much up in the air. In the end, the players most likely to get the most out of the demo and the full game are those same players most acutely aware of the short-comings of other sandbox titles like GTA and Saints Row

All I know for now is that I must get my ass down to the nearest EB Games to pre-order the Crack. The demo is also going to get some more serious play-testing for the rest of this week.

p.s. - Any game that features a Hybrid track among their selectable radio stations deserves a gold star in my book, no questions asked.

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Tuesday, January 23, 2007

Crack of Dawn

I suppose it doesn't bode well for new blog when half the entries posted have been about one game. Does it matter that the game happens to be Crackdown, one of my most anticipated titles of '07? Truth be told, my knowledge of this game, along with Gears of War, played a large role in locking down my decision to buy a 360 in the first place. I've been enamoured with anti-social "sandbox" games since the early sprite-based incarnations of Grand Theft Auto. Back when I was enrolled in my easy-as-pie Multimedia Studies program, I even wrote a treatment for a sandbox-styled game for my Interaction Design class (don't worry, it's not nearly as Digipen-cool as it sounds). It was a pretty sweet concept. My gameplay document wasn't terribly fleshed out, but the potential was there. Think game journalism a la Dead Rising, mixed with GTA and Bad Day L.A. sans gang-banging, mass murder and ho-slapping.

But I digress. So there I was, suckered into playing another late weeknight session of Rainbow Six: Vegas. I had finally passed that maddening sequence in the slipway dam; you know, the one involving Jung strutting his computer hacking skills in the shed while half the world's terrorist population descends upon you. I must have played that section 20 times. It took my first attempt to realize Jung gets flanked by 2 sneaky enemies in a garage and the next 19 tries to get a lucky break and not: a) catch an errant grenade, b) not have Michael die on me too early, c) not have Jung catch an errant grenade or bullet or d) all of the frickin' above.

So I finally passed that bloody sequence. I was too relieved and exhausted to celebrate when I saw the magical "Saving Progress" notification on my screen. Thankfully, for the next twenty minutes it was a smooth succession of checkpoint completions, not dieing again until later in the scientist-rescue portion of the mission.

I figured it was time to stop. I had enjoyed a couple beers with a friend earlier and the buzz was still lingering, making me rather sleepy. I checked the clock and saw that it was already 1:35am. Wait a minute, doesn't the Crackdown demo drop at 2:00am? Indeed.

By 2:05, I had the demo streaming down the pipes and crawled into bed, happily thinking about the game and secure in the knowledge it would be waiting for me when I awoke. Waking up today was a bit like waking up on Christmas morning. Bleary-eyed but excited, I fired up the Box and there it was, my precious, my Crackdown demo. It was a hefty file, weighing in at 1.24GB. I was surprised it finished downloading overnight. The Marketplace servers will probably get slammed later this afternoon when all the kiddies get home from school. Meanwhile I'll be sitting pretty enjoying the game. Chawesome...

I played the demo for all of 5 minutes. I already like the feel of controlling your Agent and the graphics, while terribly cartoonish, are very striking and unique. I'm not sure I liked the feel of the driving. I hopped into a squad car and was turned off by the camera control and sluggish turning. Here's hoping that was only characteristic of the particular vehicle I was driving. Another sticking point of course was the total lack of story and cinematics. Yes, watching an introductory gameplay montage is cool but would it have killed Real Time Worlds to add that final bit of polish to their game? Hopefully they did for the final product.

Heero and I have already made a Crackdown appointment for tonight. There's word from Kotaku that the demo has a 30-minute time limit once your Agent reaches Level 2 in any skill. That seriously sucks, but for a open-ended sandbox game like this, it was probably the most sensible option method of implementing a "cut off" point.

Full first impressions of the demo to come.

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