Crackdown 2

I was a big fan of the original Crackdown, as was a vast majority of 360 owners, when it hit in 2007. The open-world, sandbox soil that had been tilled for years by the Grand Theft Auto series bore delicious fruit with the superhero inspired elements of Crackdown. With the original developer, Realtime Worlds, off on another creative enterprise, it fell to Ruffian Games to create a sequel to this cult favorite. After putting some time into the game, I find there are many elements to Crackdown 2 that are just as fun as the original, however the extreme similarities between the two end up making this game less engaging than the first.
The biggest surprise for me when jumping into Crackdown 2 is just how similar the world is. In fact, it’s identical with only a few elements skinned differently to aid the zombie infested city conceit that is at the heart of the game. While this is initially a nice return to a familiar territory, after the first twenty Agility Orbs have been gleefully collected, these warm feelings have changed to a tired realization that fourty-plus hours have already been spent here. The proposition that another games worth of time will be spent jumping around these familiar locales begins to feel more like a cheat and all the “newer” elements are tinged from that moment on.
That’s not to say that I still didn’t have a lot of fun running around chasing down orbs. I still enjoyed all of the familiar Crackdown events including racing and gunning down waves of enemies. I still took joy when my character started crackling with energy at each new level. These are all still enjoyable moments but at the same time it was hard not to feel as if I could have received the same rush by putting in the original game and hitting the reset button.
The actual structure of what goes on in Crackdown 2 attempts to breath some fresh air into the familiar territory. The “kill the gang bosses” progression of the original Crackdown has been replaced with a series of areas that need to be cleared of enemies. Some of these are just like the original game and consist of zones on the map that have been designated as enemy strongholds. While no gang leaders sit at the heart of these sections, the bonus to clearing them out is that they become resupply points. Clearing all of the zones on the map end up giving you plenty of places to get car or a new set of weapons.
The other areas that need to be cleared are called Amplifiers, which are machines that need to be turned on once the area is cleared of enemies. When a set of three of these are activated, they point the way to a Freak (read: zombie) Lair. These underground Lairs require you to activate a Beacon and defend it against a swarm of attacking Freaks. As each of the areas are conquered, the city begins to clear of dangers much like the original Crackdown. This progression comprises the vast majority of the game and while it’s a little better structured than the original, it fails to make the game feel as fresh and new as I wanted.
The multiplayer has been expanded to allow four players to co-operate through the game, as opposed to the original two. As was true with the first game, the majority of your fun will be had in this mode. From jumping around the city looking for orbs or defending against a horde of Freaks, everything becomes much more enjoyable when played with friends. The typical deathmatch and Rocket Tag are also included but I found these modes to pale when compared to the likes of Red Faction: Guerilla with it’s leveling mechanics and weapon upgrade system. Again, while these multiplayer features are a nice addition to the series, it fails to make the game feel like the next big event in the Crackdown universe.
That fact, sadly, becomes the biggest downfall of the game. There is a thinning line, it seems, between what is excepted of a true sequel and what ends up feeling more like an add on pack. With full missions, characters and items being put out for many triple A franchises these days, Ruffian’s approach to Crackdown 2 seems less acceptable. In both look, feel and execution, I find it difficult to believe this couldn’t have been an add on to the original.
That’s not to say that you wont have a lot of fun with the game. With three other friends, especially, you’ll have a really good time. The single player also holds many of the same thrills as the original. Just don’t go in expecting a whole new ballgame for your $60.00, as Crackdown 2 is simply more of the same. For some that will be a detriment but for others it’s just what the doctor ordered. I’ll leave that one for you to decide.
For more thoughts on Crackdown 2, check out the 07.02.2010 episode of Drunken Gamers Radio