Crackdown 2

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  • Flawless
    Bang-bang! Down-down!
    • Mar 2004
    • 16780

    #76
    Re: Crackdown 2

    VG247 Interview

    Part 1

    VG247: The obvious one, as far as I’m concerned: there was no real reason in the in the first game to beef up your car powers, and loads of people finished without ever attending to them. What are you doing in the second game to make sure they work properly?

    Billy Thomson: Well, the cars we’re putting in have a co-op slant to them as well. A lot of the weapons you’ll see in the game have got turreted weapons that are bigger and more powerful, and they can be strapped up onto certain vehicles. Some vehicles can carry up to three of four different turrets as well, so we’re pushing the co-op nature in that respect. We’re also putting in more systems for gaining driving skill as well. So rather than just running people over all the time, which was nothing short of a pain in the arse in the first game, we’re making sure that stuff you do in the cars is actually fun and provide skills for the player as well. It’s small things like that, as well as providing more gameplay modes for players.
    We really didn’t see much of the missions this morning. Mainly, you were showing of the sandbox elements. How are you going to the narrative into the sandbox elements? Obviously, in the first one, it wasn’t actually that successful, and the popularity basically came from the fact it was a toy. How are you going to bring the story forward?

    Billy Thomson: Well, there are different ways. We’ve got video we can play in-game, but one thing we’re not going to do is interrupt the player at any point. With the first game, we spent a long time in various meetings going through different possibilities on how we could convey information to the player in a way that they saw it, understood what it was and it came at a good time; I don’t think we got it right, personally. It constantly came up at the wrong time, and because it came up at the wrong time, all you wanted to do was skip it, and the information that was in there wasn’t that important anyway, really. So this time we wanted to make sure that if the player does get to a point in the structure where information is there and we want the player to see it, we’ll make sure that they can go back and view it again in the UI.

    But, there’s almost a multi-thread to the information, to the stories we want to tell. So it’s not just one: it’s multiple characters in different threads that’ll tell different parts of the story, and it’s up to the player to find these parts of the story. You’ve got a core storyline, but you’lve also got bits that are almost like flavouring all around it. If you can find those things in the game, then that’ll provide a more rounded understanding of what Pacific City is, and exactly of what happened, how the city fell into the hands of the Cell, and how the Freaks took hold of the city. All those things unfold as the player plays the game, but they’ll not be forced on the player. The only things that’ll be pushed on the player will be based on the player’s progression through the game, so the story is more reactive. It’s not pressed on the player. The player does something, they get a bit of information. It’s more like that mechanic.
    You’ve got four-way co-op throughout the entire campaign.

    Billy Thomson: Yeah.

    Doesn’t that present a major design challenge? Surely you’re going to go through each of the missions very quickly with four players, but it could take literally four times longer with one player and it could be an awful lot more difficult. Is the game much faster with four players?

    Billy Thomson: The very quick answer is “yes”. We had two choices. We could have gone for dynamic balancing of the AI, which I think causes a lot of problems. Think of this scenario: you’re standing at a corner, and you’ve got three guys round the corner, and you’ve got an Uzi. You run round the corner and mow the guys down, and you take very little damage. Now, if we did dynamic balancing, and you add three more players to that game, and you run around another corner and meet the exact same three AI and we’ve upped their health and upped their damage, then your experience from corner to corner is going to be completely different.

    So what you’ve just taught the player – that you can just take down three guys in an instant and not need to worry about health – you’ve just changed at the next corner. I think that’s a big issue. So we’ve gone in a slightly different direction, which is to allow to player to balance the difficulty themselves.

    If they’ve played through the game, and now they’re playing with three other friends and they’re finding it too easy, they can very easily ramp the difficulty up, to get something that they feel is more akin to their level of experience and their level of ability. But what we will do is balance the game so it’s something that’s easy for one player to play through. It will be based on one player, and more players make lighter work, essentially, and it’s up to the player if they want to ramp that difficulty right up. While it is a Live title, people will play it on their own as well, and we need to make sure that we get the balance right for those people that play on their own. If more people join in, they can just ramp the difficulty for themselves or they can just fly through the game and do a speed-run. It’s giving the player the freedom to make their own decisions.

    James Cope: Also, players think that co-op’s a way of making the game easier anyway. In the first game, people had a particular challenges they couldn’t achieve on their own, and they got in other players to help achieve them, and that’s something we’re going to try to maintain anyway. In a freeform experience, if you have more players it makes it easier. That’s our reputation, so we’re just playing to that basically.

    Billy Thomson: I personally preferred the first game on Psychotic. I think it’s a better way of playing it. It makes you think about situations. You pick them off, or you’re dead. I’ll definitely make a point in the sequel of being able to ramp up the difficulty to it’s hard with four players and you really do feel challenged, but it’ll be down to the player to decide whether or not they want to be able to play it on that level.
    You’ve got an eight-player “against the Freaks” mode in it. Do you think that was necessary from an aesthetic perspective, or is it basically a reaction to Firefight and Horde?

    Billy Thomson: It’s definitely not a reaction. It was an idea that was thrown around that sounded really cool. Maybe somebody else is doing it. I don’t know if anybody else is doing anything like that right now. It just sounded like a great idea, and something that was a challenge for us to try to achieve. I think if we get it right it could work really, really well. It’s definitely not a reaction, because I wasn’t thinking of those game modes when the idea was presented.

    James Cope: A lot of us here are big fans of games like Robotron, and we wanted to have that kind of Smash TV experience in Crackdown. Mass AI against a few players is incredibly good fun. Having that arena-based thing, we think, is going to be a fantastic feature. But we appreciate that it is a good idea, so other people are doing it as well [laughs].
    Part 2

    You’re using the original Pacific City map. In the very first instance, was that taken to speed up development, or was that a necessary thing to continue the story?

    Billy Thomson: Well, it obviously does speed up development. I’m not going to say it doesn’t, because it obviously does, but to be fair, every single block in the game – when I say “block,” the whole game’s divided into blocks – every single one of the have been touched. Some of them have been deleted, started again and rebuilt. Based on their location and how they fit into the storyline, they’ve all been touched in one way or another. But the main reason for it was to continue the story on.

    When we go to Crackdown 3 things’ll alter again. But yeah, for Crackdown 2 it made more sense to stick in the same city, because it is pushing on from the idea of the Freak fires and how they’ve affected the city. It’s not a case of doing it because it’s quicker. If anything it’s taken just as long to re-do what’s already there, because we’ve got to make sure we don’t break what we spent so much time getting right in the first game. It’d actually be easier to start again. It’s saved time in some areas, and it’s caused a lot of problems in others, so it’s almost balanced itself out from a development point of view, but it was a requirement in terms of pushing the story in the direction we wanted to push it.
    Last edited by Flawless; 11-23-2009, 12:44 PM.
    Go Noles!!! >>----->

    Comment

    • Flawless
      Bang-bang! Down-down!
      • Mar 2004
      • 16780

      #77
      Re: Crackdown 2

      <div style="width: 480px;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=59594"/><param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=59594" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed> </object><div style="font-size: 10px; font-family: Verdana; text-align: center; width: 480px; padding-top: 2px; padding-bottom: 2px; background-color: black; height: 32px;"><div><a style="color:#FFFFFF;" href="http://www.gametrailers.com" title="GameTrailers.com">Video Games</a> | <a style="color:#FFFFFF;" href="http://www.gametrailers.com/game/spike-tv-video-game-awards/12349" title="Spike TV VGAs 2009">Spike TV VGAs 2009</a> | <a style="color:#FFFFFF;" href="http://www.gametrailers.com/video/crackdown-2-spike-tv/59594" title="Crackdown 2 Teaser">Crackdown 2 Teaser</a></div><div style="padding-top: 3px;"><a style="color:#FFFFFF;" href="http://xbox360.gametrailers.com/" title="XBox 360">XBox 360</a> | <a style="color:#FFFFFF;" href="http://ps3.gametrailers.com/" title="PS3">Playstation 3</a> | <a style="color:#FFFFFF;" href="http://wii.gametrailers.com/" title="Wii">Nintendo Wii</a></div></div></div>
      Go Noles!!! >>----->

      Comment

      • Flawless
        Bang-bang! Down-down!
        • Mar 2004
        • 16780

        #78
        Re: Crackdown 2

        Gameplay trailer. Co-op is going to be so much fun.

        <div style="width: 480px;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="480" height="392"> <param name="allowScriptAccess" value="sameDomain" /> <param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=59928"/><param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=59928" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="480" height="392"></embed> </object><div style="font-size: 10px; font-family: Verdana; text-align: center; width: 480px; padding-top: 2px; padding-bottom: 2px; background-color: black; height: 32px;"><div><a style="color:#FFFFFF;" href="http://www.gametrailers.com" title="GameTrailers.com">Video Games</a> | <a style="color:#FFFFFF;" href="http://www.gametrailers.com/game/spike-tv-video-game-awards/12349" title="Spike TV VGAs 2009">Spike TV VGAs 2009</a> | <a style="color:#FFFFFF;" href="http://www.gametrailers.com/video/crackdown-2-spike-tv/59928" title="Crackdown 2 Exclusive Trailer 2 HD">Crackdown 2 Exclusive Trailer 2 HD</a></div><div style="padding-top: 3px;"><a style="color:#FFFFFF;" href="http://xbox360.gametrailers.com/" title="XBox 360">XBox 360</a> | <a style="color:#FFFFFF;" href="http://ps3.gametrailers.com/" title="PS3">Playstation 3</a> | <a style="color:#FFFFFF;" href="http://wii.gametrailers.com/" title="Wii">Nintendo Wii</a></div></div></div>
        Go Noles!!! >>----->

        Comment

        • BlueNGold
          Hall Of Fame
          • Aug 2009
          • 21817

          #79
          Re: Crackdown 2

          "Would you like to blow **** up with me?"

          Yes I would.
          Originally posted by bradtxmale
          I like 6 inches. Its not too thin and not too thick. You get the support your body needs.



          Comment

          • jmood88
            Sean Payton: Retribution
            • Jul 2003
            • 34639

            #80
            Re: Crackdown 2

            The armor looks a lot better.
            Originally posted by Blzer
            Let me assure you that I am a huge proponent of size, and it greatly matters. Don't ever let anyone tell you otherwise.

            If I went any bigger, it would not have properly fit with my equipment, so I had to optimize. I'm okay with it, but I also know what I'm missing with those five inches. :)

            Comment

            • Tha_Kid
              All Star
              • Oct 2002
              • 6550

              #81
              Re: Crackdown 2

              I hope the single player campaign isn't an afterthought. I'm seeing more of these big releases using MP as the selling point and shortchanging those who come for the SP.

              Comment

              • warnerwlf98
                MVP
                • Sep 2003
                • 1807

                #82
                Re: Crackdown 2

                I saw a lot of zombies in that latest trailer . . . zombies = co-op fun!
                "We were expecting a miracle with Elite, but instead we got Jesus at halfcourt."

                -OS Radio Show

                (I don't remember who said this but PM me who did say it, and I'll quote him properly)

                Comment

                • ExtremeGamer
                  Extra Life 11/3/18
                  • Jul 2002
                  • 35299

                  #83
                  Re: Crackdown 2

                  Originally posted by Tha_Kid
                  I hope the single player campaign isn't an afterthought. I'm seeing more of these big releases using MP as the selling point and shortchanging those who come for the SP.
                  Did you play the first one? Probably still my favorite 360 release to date. Single player was a blast. Crackdown wasn't even meant to be difficult, just fun all the way through, no clue how they did that.

                  Mixer Stream



                  XBox - ExtremeGamer
                  PSN - ExtremeGamer
                  Switch - 4640-8613-7710

                  Comment

                  • BlueNGold
                    Hall Of Fame
                    • Aug 2009
                    • 21817

                    #84
                    Re: Crackdown 2

                    Originally posted by ExtremeGamer
                    Did you play the first one? Probably still my favorite 360 release to date. Single player was a blast. Crackdown wasn't even meant to be difficult, just fun all the way through, no clue how they did that.
                    It was good single player wise (collecting those orbs was like crack) but the story was lacking, IMO.
                    Originally posted by bradtxmale
                    I like 6 inches. Its not too thin and not too thick. You get the support your body needs.



                    Comment

                    • warnerwlf98
                      MVP
                      • Sep 2003
                      • 1807

                      #85
                      Re: Crackdown 2

                      Originally posted by ExtremeGamer
                      Did you play the first one? Probably still my favorite 360 release to date. Single player was a blast. Crackdown wasn't even meant to be difficult, just fun all the way through, no clue how they did that.
                      I must suck . . . I stopped playing because it felt harder after I finished the first gang and went for the second. It seemed like CoD online, I was getting killed so fast
                      "We were expecting a miracle with Elite, but instead we got Jesus at halfcourt."

                      -OS Radio Show

                      (I don't remember who said this but PM me who did say it, and I'll quote him properly)

                      Comment

                      • Tha_Kid
                        All Star
                        • Oct 2002
                        • 6550

                        #86
                        Re: Crackdown 2

                        Originally posted by ExtremeGamer
                        Did you play the first one? Probably still my favorite 360 release to date. Single player was a blast. Crackdown wasn't even meant to be difficult, just fun all the way through, no clue how they did that.
                        Yeah, even bought the DLC. The single player was fun but bare bones and I haven't seen anything touching on improved single player.

                        Comment

                        • Flawless
                          Bang-bang! Down-down!
                          • Mar 2004
                          • 16780

                          #87
                          Re: Crackdown 2

                          Originally posted by Tha_Kid
                          Yeah, even bought the DLC. The single player was fun but bare bones and I haven't seen anything touching on improved single player.
                          Ruffian has acknowledged the biggest flaw in the previous game, and that's the mission objectives being nothing more than find boss, kill boss. They say there will be a lot more variety, while still maintaining the freeform nature. Also, there will be more story.
                          Go Noles!!! >>----->

                          Comment

                          • Flawless
                            Bang-bang! Down-down!
                            • Mar 2004
                            • 16780

                            #88
                            Re: Crackdown 2

                            Crackdown 2: Flying High

                            Those who have seen the latest trailer know that is about to change. The video snippet featured a lot of explosions before closing with a brief look at the helicopter, a late level unlock for highly skilled players.

                            "The helicopter is pretty powerful," Jim Cope, Producer at Ruffian told IGN. "It's one of the things you'll get towards the end of the game because we need to be careful about how the player gets to use it. We're a free-form game, but we don't want the player dropping in and going anywhere at any time." This one isn't just for getting from point A to points B. "It's got a few toys on it," said Cope.
                            If you can't find a helicopter, you could always make use of the new gliding ability, a move that should be familiar to anybody that played Prototype. Cope explained it to IGN as, "falling with style. The Agent has a new ability now to do a controlled fall. It might be called flying or gliding, but we try not to refer to it as flying because it is something you can only do from great heights and then control your descent. It's really nice because you can go quite long distances with it."
                            "One of the things we're trying to do is to give more player awards for skill progression. So more abilities, more vehicles are attached to the way you progress as a character now. One of the things about the first game that we felt we didn't really do right was the fact that you only got everything really good at the end of the game. We want to try to introduce that in a more rewarding, gradual process for the player"

                            That includes a gradual progression from regular Agent to a "de-humanized mobile tank." Perhaps more exciting to players will be the upgrades to the driving portion of the game. "In the first game, all you could really do in terms of your driving skill was races or run people over – and it's really hard to run people over because they're pretty successful at diving out of the way," said Cope. "With the freak mechanic now we've got the ability to really mow down crowds of enemies which makes leveling your driving skill a bit easier. But also, you're rewarded for powerslides and J-turns and things like that. It's a lot more gamey in terms of you actually being rewarded for your skills in driving."
                            The Agency vehicles will be familiar, I'm told, but every ride in the game has been rebuilt. Many have been made to fit within the new four-player co-op gameplay. "We've looked at the way the vehicle handling works and we've rebalanced everything and introduced new vehicles like the articulated trucks that have weapon turrets on the back. …For co-op play, you've got this great mechanic where you've got one person driving and three people sitting on the back of the truck firing rocket launchers and mini-guns and things like that," said Cope. "It's pretty mental. It's over the top and that's the approach we wanted to take."

                            All of the very best items can be found if you look hard enough, but they'll also be rewarded as you gain new skill levels. Noyce talked a bit about playing a balancing act by saying, "We're fundamentally a free-form game and we embrace that completely and that's something we keep. We just wanted to make sure that as people get better at the game and as they go through the skills, there's an actual reward...We're trying to balance between saying 'go and explore, find stuff out' and also rewarding the players for advancing their character. A good example of that is the really, really big weapons you'll be rewarded when you level up your firearm skill…but they'll be present in the world for you to go nick."
                            The Keys to the City add-on, a free download for the original Crackdown that gave the players complete control over the world, was a big hit. It will be back for the sequel, either included on the disc or once more as a free download. "We really want to give it away either shipping in the game or through a free DLC pack. The decision on that hasn't been made yet," said Noyce. The team right now is trying to figure out a way to find a way to balance the open sandbox fun that the Keys to the City cheat mode offers with those looking for a strong and challenging campaign.

                            Ruffian has told IGN that there "definitely" will be a playable demo. How far in advance of the game's release that demo will come is still up in the air.

                            Crackdown 2 is coming exclusively to Xbox 360 in 2010.
                            Go Noles!!! >>----->

                            Comment

                            • Flawless
                              Bang-bang! Down-down!
                              • Mar 2004
                              • 16780

                              #89
                              Re: Crackdown 2

                              Crackdown 2 coming first half of 2010

                              On Major Nelson's weekly podcast -- with a host left laughing and teary-eyed due to the Xbox head's dental-related lisp -- Aaron Greenberg did some NPD boasting before ruminating on the first half of 2010. After pointing out Mass Effect 2, Splinter Cell Conviction, and Alan Wake, he confirmed Crackdown 2 as part of Microsoft's list of "triple-A, exclusive" titles heading to the Xbox 360 during "the first half of the year."

                              "Those are just the exclusives, that doesn't include Final Fantasy ... there's no way we had a first half of the year like that last year," Greenberg added. The back end of the upcoming year is no slouch either in his eyes, with Halo Reach and Fable 3 said to be on schedule for launch in the Fall.
                              ...

                              Premium Theme:

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                              Go Noles!!! >>----->

                              Comment

                              • frostbyte06
                                Cold & Cocky
                                • Sep 2004
                                • 1219

                                #90
                                Re: Crackdown 2

                                Right around the summer would be a perfect window, since we already have a lot of releases coming in Q1

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