Tuesday, 7 September 2010

Crackdown 2 (Review)

Platform: Xbox 360(Reviewed)
Developer: Ruffian Games
Publisher: Microsoft Game Studios
Release: July 2010

If you didn't like Crackdown; if you didn't marvel at the wonders of Prototype; if near unlimited power, and an open world to reap havoc on isn't your brand of vodka; stop reading now, because it'll all go down hill for you from here. If you didn't play Crackdown, it was a third person action game in a similar vain to Prototype and Infamous; where the player controls a super-human Agent, capable of leaping a city in a single bound. It focuses mainly on action rather than story line, and has few cuts scenes or deep plot.

The second game carries on from the first, and even though the developer has changed, the gameplay is very similar. The main addition is the four player online multiplayer, which allows you to take your Agent into another player's game to lend a hand. During play, we saw no obvious slow down or glitching, and there seemed to be no limit of distance between the players, so you could take on different objectives in parallel.

The biggest down side is the change in mission structure. The early missions consist of following the same four objectives over and over. Unfortunately this also leads to an incredibly short play time (you can easily complete the game in 5 hours or less and if playing online with 3 other players, significantly less than that.)

That said, there are always plenty of agility orbs to collect (500 stationary and 30 moving) and freaks-a-plenty to melee to a pulp; and there are side missions to do after completion, such as cleansing tactical locations of Cell soldiers, or Freak Breaches of freaks. Online orbs are a welcome addition to encourage exploration in groups, and the arsenal of weapons and vehicles is well balanced (including the jaw dropping UV Shotgun).

All in all, a solid effort from Ruffian, but perhaps not as good as the first Crackdown outing.

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