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Mean Street Sweep: Crackdown 2 Preview

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by: Christian Walters

Confession time: I never played Crackdown. I heard wonderful things, tried the demo, and just never bothered with it again. I received many a scolding from gamer friends who couldn't believe that I had no interest. Maybe something's wrong with my brain wiring, but GTA-style sandbox games have never appealed much to me, Bully being the lone exception. It's not that I think they're bad or anything, they've just never tickled my fancy, so when Fruit Brute asked me to attend the press event for Crackdown 2 in his stead, I was pleased to accept the offer but the title wasn't anything I was foaming at the mouth to play. I tried the multiplayer demo at PAX East and was actually a bit turned off because I had my butt handed to me on a diamond-encrusted platter by pretty much everyone; bruised egos can taint perceptions, particularly when it's one's own fault that he didn't remember the difference between the left and right triggers until AFTER the demo was over. (ProTip: Hold your hands out with just your index fingers and thumbs extended. Your left hand will make an "L". If your right hand makes an "R", you need to see a doctor.) I like to think I have a professional nature inside me, though, so I stuffed my preconceived notions away and sat down in some comfy chairs with a pair of pretty durn good quality headsets and gave Crackdown 2 a fair shot to impress me.

The base plot is pretty simple, which is always a plus in an action game. Ten years after the events in the previous game, peace has been disrupted in Pacific City with sudden outbreaks in crime. A rogue organization called Cell, disillusioned with the Agency's ability to control the city, have taken things into their own hands. As seems to be the common m.o. with fringe radical groups, the best way to establish their own sense of peace and order is to blow things up and violently take down the groups in charge, which in this case is the Agency. To add to complications, a pathogen called the Freak Virus has been unleashed on the city, converting a sizable portion of the population into mutated Freaks that have the hunger for flesh and freaky mutations of the T Virus, the rabies-like mania of the Rage Virus, and the UV sensitivity of vampirism. You play as one of the Agency's cloned agents, charged with helping to restore order to the city by taking down both Cell and the Freaks.

You start by creating your agent by selecting the shade of your body armor and from one of four very homely faces. Seriously, these men are not attractive, which I suppose is a refreshing change of pace from the ruggedly handsome lead, but dang. Fortunately, the character model has some major hockey butt going on to balance things out. There's a brief tutorial to familiarize yourself with the controls, and then you're let out on the city. The first few goals are limited to show you how the general mission structure works, but after that the world opens up pretty wide. The two primary goals as you play are these: clear out and take over Cell strongholds; and, charge up a defense system and invade a Freak nest.

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Cell strongholds are the most direct missions: enter a stronghold, summon some air support at a control point, then clear out the immediate area of Cell insurgents so that helicopters can drop off Agency units. The challenge with these comes in holding off waves of insurgents single-handedly. The first few of these are a cakewalk, but the difficulty steps up rather quickly, so you have to make sure you have the weapons equipped that you want to use and have a strategy for clearing out the area. I went too quickly into one control point and spent most of my time hiding behind a wall to let my shield and health recharge as I was out of ammo for one gun and had used all of my grenades. Ammo is normally plentiful, but only if you take down opponents. When taking on a stronghold, you have to be sure to clear all of the stronghold's control points to completely take it over. Bail out early and pursue other goals and Cell will take back these control points, requiring you to clear them out all over again.

Freak dens are a more interesting undertaking. I mentioned earlier that the Freaks are sensitive to UV light in a manner like vampires, so any exposure to UV fries them to dust. This means that you only have to deal with Freaks at night, but the tradeoff is that they come out en masse once the sun sets. It's like Dead Rising, but over the entire city. (Resisting urge to make obvious Frank West joke...). The Agency has developed a weapons line called the Sunburst Defense Unit to take the fight underground into the Freak lairs that works by activating three Light Beacons to charge an SDU Absorption Unit with UV light, after which the AU is dropped from above into one of the many den breaches across the city. Cell, willing to use the technology but not trusting the Agency to do it properly, have taken over all of the Light Beacon stations, so after you find one, you have to clear out all Cell insurgents so that you can activate a Light Beacon. Once three are activated, you head to the nearest breach, drop underground, and call for the AU to be dropped in. Because these things are never simple, the AU has to take time to warm up before discharging, and the Freaks are just smart enough to know that the thing is a major threat to them, so you have to hold off waves of Freaks and protect the AU until it can discharge and completely clear out the den. These sections were actually incredibly fun for me as Freaks are your typical canon fodder units that you take down in droves. What made it extra fun was that I had found a UV shotgun that would send out a large blast of UV light and crispify swaths of Freaks at once.

If you tire of the main missions, there are side chores to do, such as street racing and rooftop foot races and winning either will boost your stats in the respective abilities of Driving Skill and Athleticism. No doubt there will be other fun asides that get revealed as well as the game progresses, but that was all that I had managed to uncover during my time with the game.

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Multiplayer gets some love with the game as well as you can invite friends into your game at just about any time. The assumption is that they will most likely tag along with you to complete missions, or at the very least to activate Live Orbs (stat-boosting orbs that, unlike the regular ones scattered throughout the game, can only be collected when playing online AND at least one of your friends stands next to it with you), but they're completely free to run about the city as they please. A game plan is probably in order before you start so that you don't wind up neck-deep in Freaks underground while your bud is faffing about to see how many pedestrians can be run down in 30 seconds. A bit of advice regarding non-hostiles: don't do this. You can mow down civilians in the GTA series with little repercussion, but the Agency doesn't look kindly upon this. Accidents happen, but take out too many innocents and local police force and even Agency units will start firing on you on sight.

If you're feeling more competitive than cooperative, there are multiplayer modes for that, though they're nothing special. Fragfests, team fragfests, rocket tag.... fun stuff but nothing ground-breaking or new. But then again, Bionic Commando is the only game I've played recently that seems to have done anything interesting with the third person shoot-'em-up competitions. Super high jumps just don't compare to bionic arm vine-swinging.

Four hours later, having played multiple gameplay modes and socialized with the friendly reps, more than one of whom was sporting a charming Scottish brogue, I'm sold on the game. The art style is great, the controls are pretty tight and responsive, and the game's just fun to play. Plus, Crackdown 2 is going to feature avatar awards, which is a feature that not enough game developers are taking advantage of. Suit up, agent: the game releases on July 6 in North America, July 8 in Asia, Australia and New Zealand, and July 9 in Europe.

2 Comments

Boycott Everything said:

I am onboard for Hockey Butt.

Scott said:

Is hockey butt better or worse than wrestler butt?

And girls who like girls who like rumble packs!

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