Crackdown (series)

Crackdown
Genres Third-person shooter, sandbox, action adventure
Developers Realtime Worlds
Ruffian Games
Reagent Games
Publishers Microsoft Studios
Platforms Xbox 360, Xbox One, Microsoft Windows
First release Crackdown
February 20, 2007
Latest release Crackdown 2
July 6, 2010

Crackdown is a series of open world action adventure video games created by David Jones, with each game being developed by different companies and published by Microsoft Studios. The series takes place in a futuristic dystopian city controlled and enforced by a secret organization called the Agency. The games center on the Agency's super soldiers known as Agents as they fight threats ranging from various criminal syndicates, a terrorist group known as the Cell, and zombie-like monsters called Freaks.[1][2]

The first game of the series Crackdown was developed by Realtime Worlds and released on February 20, 2007, and a sequel called Crackdown 2 was released on July 6, 2010, this time developed by Ruffian Games. Both games were developed and released exclusively for the Xbox 360. An upcoming third installment Crackdown 3 is currently in development by Reagent Games and is set to be released on 2017 for Xbox One and Microsoft Windows. Although Crackdown was originally released with access codes for the Halo 3 multiplayer beta to boost its sales, the game itself has been met with critical reception and won several video game awards.[3] Critics praised the sandbox style third-person shooter for allowing the ability to cause massive destruction in a non-linear gameplay, while also criticizing the series for lacking an actual story. The series has garnered positive reception and commercial success, as well as being ranked as one of the best open world videogames of all time.[4]

Titles

Crackdown

The first Crackdown game was released on February 20, 2007 for the Xbox 360 console.[5] Originally developed for the Xbox console in 2002, Microsoft suggested in 2004 that Realtime Worlds release the game for their upcoming new console. A demo was showcased in the 2006 E3 Convention.[5] Due to the waving interest in player testers during the game's late development, Microsoft decided to release it with access codes to the Halo 3 multiplayer beta to help its sales during release.[3]

The game takes place in Pacific City, a dystopian metropolis that was suffering from an increase in crime rate.[6] Criminal syndicates namely the Los Muertos, Volk, and Shai-Gen have taken control of many of its territory, and they are armed with military-grade weapons that made it difficult for law enforcement to combat them. A secret organization known as the Agency took it upon themselves to eliminate the city's organized crime using their wide resources and genetically modified human beings called Agents. The Agent successfully brought down each criminal syndicates but it was later found out that it was the Agency itself who supplied the criminals with weapons. They planned for the city to go down in anarchy so that they can step in, stop the criminals and be hailed heroes when they themselves take over.[7]

Crackdown 2

Although Realtime Worlds confirmed that they will create a series to follow the success of the first Crackdown, delays with budgeting between Microsoft and Realtime resulted in the developer cancelling the sequel.[8][9] Microsoft however still owned the intellectual property of Crackdown, and they hired fellow Scottish development company Ruffian Games to create the game (a move that was received negatively by Realtime Worlds).[10][11] A trailer for Crackdown 2 was released in the 2009 E3 Conference to much excitement in the gaming industry.[12]

The sequel takes place 10 years after the events of the first game.[1] While organized crime has been quelled in Pacific City, a terrorist group calling themselves the Cell started a revolt to overthrow the Agency who has taken control of the city. The Cell's leader and former Agency scientist named Catalina Thorne released a deadly strain of "Freak" virus that infected many citizens and turned them into mindless monsters called Freaks. The Agency tried to stop this epidemic by building Project Sunburst, a weapon that used sunlight to destroy Freaks. However, the Cell took control of Project Sunburt's generators before the Agency can unleash it. This forced the Agency to send out their newer and better equipped Agent to combat both the Cell and the Freaks.[1] The Agent managed to retake the generators from the Cell, but when he tried to activate the main beacon, Thorne appeared in a helicopter and tried to destroy it. The Agent then sacrificed himself by jumping into the helicopter's blades, severely damaging it and forcing Thorn to retreat. Project Sunburst successfully destroyed all Freaks in Pacific City and the place was finally safe at last. A post-credit cut-scene showed Thorn surviving the crash and studying a severed hand from the Agent.

Crackdown 3

A third game is currently in development by developer Reagent Games with directions from the original game's creator David Jones.[13][14] The game was officially revealed as Crackdown 3 during Microsoft's Gamescom 2015 press conference on August 4, 2015. Crackdown 3 takes the series back to its roots of fighting criminal syndicates, with Microsoft Studios' creative director Ken Lobb asserting that the game will be set in the future of the first game but represents an alternate timeline from what Crackdown 2 provided.[2] The game is set to be released for Xbox One on 2017 with a PC release being planned.[15]

Common elements

Gameplay

With the intent of going beyond the sandbox gameplay made popular by Grand Theft Auto, developer Realtime Studios spent time with various testers, as well as former developers from the Grand Theft Auto series, in experimenting and refining the genre with various in-game items and rewards.[5] Creator David Jones described the concept of the game as "How do we reward somebody for just having fun?" In each game players assume the role of the Agent in protecting Pacific City with the use of high-tech vehicles and weapons. The game is played through a third-person camera. Players can choose different races for their Agents, and the sequel added the ability to customize their armor's color.[16] The Agent can dispatch enemies by shooting them with firearms, blowing them up with explosive weapons, or with using melee combat.

Being a genetically enhanced human being gives the Agent various skills namely Strength (punching and lifting power), Agility (jumping and movement speed), Driving (handling vehicles), Explosives (the use of grenades and rocket launchers), Firearms (shooting ability).[6] These skills can be upgraded by collecting specific orbs and killing enemies. Upgrading strength and agility increases the Agent's physicality, while upgrading Driving, Explosives and Weapons gives unlocks new vehicles and weapons. The Agent is also covered in a high-tech armor with a rechargeable shield that protects him from melee attacks, firearms and explosions. The armor also evolves as the Agent upgrade his skills, becoming more thicker and bulkier. Crackdown 2 improved upon this gameplay by allowing the player to unlock new armor abilities as they upgrade their armor, such as a ground and pound ability that causes powerful shockwaves, a charge ability, and a wingsuit and thrusters that gives the Agent the ability to fly.[17] The player can also play various minigames such as on-foot and vehicle racing as well as street and aerial stunts.

Multiplayer is also available in every game that uses the same gameplay elements in single-player. The first Crackdown game offered players cooperative gameplay of up to 2 players.[18] The second Crackdown game improved the coop mode to accommodate 4 players while also adding new modes such as Rocket Tag, Vehicle Tag, Capture the Orb, Deathmatch and Team Deathmatch.[19] Crackdown 3 further expanded the series' coop by allowing over 8 players to participate, as well being the first to have a fully destructible sandbox environment in multiplayer.[13]

Graphics

The series is known for its artistic use of cel-shading visuals together with its rich color palettes, stylized ambience, and crisp and strong real-time shadows.[20] Developer Realtime Worlds was heavily influenced by comic books in creating the first Crackdown game and they used highlighted ink-like outlines to give it a comic feel.[18] The game was also praised for its use of large draw distances that was seldom seen in other open-world games of its time.[6] Crackdown 2 improved upon the visuals set upon by the first game. While using the same engine and the black outlining system, Ruffian Games used a more advanced crowd system, which allows more NPCs to be in the game while not affecting its play flow.[21] Ruffian further tweaked Crackdown's draw distances by rendering the engine to allow the display of a larger vista of Pacific City.[22]

Music

Each game soundtrack is made up of licensed music from a variety of commercial, independent and video game musicians. Crackdown's music supervisor Peter Davenport was allowed by Microsoft to select music from any source for the game. Deciding to give it an electronic "dark and ominous" vibe, he personally selected music from Amon Tobin, Atlas Plug, Celldweller and Hybrid that he put in each mission and premise.[23] In Crackdown 2, music from Public Enemy, Bob Dylan, Johnny Cash, R.E.M., and Whodini were used to give the game a rebellious feel.[24]

Other media

A webcomic titled the "Pacific City Archives" was also released by Microsoft to accompany the worldwide release of Crackdown 2. Containing over 5 episodes, the webcomic series bridged the gap between the first and second Crackdown games by expanding character backstory and game lore.[25] The Agent is also an unlockable character in the Xbox Live Arcade game Perfect Dark.[26]

Reception and legacy

The first game was both a critical and commercial success, becoming the top-selling game of February 22, 2007 during its first release week in North America, Japan, and the UK.[27] The game was the top selling game in North America for the month of February 2007, selling 427,000 units.[28] Ultimately, by the end of 2007, the game sold 1.5 million copies worldwide.[5] The game also won numerous awards such as the "Best Action and Adventure Game" and "Best Use of Audio" in the 2007 BAFTA,[29] "Best Debut" award at the 2008 Game Developers Choice Awards,[30] and the Innovation Award at the 2007 Develop Magazine Awards.[31] Game Informer listed it as one of the top 50 games of 2007, citing its unique experience and several other elements, as well as listing the Agents as the number eight "Top heroes of 2007" and listing climbing the tallest building in the city as the number nine "Top Moment of 2007."[32] The game also received positive reception in its release, although many critics pointed that it was too similar to its predecessor. While the game was inherently good, it was ranked by many to be one of the most disappointing sequels of its generation.[33][34]

Various video game websites considered the Crackdown series as one of the best open-world video games to date.[35][36] Escapist included it in its "8 Awesome Open World Games" list, stating that "open world games have improved a lot since then, but Crackdown is still a stellar example of the genre."[4] Game Journalist Callum from Pixel Bedlam dubbed Crackdown as the one of the most underrated video games of all time, adding also that the game was "more than just a Grand Theft Auto clone on steroids."[37]

The games also have a impact on the open-world genre.[1][38] James Hunt of Den of Geek described the first Crackdown game as "the first in a line of original, postmodern superhero creations on games consoles, and great fun to boot."[39] Its formula of controlling super-powered beings in a massive sandbox environment, and using their abilities to cause mayhem and destruction has influenced other video game series such as Infamous, Prototype, Saints Row, The Saboteur and Just Cause 2.[1][40] Game creator Brian Fleming was influenced by the climbing and parkour aspects of the first Crackdown in designing the gameplay for Infamous.[41] The series' mainstay gameplay of collecting orbs in an open world environment to increase a character's abilities, was also copied by another similar game called Prototype.[42] Keiichiro Toyama cited Crackdown as a big influence in developing his award-winning game Gravity Rush, stating that he "really liked the aspect of unlocking skills and becoming more powerful, and achieving a higher level of freedom as you become more powerful".[43]

References

  1. 1 2 3 4 5 Cowen, Nick. "Crackdown 2 video game review". The Telegraph. July 12, 2010
  2. 1 2 Yin-Poole, Wesley (2014-06-17). "Don't call Crackdown on Xbox One Crackdown 3". Eurogamer. Retrieved 2014-06-17.
  3. 1 2 Michael French (September 6, 2007). "Realtime Worlds chats about Crackdown creation challenges". Develop. Retrieved September 6, 2007.
  4. 1 2 Whitaker, Ron. "8 Awesome Open World Games". Escapist. April 17, 2015
  5. 1 2 3 4 Kumar, Mathew; Alexander, Leigh (2007-12-14). "MIGS: Realtime Worlds' Wilson Talks Tense Times For Crackdown". Gamasutra. Retrieved 2008-04-03.
  6. 1 2 3 Perry, Douglass (2007-02-12). "Crackdown Review". IGN. Retrieved 2008-02-22.
  7. Realtime Worlds. Crackdown. Agency Director: Who do you think supplied Los Muertos? Who do you think turned a blind eye to the Volk's activities? Who do you think was Shai-Gen's biggest supporter? Who do you think ran organized law ... And ran it into the ground? The people had to experience firsthand absolute anarchy before they would accept unconditional control. You are the portent of a new world order, Agent. Pacific City was only the beginning.
  8. French, Michael (September 6, 2007). "Realtime Worlds chats about Crackdown creation challenges". Develop. Retrieved September 6, 2007.
  9. Linde, Aaron (August 7, 2008). "Crackdown 2 Still Possible, Says Developer". Shacknews. Retrieved August 7, 2008.
  10. Kohler, Chris (February 7, 2008). "Interview: Shane Kim Talks Xbox In 2008". Wired. Retrieved February 22, 2008.
  11. Elliot, Phil (June 17, 2009). "David Jones "miffed" at Microsoft's Ruffian decision". Game Industry.biz. Retrieved June 25, 2009.
  12. "E3 2009: Microsoft Press Conference Live Blog". IGN. June 1, 2009. Retrieved July 19, 2010.
  13. 1 2 Narcisse, Evan (2014-04-03). "Take a Look at How Microsoft Claims the Cloud Will Change Gaming". Kotaku. Retrieved 2014-06-12.
  14. Daws, Ryan (2014-05-20). "Cloudgine is Microsoft's secret Xbox One sauce". Developer Tech. Retrieved 2014-06-12.
  15. Chalk, Andy. "Crackdown 3 is coming to PC, but not until 2017". PC Gamer. June 14, 2016
  16. Graft, Kris (2006-12-08). "GTA Creator Talks Crackdown". Next Gen Biz. Retrieved 2008-05-11.
  17. Walker, Richard. "Crackdown 2 Review". Xbox Achievements. July 05, 2010
  18. 1 2 Gerstmann, Jeff (2007-02-12). "Crackdown". GameSpot. Retrieved 2008-02-22.
  19. Faylor, Chris (June 9, 2009). "Crackdown 2 Gets 4 Player Co-op, 16 Person Multi". Shacknews. Retrieved June 9, 2009.
  20. Wilson, Phil. "TPostmortem: Realtime Worlds' Crackdown". Gamasutra. September 7, 2009
  21. Leadbetter, Richard. "Tech Analysis: Crackdown 2 demo". Eurogamer. June 22, 2010
  22. "Interview: Ruffian Games". Edge. June 25, 2009. Retrieved June 25, 2009.
  23. "Interview with Crackdown Music Supervisor Peter Davenport, Music Acquisition and Editorial Manager, Microsoft Corporation". Music4Games. 2007-06-18. Retrieved 2008-04-17.
  24. IGN Staff. "CRACKDOWN 2'S REBELLIOUS SOUNDTRACK REVEALED". IGN. July 6, 2010
  25. Meikleham, David. "Crackdown 2 gets cartoon, potentially reveals big baddie". GamesRadar. May 24, 2010
  26. Purchese, Robert. "Perfect Dark has Crackdown 2 treat". Eurogamer. February 7, 2010
  27. Cowen, Danny (2007-02-23). "Supreme Commander, Crackdown Storm Real-Time Charts". Gamasutra. Retrieved 2008-02-23.
  28. "U.S. video game sales jump in Feb.". Reuters. 2007-03-16. Retrieved 2008-05-13.
  29. "Games Nominations 2007". British Academy of Film and Television Arts. 2007. Archived from the original on 2008-03-22. Retrieved 2008-05-13.
  30. "Portal BioShocks GDC Awards". GameSpot. Archived from the original on 2012-01-04. Retrieved 2008-02-21.
  31. "Crackdown wins innovation prize". BBC. 2007-07-26. Retrieved 2008-02-23.
  32. "The Top 50 Games of 2007". Game Informer (177). Cathy Preston. January 2008. pp. 32–45.
  33. Moody, Justin. "Top 3 Most Disappointing Xbox 360 Games". Entertainment Fuse. October 2, 2010
  34. Webb, Dan. "Game of the Year Awards 2010 - The Winners". Xbox Achievements. December 31, 2010
  35. Bernstein, bobby. "12 of the Best Open World Games". Gadget Review. June 27, 2016
  36. "Top 7 Open World Games". Level Skip. March 14, 2012
  37. Callum. "WHY CRACKDOWN IS ONE OF THE BEST GAMES OF THIS GENERATION". Pixel Bedlam. April 8, 2013
  38. Fox, Matt. The Video Games Guide: 1,000+ Arcade, Console and Computer Games, 1962-2012. McFarland (January 3, 2013). p. 62. ISBN 978-0786472574
  39. Hunt, James. "The evolution of superheroes in videogames". Den of Geek. January 14, 2011
  40. Martin, Matt. "Critical Consensus: Saints Row 4". gameindustry.biz. August 14, 2013
  41. Kelly, Kevin (2009-03-25). "GDC09: An inFamous interview with Sucker Punch's Brian Fleming". Joystiq. Retrieved 2009-06-26.
  42. Krljic, Meho. "Prototype review". Tap Repeatedly.
  43. Maschke, Rebecca. "Gravity Rush Coming To PS Vita As Both Download And Game Card On 13th June". Official EU PlayStation Blog. Retrieved February 29, 2012.
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