
What’s the make-up of Crackdown 2? Is it a different game in the same city?
BT From an environmental point of view, you probably would look at it as being an entirely new map. It’s still Pacific City but further on in the timeline. We’ve altered a great deal, and think people who enjoyed the first game are going to be really pleased when they enter this one. And we’ve made sure the gameplay’s altered significantly.
JC It’s a really important part of what we think players identify with in Crackdown. The aspect of the city is part of the whole experience, and we need to maintain that familiarity.
BT It’s something Jim says quite a lot and I think he’s spot on: the original environment in Crackdown is one of the key characters. We think bringing that character back and making it bigger and better is the way to go.
And the music?
BT Obviously, we’re going to have really good music in there, but it’s hard [to talk about] because our audio director at Microsoft has got us a fantastic idea for how he wants to take the audio forward. It’s one of those things you can’t describe without giving it away.
JC It’s one of those ideas where you instantly buy into it and start frothing at the mouth, and you instantly regret not thinking of it yourself. One of the things we find is unique with Crackdown is that there’s not this one identifiable attachment you have to it. You don’t have a lead character, in a sense, but all of these other things come out of the game in powerful ways, like the voice of the Agency, the areas you play in, and the whole freeform nature of it. We really want to preserve that. It’s what Crackdown’s all about – bringing all these sensory areas together.
Not everyone connected with the freeform nature of the original. Will the sequel feature more visible characters and interactions?
BT One thing we’re not getting caught up in is dialogue-driven cutscenes. It’s not what we do and we’ve no business going towards that kind of thing. If we got dragged into the fight that’s going on between other games in this genre, I think that’d be a bad move. We’ll definitely have variation with the objectives and push forward with the freeform structure; we don’t just want ‘find-the-boss, kill-the-boss’. We made the first game and we know what was lacking. We’ve listened a lot to the community and the reviews. Obviously, we can’t take every comment on board, but we’re doing our best to address the biggest issues.
JC A few of us found it difficult to deal with the fact that a lot of the freeform elements of the original were weak in certain areas. But we’ve learned from that. Billy won’t say this himself but he has an incredibly strong vision of what Crackdown 2 is. Moving the original on with that we believe was an incredibly powerful and important piece of DLC – that kind of evolution is something we’re keen to pursue.
Have there been any mechanical changes in the genre you’ve had to keep up with?
BT If I’m being honest, not that much. We’ve improved the technology and we’ve probably got one of the better engines for long-distance vistas for both characters and vehicles. We don’t use depth of field and we don’t use fog. Control-wise, the mechanics are still right for the game we’ve got. We don’t want people to get right to the top of the Agency tower in the first five minutes; you’ve blown your money shot then. I don’t see the point in emulating games that aren’t moving towards our approach.
JC One thing we’re pretty proud of is that people don’t look at it for the technology; they look at it for the game. It’s very easy to get lost in technical achievement. We have to make technical leaps to benefit the gameplay, but we only think in terms of the player.
There seemed to be an infected or zombie-like element in the teaser trailer. Many games use that as a cover for poor AI or limited action.
JC I’ve publicly put on the site before that I think our trailer completely won E3. It did a fantastic job. I share the concerns about the infected thing, but we had those elements in the first game. It’s right for people to theorise and expect, but we’re not going to support one theory over another – we’re just excited that there are so many opinions.
BT It’s hard to say without giving everything away early on, but it’s about how well the AI get around the environment. And it’s looking pretty good right now, I’ve got to say.
Looking forward to this a lot! Just hope they add more variety, as the first game definately lacked it.
Oh, and I liked the E3 trailer :D
mmm trailer wasn't great, but super excited for the game!
i feel Crackdown has the best jumping of any game, but i would love to see a glide move added.
go Ruffian!
trailer was outstanding. and then they showed monsters. but it's true, almost entire original dev team is same. as long as you jump. throw cars. jump and throw cars. with people in them. everything will be fine...
my only concern is they are looking for new people for far to long. that could hurt city and the sandbox...
I'm encouraged by the interview - it sounds like they're determined to push the game in a certain direction. The one thing I totally disagree with is the comments on the E3 trailer, which I thought was absolutely awful.
Awful? I don't think so, it was pretty good I thought. Anyway, some companies spend way too much resources on trailers etc, when those resources would have been better spent on making the actual game. Then when the game does finally come out, fans are often disappointed, because the trailer turns out to be the best thing about the project. I bet you this doesn't happen with Crackdown 2. Crackdown 2 is going to rock!