Yup, same city is quite a letdown. I already know every corner of the original city and was really hyped to explore and do shit at a new place. Here's hoping that they'll mix things up a lot with new stuff to make up for it.-The city hasn't changed in architect, all the roads are the same. Some buildings have been demolished and other small things, but over all it's the same city.
painey said:this same city shit has to stop, not only is it a cop out but a fuck you to people who bought and played the original. Saints Row 2 was practically stale out of the box because it was the same fucking city.
I think you misunderstand whats going on here. The Liberty City comparison doesn't apply here because it was a different city from what we all played in GTA III; only similar in name. I haven't played any of the Yakuza series so I can't comment on that.abacab driver said:Yeah..so stale it averaged 8 out of 10.
GTAIV mustve felt pretty stale to you as well (Liberty City).
How about Yakuza 2 (Osaka, Shinjuku)?
..People have no imagination, I swear.. :lol
abacab driver said:Yeah..so stale it averaged 8 out of 10.
GTAIV mustve felt pretty stale to you as well (Liberty City).
How about Yakuza 2 (Osaka, Shinjuku)?
..People have no imagination, I swear.. :lol
FFChris said:Is two player local co-op too much to ask?
Flachmatuch said:GTA4 is a crap example, as the city in it is totally new. In Yakuza, the city is just a backdrop, not really an integral part of the game (as it is in Crackdown). The whole game is about jumping around and exploring the city, of course it's important whether you get a new one or not.
God's Beard said:GTA Vice City and San Andreas were both set on the same planet as well.
Paco said:The game was about reclaiming the city from gangs, with level design that allowed you to traverse the city as you wanted to. It was not just about jumping around and exploring.
bigGIRLSblouse said:I am ok with the same city IF.. they contact Volition and use the Geo Mod 2.0 engine.. Please.. pretty please!
MirageDwarf said:did you get magazine yourself or you got it from somewhere else?
Flachmatuch said:Ok, smartass. A lot of the game was about jumping around and exploring. Talk about nitpicking.
Flachmatuch said:GTA4 is a crap example, as the city in it is totally new. In Yakuza, the city is just a backdrop, not really an integral part of the game (as it is in Crackdown). The whole game is about jumping around and exploring the city, of course it's important whether you get a new one or not.
Or maybe instead of saving development time, the decision was made because you are an agent for an organization that was supposed to protect the city. Why the fuck would the sequel take place in space or the Sahara Desert? Of course it would take place in the same city! Anyone who expected diferently after beating the first game obviously has zero common sense...Dipswitch said:Yeah, I'm not happy about that either. One of the things I enjoyed most about the first Crackdown (Or any sandbox game for that matter) was exploring the various environments. Keeping the city mostly the same will make the second game seem repetitive, right off the bat. Given that this decision was likely made to save development time, it just seems lazy IMO.
EYEL1NER said:Why the fuck would the sequel take place in space or the Sahara Desert?.
Paco said:Just saying, the third-person action focus, the core of the original, is most certainly returning. The secodary draw of jumping around, or scaling buildings will still be there. I suppose the exploration could be lost, but if Ruffian is smart about the way the city changes over time, then you'll have motive to explore the city over and over to find those changes.
We'll see, but in any case it's a bit early to start crying about it.
abacab driver said:Technically yes GTA is not a great example (because it was re-done).
Saints Row and Yakuza are totally valid examples, and the fact that they kept the same setting didnt affect them in the slightest..because the setting is a major character..not just a 'backdrop'.
Just because Crackdown an open world game and you just so happen to be able to scale/explore Crackdowns setting in full doesn't mean the city isnt a character worth revisiting/maintaining.
You feel Pacific City is just a playground, but its a setting brilliantly designed to serve as alternative transportation for you to reclaim turf (which was the goal of Crackdown). And they plan on breathing new life into Pacific City.
Whether you 'buy that' or not, is totally subjective. Its a video game.
What I cant fathom is how people think they would keep the city "exactly" like it was in part 1..as if every 'nook and cranny' were so proud to know will remain intact.
They made it perfectly clear, the city has changed and there will definitely be more to it than just the same exact sandbox.
If pacific city stays exactly the same, you best believe there will be some major underground stuff coming.
Flachmatuch said:It's just that the game sounds a lot more like Prototype than Crackdown now. The third person action might have been the "core", but it surely wasn't what drew people in and made the game unique, and even if it's improved tenfold, it wouldn't really mean much. You might consider the jumping "secondary", but that's what most people loved about the game (at least that's my impression), not the combat or the vehicles or anything else. You get awesome vehicles and shooting in about a million other 360 games, I don't think I'd care about a Crackdown that was the same as those. At least there's no mention of parkour (yet)
Confidence Man said:Damn. Can't they at least add a new island or something?
Paco said:I haven't played Prototype yet, so I can't draw the parallel.
The update didn't read like jumping around is out of the game. Also, I don't know anyone that just jumped around for the hell of it, because that sounds terribly dull. They were scaling buildings to get to something. All I'm suggesting is that Ruffian may still have reason for us to jump around and explore the city, but for different reasons than simply finding agility orbs (because the original already did that).
Placing it in space or the Sahara Desert would be as idiotic as placing the story in another city. The city in Crackdown is as important as the main character itself. It is a living breathing entity. Pacific City is the focus of the first game.AltogetherAndrews said:What an idiotic response. Who said anything about changing the nature of the environment? How about an Agency in a different city? I'm alright with the setting as long as the city has been properly modified to remain fresh, but there's really nothing off with wanting, or expecting, a new city.
Flachmatuch said:Yeah, it's just that it decreased my level of confidence for some reason. My problem is that not a single one of the bullet points had to do with what I love about the game, except possibly making it worse. I don't give a shit about weapons or vehicles, melee attacks, mounted turrets and gritty graphics. You can get all of this shit in other games. It's not that it's bad that they're in Crackdown, but they're really secondary. (I'm actually pretty sure that these are the secondary things in Crackdown and not the jumping, because if these were the important ones, nobody would have played the first game because the actual action part was not exactly brilliant.)
Flachmatuch said:Hmm, you're right, blowing shit up was huge fun too :-D Oh well, I'll just reset the original and play it again. The platforming (and you're right, it was very much encouraged by the agility orbs) was the high point for me though, but maybe the rest of the game wasn't that bad either? Have to play it again to find out, maybe I missed something in my previous dozen or so playthroughs :-D
Flachmatuch said:Anyway, somehow these things don't really fill me with optimism. Same city, less orb hunting and smaller emphasis on bosses sounds silly, because the things I loved best about Crackdown were the exploration and platforming, the orb hunting and the bosses. In fact, these were the things that made the game unique (and which Prototype didn't really get at all).
Mrbob said:A civilian gang took down the agency? And then fixed the agent program?? Really?
HiResDes said:Honestly some linear story elements coupled with more varied missions would help out a lot.
Paco said:Now I can understand how revisiting the same city could be a negative. I've played through it only once, so I'm not nearly as familiar as you are with the city.
Philthy said:This is really how I felt about the first one as well. The bosses in the game, while mostly easy to defeat, were some of the best moments of the game. Each one was set up pretty different, and led to some interesting, if not completely awesome shoot outs. When I wasn't tracking down the next boss to kill, I was exploring the cityscape jumping building to building while grabbing as many orbs as I could.
We don't need less bosses, orbs, and city. We need more more more MORE.
Did people honestly use the vehicles other than to get to missions that were just too far away or get the achievements? I mostly just used building jumping to get everywhere in the game because it was so much more FUN.
Flachmatuch said:At least there's no mention of parkour (yet)
EYEL1NER said:Or maybe instead of saving development time, the decision was made because you are an agent for an organization that was supposed to protect the city. Why the fuck would the sequel take place in space or the Sahara Desert? Of course it would take place in the same city! Anyone who expected diferently after beating the first game obviously has zero common sense...
Ramenman said:Please don't give them ideas. PLEASE D:
Paco said:You didn't do any of the races, jump challenges, or car collections for the agency? You didn't ever try to take out several gang members with a drift in a sports car, or break down a gang security perimeter with a mac truck? Really?
AltogetherAndrews said:I wouldn't mind some more fluid motions, though. The jump - grab - heave is a pretty limited moveset, not least in terms of visual feedback. Having your agent traverse smaller obstacles automatically by sliding across them would be neat. Chain-jumps would also be cool.
AltogetherAndrews said:I wouldn't mind some more fluid motions, though. The jump - grab - heave is a pretty limited moveset, not least in terms of visual feedback. Having your agent traverse smaller obstacles automatically by sliding across them would be neat. Chain-jumps would also be cool.
Flachmatuch said:I know this wasn't directed at me but actually, not really. Upgraded my driving skills using the agency cars and that was all. Whenever I decide to go do a driving mission or anything like that, I get distracted by the city :-D
Flachmatuch said:As long as it makes the platforming more involved and controllable and doesn't take the skill out of it. It could be a bit faster, but no fully automatic running up walls please.
Flachmatuch said:I know this wasn't directed at me but actually, not really. Upgraded my driving skills using the agency cars and that was all. Whenever I decide to go do a driving mission or anything like that, I get distracted by the city :-D
Yeah, that is something I really want to see. There's some concept art for Crackdown 1 I remember that had the Agent standing there overlooking the destruction he's wrought, and there's cars, street lights, bodies strewn about - but also a few partially destroyed buildings. A slowly degenerating city could be very interesting. Imagine if they brought down Wang's Tower.TitaniumGroceries said:Wow, the whole "evolving city" concept and the "dynamic events" should make the city feel very alive. I don't mind it taking place in the same city after reading that. It's not like they're just re-releasing Crackdown 1 in a Crackdown 2 box.
-All repetitiveness is completely removed. And less shitty boss battles.
-Four player Co-Op
-16 player Competitive Multiplayer. Tons of fun. Players collect special weapons, bonuses, and gadgets. Progression system like CoD4.
-All repetitiveness is completely removed. And less shitty boss battles.