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Crackdown for Xbox One (Cloudgine, original director, UE4)

V_Ben

Banned
All I want is a big silly playground to have fun in, and for that playground to not be filled with daft zombie creatures. Please, no mutants.

Also, Keys to the City. That has to happen, and it must allow a near infinite number of barrels. I wanna drown in barrels.

Oh and also for OMUK to be involved in the Voice Recording because I just want to help out on Crackdown.

Edit: oh shit also go nuts on the transforming cars. I wanna see a car go from a jalopy to a goddamn monster truck in 8 different stages and laugh my ass off.
 

mike4001_

Member
I personally did not get warm with the whole car experience in Crackdown.

I just felt that it was not very useful when you are this overpowered being .. why should I use a car which will basically limit my capabilities.

Maybe you can make this more appealing.
 

Raide

Member
I personally did not get warm with the whole car experience in Crackdown.

I just felt that it was not very useful when you are this overpowered being .. why should I use a car which will basically limit my capabilities.

Maybe you can make this more appealing.

The vehicles evolving with you should be expanded more. Driving up buildings was fun but still not as fun as manually jumping up them.

The vehicles also only become fun when MP is involved. :D
 

Alx

Member
I didn't use the cars that much either (actually I think the driving missions are the only ones I didn't try to accomplish). It only started to get fun with the SUV that could drive on walls, so maybe the whole "build a ramp with a falling building" concept could be fun. But as cool as the supercar or the truck were, just gunning down people or smashing through traffic wasn't that fun.
 

Kampfheld

Banned
I didn't use the cars that much either (actually I think the driving missions are the only ones I didn't try to accomplish). It only started to get fun with the SUV that could drive on walls, so maybe the whole "build a ramp with a falling building" concept could be fun. But as cool as the supercar or the truck were, just gunning down people or smashing through traffic wasn't that fun.
I agree. Any concrete ideas here? The transformations already were a step in the right direction imo. More raw power maybe? Or maybe car abilities?

A better still view of the conceptual city as seen in the teaser by the amazing team at Axis Animation

vcRpGVo.jpg
 

Ape

Banned
I agree. Any concrete ideas here? The transformations already were a step in the right direction imo. More raw power maybe? Or maybe car abilities?

A better still view of the conceptual city as seen in the teaser by the amazing team at Axis Animation

vcRpGVo.jpg

Three hub city sections?
 

Raide

Member
All they need to do is expand on the gang warfare stuff. Really dig deep into the first CD game and expand on the ability to alter a gangs potential or direction based upon what you attack first. Hell, get the Shadows of Mordor Nemesis system in here. Killing gang member and leaders to cause an uprising in another. Hell, make it so gangs are not automatically going to kill you unless you provoke them to.

So much potential and then throw in destruction and scaling buildings etc.
 
I agree. Any concrete ideas here? The transformations already were a step in the right direction imo. More raw power maybe? Or maybe car abilities?

A better still view of the conceptual city as seen in the teaser by the amazing team at Axis Animation

vcRpGVo.jpg

Damn, if the final product looks anything like that, that would be awesome.
 

Alx

Member
I agree. Any concrete ideas here? The transformations already were a step in the right direction imo. More raw power maybe? Or maybe car abilities?

Nothing concrete in my mind right now, but I suppose the general idea would be to have vehicles abilities be part of the general physics of the game (or have physics elements that work well with vehicles).
For example I remember people having fun pinning bodies to a car with the "stake gun", then driving it around. There was also that magnetic grenade in Crackdown2 that let you attach objects to a vehicle and turn them into a wrecking ball.
In the end it's not the vehicle itself that is fun, but the way it can interact with other things.

*edit : which gives me a few ideas in the end :
- have a vehicle with a "flipper bumper" in the front, and an explosive acceleration (dragster ?), or maybe just a flipper. That could be used to catapult away other vehicles, objects or characters, and have fun emergent games.
- since dropping heavy things on people is always fun (see Looney Tunes), maybe have magnetic cranes to lift vehicles and drop them from big heights, and add a heavy smashing effect when they fall on the ground.
 
I agree. Any concrete ideas here? The transformations already were a step in the right direction imo. More raw power maybe? Or maybe car abilities?

A better still view of the conceptual city as seen in the teaser by the amazing team at Axis Animation

vcRpGVo.jpg

This would look very poor in-game, as you can see its mostly a flat texture with a few boxes, they rely on the dark light and compression factor.

But im sure the game can look very good with proper development =)
 

spanks

Member
I agree. Any concrete ideas here? The transformations already were a step in the right direction imo. More raw power maybe? Or maybe car abilities?]

Letting us drive into/through buildings (Red Faction Guerrilla style) would automatically make vehicles 10x as fun.

http://youtu.be/7TfMKHRNVfs?t=2m28s

Maybe also look at Just Cause 2, which made it real easy to mount vehicles, maneuver around them while moving, use them as cover, etc. You could even have a basic autopilot mode to make high-speed vehicle-to-vehicle combat (and vehicle hopping) more viable. Car chases in general are something Crackdown never really excelled at.

http://youtu.be/qU59D6XgP4s?t=3m26s

Speaking of which, may I suggest having JC2's grappling hook as an item? Not necessarily for the traversal function, but for it's ability to attach people/vehicles/objects to other people/vehicles/objects. Just another way to interact with the environment besides shooting, and a catalyst for much vehicular and physics-based mayhem.
 
It still blows my mind that there was no sensitivity setting in crackdown 2, was way way to slow. Develop 101 ffs

One of the things that happen when you give a studio 11 months or so to develop a sequel, the schedule wasn't fair on Ruffian at all, they and the game deserved a lot better.
 

Shpeshal Nick

aka Collingwood
While I understand your concern, let's look at the other side of this medal. This is a general statement by the way. Destruction does not only mean you delete pre-defined pathes in your game world. You can also use destructible objects to create alternative or even completely new pathes. Do you agree?

As an example, look at the E3 teaser again. While obviously pre-rendered, maybe have a closer look at the gameplay elements shown there. If used correctly, environments can be used to create new ways or even paths to new areas you couldn't reach before. It is a teaser with exaggerated content, but the message for the game is shown right there. You can go in, having some fun and go BOOM! Or you can go in, remain having some fun, think about what you want to achieve - and then you go BOOM :)

Simple example. Imagine you see an orb - and with the existing environment there is no way you can reach that green little ball. So you have to begin to think about what you can do. Maybe the designer wants you to blow things up and find your own way here? In these kind of situations, the platforming aspect remains the same. We just went one step further in this very simple example. From here, you can transfer this example on much more complex gameplay situations - like in the teaser trailer, where you just made a BOOM for the truck that goes BOOM afterwards - resulting in an even bigger BOOM and a collapsing building.

Sometimes it's just fun to blow shit up. I think you agree on this ;) The challenge is to make the destructible environments also relevant to the gameplay.

Jumping from rooftop to rooftop while always searching these orbs, being this overpowered human thing. This is, in short, the Crackdown experience for me. As I stated earlier, this is also why I expected more "platforming" answers. But maybe this answer was too obvious and too connected with the franchise already. However, it's about adding another layer to that concept. Giving you a much more dynamic experience.

So then if I'm reading this correctly, which sounds cool, it would mean you could only allow certain buildings to be destructible. Because of the entire city were destructible then you'd simply tear down the whole thing and snatch up all the orbs with no effort.

I'm not complaining in a any way, just an observation. I'd be perfectly happy if there was no destructible environments. The plat forming is a key part of Crackdown. I think you didn't get those answers because for most people that's just a given.
 

spanks

Member
So then if I'm reading this correctly, which sounds cool, it would mean you could only allow certain buildings to be destructible. Because of the entire city were destructible then you'd simply tear down the whole thing and snatch up all the orbs with no effort.

Or, you could have the orbs stay in the air, so that using too much destruction can actually make it harder to get to them.

Then you could use VlaudTheImpaler's idea of having construction crews come in and repair the damage over a few in-game days so that you can try again later.
 

Alx

Member
So then if I'm reading this correctly, which sounds cool, it would mean you could only allow certain buildings to be destructible. Because of the entire city were destructible then you'd simply tear down the whole thing and snatch up all the orbs with no effort.

Maybe I'm reading too much into the teaser trailer, but it seemed that to destroy the buildings/make them fall, the players were aiming at specific explosive parts at their base. So I would guess that only buildings with such elements could be destroyed.
Of course one may wonder what kind of architect would design buildings with explosive parts at their base. Maybe the same ones who decided to place explosive barrels all around the city. :D
 

Kampfheld

Banned
So then if I'm reading this correctly, which sounds cool, it would mean you could only allow certain buildings to be destructible. Because of the entire city were destructible then you'd simply tear down the whole thing and snatch up all the orbs with no effort.

I'm not complaining in a any way, just an observation. I'd be perfectly happy if there was no destructible environments. The plat forming is a key part of Crackdown. I think you didn't get those answers because for most people that's just a given.

As communicated at E3 already the plan is to have pretty much every object on screen dynamically destructible (with a few exceptions here and there, ground, key points and buildings and so on). If you can see it - you should be able to destroy it. I mean, going the physic-calculation outsourcing way is high-risk - high-reward, so if we do it, why not directly go all-in at that point. Obviously at some point there needs to be a kind of "reset" - or sooner than later the whole city would be just ... Gone. Overstated obv. Again, "the plan is ...". Plans can change. But that's where it's right now. The real challenge isn't the destruction itself. It's about making big booms relevant to the gameplay. That's the message of the trailer. This process needs time due to so many dynamic things that can happen.

Speaking of which, may I suggest having JC2's grappling hook as an item? Not necessarily for the traversal function, but for it's ability to attach people/vehicles/objects to other people/vehicles/objects. Just another way to interact with the environment besides shooting, and a catalyst for much vehicular and physics-based mayhem.
Interesting take, but personally I don't think it would really fit to the gameplay style of Crackdown. I'm sorry, I don't see this one coming. Still - thanks!
 

Ramenman

Member
Maybe also look at Just Cause 2, which made it real easy to mount vehicles, maneuver around them while moving, use them as cover, etc. You could even have a basic autopilot mode to make high-speed vehicle-to-vehicle combat (and vehicle hopping) more viable. Car chases in general are something Crackdown never really excelled at.

http://youtu.be/qU59D6XgP4s?t=3m26s

For the same basic reason though, why would you use a car to chase a car when you run so fast and can cut across buildings and throw other cars to make roadblocks ? :p

You're right to link RF Guerrilla, if they're going with destruction, of course I'd expect to be able to ram through walls ! (though the CG trailer already suggests that)


As communicated at E3 already the plan is to have pretty much every object on screen dynamically destructible (with a few exceptions here and there, ground, key points and buildings and so on). If you can see it - you should be able to destroy it. I mean, going the physic-calculation outsourcing way is high-risk - high-reward, so if we do it, why not directly go all-in at that point. Obviously at some point there needs to be a kind of "reset" - or sooner than later the whole city would be just ... Gone. Overstated obv. Again, "the plan is ...". Plans can change. But that's where it's right now. The real challenge isn't the destruction itself. It's about making big booms relevant to the gameplay. That's the message of the trailer. This process needs time due to so many dynamic things that can happen.

yet a year from now :

"KAMPFHELD LIED TO US HE WAS JUST A VIRAL MARKETER PAID TO GENERATE HYPE AND GOODWILL §§§" [/internet]
 

DrBo42

Member
I agree. Any concrete ideas here? The transformations already were a step in the right direction imo. More raw power maybe? Or maybe car abilities?

A better still view of the conceptual city as seen in the teaser by the amazing team at Axis Animation

vcRpGVo.jpg

First off, thanks for coming in here and being transparent about gathering feedback. IMO making games a collaborative effort with the community is an often missed opportunity.

For cars specifically I think it might be best to keep them relatively grounded. I like some of the stuff Rocksteady is doing with Arkham Knight's batmobile. I think having a very tough tank-like vehicle that can smash or shoot through supports would make the most sense for a destruction-based environment.

Maybe your buddy uses his car to smash through the supports while you set up a ramp to boost onto the building with etc. I like the idea of 1 car that can go through multiple paths to do what the previous three did, reinforces the idea of player customization and making it your own experience rather than being locked into a car archetype from the beginning (I can't actually remember if you could go back and choose a different type).

I think the destruction element in general is cool but raises a red flag for many of us that crave the difficult orb collecting gameplay. The feeling of finally being able to jump high enough to get that orb you've been failing to collect is super addictive and I'd hate to have that replaced by just destroying a building. Yes, we love explosions and destruction but not at the cost of gameplay balance.
 

Shpeshal Nick

aka Collingwood
As communicated at E3 already the plan is to have pretty much every object on screen dynamically destructible (with a few exceptions here and there, ground, key points and buildings and so on). If you can see it - you should be able to destroy it. I mean, going the physic-calculation outsourcing way is high-risk - high-reward, so if we do it, why not directly go all-in at that point. Obviously at some point there needs to be a kind of "reset" - or sooner than later the whole city would be just ... Gone. Overstated obv. Again, "the plan is ...". Plans can change. But that's where it's right now. The real challenge isn't the destruction itself. It's about making big booms relevant to the gameplay. That's the message of the trailer. This process needs time due to so many dynamic things that can happen.


Interesting take, but personally I don't think it would really fit to the gameplay style of Crackdown. I'm sorry, I don't see this one coming. Still - thanks!

So hypothetically, if an orb was place atop a building and I took that building down, does the orb drop?

If the orb stays up there, with the building down, how could I then get to that orb?

Again, hypothetically.

edit. As someone else may have mentioned, could there not be a re-building system whereby destroyed building are rebuilt over the course of time? So I'd assume there are day/night cycles like Crackdown 2. The buildings could have in game units of measurent. So certain heights equal 1 unit of measurent. So a building with a height of 1 unit takes 1 day to rebuild. 2 units, 2 days etc. So if you accidentally took out a tall building with an orb on it, you could just do other stuff and in a few "days" the building back. That would cater to both audiences then. Thjose who love the platforming/orb hunting and those who love to just blow shit up.
 

klaus

Member
For the cars, I see several uses (not necessarily new ones, just listing everything that comes to my mind):
- Get around the city faster than running
- Reach places you can't get to by walking / climbing
- Chase bosses that are fleeing in a vehicle
- Get protection from heavy fire while closing in on a boss
- Break through walls / barricades using the destruction engine
- Use a ramp to jump into an enemy building, effectively shortening the way to the top
- Do stunt tricks (had a lot of fun doing that in CD1)
- Arm the car with explosives & use it as a mobile bomb (ideally get out of the car while it's flying towards the target :)
- Use them as mobile cover / base / turret / respawn point (perhaps the car can transform into a stationary form when you get out, depending on car type it becomes a turret, crane, catapult / mortar or supply depot)
- Let the cars have crazy gadgets: huge pneumatic hammer, spinning blades on the side, drop mines, suction / blow devices, jump ability, flamethrower, magnetic crane, grappling hook (but only "horizontal", so you can't cheat getting up on buildings), catapult that picks up cars / things in front and hurls them very far - basically anything that fits well with the physics / destruction engine that wouldn't fit as agent ability / weapon

PS: Regarding "resetting" destroyed buildings: wouldn't it nicely fit if all damage to buildings in a city area is reset once all bosses there have been killed? That would make sense in the story ("rebuilding the neighbourhood") & allow you to get orbs you missed before levelling the buildings..
 

TheYanger

Member

No, most likely he does not, you're right:
GAF I've been an avid Playstation fanboy since the PS2 days with a side of Nintendo, but more and more I wish I gamed on my PC more. If Nintendo and Sony did not have compelling exclusives, I would probably jump ship entirely to PC. I don't see this happening now, but maybe a few generations down the road, considering the barrier to entry for some including myself might be an issue in terms of money.

I feel like Playstation and Nintendo consoles are only as good as their exclusives and first party ecosystem. For the time being, I enjoy Playstation's IP way too much, but if they were ever to come to PC, that would be tempting.

Thoughts?
 
I want this game alot, crackdown 3 was something ive wanted for a very long time. With scale bound out and shinoibi mentioning this game also being troubled...i think we could get official word of its cancellation later this year. They likely dont want to announce two cancellations so close to eachother
 
I think Sneaker and Shinobi said this was having development trouble too but not on the level of Scalebound. I think they can push through and get this done but Sneaker warned that the end result may not be of the quality we/some expect.

I think three different dev teams are working on this so I can understand how that could become troublesome.
 

R3TRODYCE

Member
I expect this to get cancelled too tbh. I remember when I thought Phil Spencer would bring the games.

Oh how young and naive I was.
 

Nydius

Member
Crackdown was probably my most played early X360 title and the original announcement of a new Crackdown piqued my interest significantly.

But now? I personally won't be surprised if Crackdown ends up being a no-show this year or if it gets outright cancelled. It's another title that feels like Microsoft is meandering around aimlessly with.

Back in the Titanfall era, Crackdown was part of their whole "power of the cloud" marketing hype. Then at E3 2015 it got a brief tease while at Gamescom 2015 it got a feature about how the cloud made for 100% destructible environments that were going to be really impressive. E3 2016 and Gamescom 2016? The game was completely missing in action. The demo was scrapped and the game's creative director (Dave Jones) wrote a PR heavy note on the game's site with hyperbole like: "Crackdown 3 is a game built for the future with a multiplayer experience that will redefine what it feels like to play games...".

Since that PR note was penned back in June, the silence from Microsoft and Reagent Games has been deafening.
 

TheYanger

Member
What are you saying exactly?

That a self admitted Sony fanboy bumping a thread with the explicit intent of stirring upshit is a little suspect? Let's face it, bumping a year old thread JUST to try and stick some salt in the wound is pretty much the definition of rabble rousing.

Your quote doesn't invalidate him.
Combined with a random year o ld bump with literally 0 content? It's the forum version of clickbait. He invalidates himself. Like, you could make the same post in the Scalebound thread and it would be more relevant there even.
 

Bsigg12

Member
I expect this to get cancelled too tbh. I remember when I thought Phil Spencer would bring the games.

Oh how young and naive I was.

I mean both this and Scalebound were in the pipeline before Phil was announced as Head of Xbox. We're just getting into what would essentially be Phil's body of work as we start to see things come together like the Scorpio.

That doesn't make him not accountable for the games by any means, he was the head of games for Xbox under Mattrick. I'm just saying his role grew dramatically and his ability to bring in different things will take a few years for the projects to really come to light.

I think this coming E3 will really be his first year of bigger projects announced that were essentially secured by him in the Head of Xbox roll. Project Scorpio is his baby and attempt to reset where Xbox was headed to focus more on the gaming aspects.
 
That a self admitted Sony fanboy bumping a thread with the explicit intent of stirring upshit is a little suspect? Let's face it, bumping a year old thread JUST to try and stick some salt in the wound is pretty much the definition of rabble rousing.


Combined with a random year o ld bump with literally 0 content? It's the forum version of clickbait. He invalidates himself. Like, you could make the same post in the Scalebound thread and it would be more relevant there even.

Wat are you on about? I was genuinely interested in this thread considering Kampelhef was a developer at CloudGine. And I'm not a Sony fanboy per say, I like all games. How rude.
 
One MS game gets cancelled and everyone assumes MS are suddenly going to cancel all their exclusives and just quit games.

Also, Crackdown really wouldn't be much of a loss to me...
 

TheYanger

Member
Wat are you on about? I was genuinely interested in this thread considering Kampelhef was a developer at CloudGine. And I'm not a Sony fanboy per say, I like all games. How rude.

I too regularly hear about products having a hard time and then go and concern myself in another thread about an unrelated product in order to raise awareness for my concern of said unrelated product.
 
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