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PAX East 10: Hands-on with Crackdown 2 multiplayer photo

"That game that comes with the Halo 3 beta" is getting a sequel, and like just about every game made to appease young adult males, it's got online competitive multiplayer. As we've learned this generation, that's not necessarily a good thing.

Just as gamers quickly began to expect that every game have online multiplayer, they have also come to expect that a lot of the time, the multiplayer modes will feel forced and tacked on. Bionic Commando's multiplayer demo infamously helped that game to bomb at retail, and BioShock 2's multiplayer mode was pre-hated by fans of the first game long before they even played it.

Where does "rocket tag," one of Crackdown 2's multiplayer modes, stand in this current climate of mandatory-but-maybe-crappy online multiplayer madness? Hit the jump to find out.

For the record, I didn't play much of the first Crackdown. The concept was great, but in practice, playing a game where you have the strength and jumping ability of The Incredible Hulk and the arsenal of The Punisher was oddly un-engaging. Maybe I shouldn't have been surprised by that. I have a track record of enjoying games where you're vastly underpowered, and in Crackdown, you're basically playing GTA in God Mode. That's about as far from underpowered as it gets.

Still, I felt like Crackdown had the potential to be engaging, if only the game featured more challenging opponents. Enter Crackdown 2, a game that gives you the same overpowered, ass-kicking power of the first game, but now pits you against other players with the exact same powers. It's a formula that is destined for greatness, right?

Well, so far, not so good.

I had three major problems with Crackdown 2's multiplayer mode. First, I could not for the life of me auto-correct the camera. I pressed everything on the controller, including both analog sticks and the control pad, and I could not get the camera to snap to a position behind my back. I had to manually move the camera around with the left analog stick for everything, which is a major setback in a game where enemies may be surrounding you from all angles.

Maybe I was doing it wrong. I can't be sure, because in general, the game's controls were pretty inconsistent. I had no problem with the basics: running, shooting, jumping, melee attacks, and tossing grenades all worked just as they should. When it came to locking on to enemies and performing mid-air maneuvers like skydiving and ground-pounding, things went a lot less well. Again, maybe I was doing it wrong, but if so, it may have more to do with over-sensitive controls than my incompetence. I was told to press "Y" in mid-air to perform the switch from a regular jump to a skydiver's posture, but when my attempt failed, I was then told "don't press Y, hit Y," as if that meant something different.

The worst of the control issues came from the game's lock-on system. The left trigger activated lock-on to whatever enemy is closest to you, and from there, any shot you fire is a near-guaranteed hit. That's great if you're the guy who's doing the shooting, but if you're the one getting shot, with no method of defense whatsoever, it's about as fun as getting hit with the blue shell in Mario Kart.

I asked if there was a way to break the lock-on once you've been targeted -- if performing one of the game's super-jumps or some other move would break the targeting. I was told that there wasn't any way to get the lock-on off your back -- that a player could jump away, but that the bullets could still follow you. "That's fine," I thought, "as long as we're all getting blue-shelled, it's all fair." Thing is, that's not how the game played out. There were more than a few times when I went from being locked on to an enemy, to locked off, to dead, all in a matter of a few seconds. My enemies didn't jump away, or do something else to potentially cause my targeting to fail; it just did.

I asked Adam Dork, who was playing the game against a different team, if he knew what this was all about. He told me that he heard that to lock-on, you either have to not touch the left stick or the right stick, or else the lock-on would fail. As weird as that would be, I didn't find that to be the case. There was no consistent cause for the lock-on to fail, at least, none that I could find in my ten minutes with the game.

Unresponsive and unpredictable controls aside, it was still a lot of fun to bound about the game's relatively small arena. There is an undeniable thrill to jumping fifty feet into the air onto overhead structures, catching an enemy in your peripheral vision, and jumping down on him with an Earth-shattering ground-pound, only to take to the air again to avoid multiple rocket-shots and grenade-blasts. Still, for all the super-powered delights here, there are forced design decisions that limit the amount of depth and strategy available to the player. To compensate for the fact that any player can leap tall buildings in a single bound, over-sized walls are strewn about the entire arena, making it hard to see where you're going and where your enemies are. This leads to a near-constant need to stay airborne. Most of the time, I and the people I played against were jumping around, only stopping occasionally to grab a power-up and pop off a few shots. If the ability to jump at full height needed to be recharged, and/or if there were some other super-powers like super-speed or flight to keep things interesting, the game would have felt a lot less like a one-note tune.

As it stands, I'm not particularly excited to get back into Crackdown 2's multiplayer. It was fun, just like jumping up and down on your parents' bed was fun when you were a little kid, but it's not going to change your life. Topher Cantler made it a point to warn me not to judge the full game by my experience with multiplayer. To paraphrase the man, "Crackdown 2's multiplayer is like a mini-game, like something out of Mario Party. You can't judge the real game from this little add-on."

I hope he's right. More so, I hope the game's developers don't use the multiplayer mode to demo the game on the Xbox Live Marketplace. I think it would turn a lot of people off to what may turn out to be an excellent single-player and co-op experience.








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Jonathan Holmes is the most lovable Associate Editor on Destructoid. Catch him on videos, original editorials, and on back episodes of the Destructoid Show and MTV's Road Rules. Jonathan is a retro gamer's gamer. Likes Mega Man 2, Resident Evil, Katamari Damacy, Bit.Trip, Metal Slug 3 Meet the rest of the team



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21 comments | showing # 1 to 21
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Electrium's Avatar - Comment posted on 03/28/2010 23:07
Electrium
Wow, sounds like Topher sort of approves of the game...color me interested. I've never played the first one, so I'm downloading the demo now!


If worst comes to worst, I just won't play the multiplayer. But man, I wish developers wouldn't waste time putting in multiplayer where it doesn't belong. We'll see, though.
Chronic2Haze420's Avatar - Comment posted on 03/28/2010 23:52
Chronic2Haze420
Dam sounds like the game wont be fun at all.
Usedtabe's Avatar - Comment posted on 03/29/2010 00:00
Usedtabe
I never cared about the competitive multiplayer for this game. It's all about the single-player/co-op for me.
RenegadePanda's Avatar - Comment posted on 03/29/2010 00:06
RenegadePanda
This is what happens when you put multiplayer into a sandbox game.
Daniel Wales's Avatar - Comment posted on 03/29/2010 00:14
Daniel Wales
Wow, I didn't even know that Crackdown 2 had a multiplayer component. Not interested in that side of it at all, I just want to hear more about the campaign and how the co-op works.
Jakysan's Avatar - Comment posted on 03/29/2010 00:15
Jakysan
It sounds like the issues you have are with Crackdown in general. I love the game. I love beig Superman in a GTA like game.

Can we get a preview from a crackdown fan!?
Corey Buchillon's Avatar - Comment posted on 03/29/2010 00:28
Corey Buchillon
I reserve judgment until i play it. But its all about the coop anyway
Etalyx's Avatar - Comment posted on 03/29/2010 00:35
Etalyx
I find it difficult to take seriously the opinions of a guy who didn't even like the predecessor to the game he is "previewing."
pedrovay2003's Avatar - Comment posted on 03/29/2010 00:48
pedrovay2003
Co-op will be great, but competitive multiplayer in a sandbox game? How is that supposed to work?
Jaysky0's Avatar - Comment posted on 03/29/2010 01:08
Jaysky0
As long as singleplayer and co-op is good, I'm good.
Corduroy Turtle's Avatar - Comment posted on 03/29/2010 01:48
Corduroy Turtle
^ Douche
StingingVelvet's Avatar - Comment posted on 03/29/2010 02:03
StingingVelvet
The original Crackdown's lock-on targeting made it completely non-skill based, it was rather appalling to me and caused me to not want to play the game.

Also every missions seemed to be "shoot more dudes, this dude has a lot of life bar" which is sad since the powers and such would have made for awesome missions of a greater variety.

This sounds no better.

I think Just Cause 2 satisfies my outlandish chaos open-world antics just fine anyway.

(Plus I do not own a console and played the original at a friend's).
Jonathan Holmes's Avatar - Comment posted on 03/29/2010 07:07
Jonathan Holmes
@ Jakysan- Topher is a Crackdown fan, and he also seemed unimpressed with the multi-player.

So yeah, not a good sign. I'm sure the campaign will be good though.
Pyrex is Metal's Avatar - Comment posted on 03/29/2010 07:08
Pyrex is Metal
Is having the resident Wii fanboy previewing this game a good idea?

I played it and thought it was pretty fun, woulda prefered to try a non-deathmatch game mode, but other than that it was crackdown.
Rhuno's Avatar - Comment posted on 03/29/2010 07:46
Rhuno
I'm not really sold on the multiplayer, but Crackdown was all about the single player and co-op anyway and from what I've seen, those look to be in tact. Crackdown is one of the best games released this generation on any platform; very few games are that fun to play.
Corduroy Turtle's Avatar - Comment posted on 03/29/2010 07:54
Corduroy Turtle
Patriot Snake: The fact that you're a douche isn't crying. It's a personal attack towards you. I'm sure the multiplayer in Crackdown 2 is lame. I'll be playing the 4-player co-op campaign.
SoxFan13's Avatar - Comment posted on 03/29/2010 07:56
SoxFan13
Guys, I was there, I played it, and I totally agree with J. H.

The camera was crazy, and it was difficult to keepnit behind your character. Seems kind of important so you can see where you're going, right?

The mode we played was basically "skull mode" from Halo, except the skull was an orb, and everybody had rockets. It was just sloppy rockets all over the place.

I really liked the first game, so I would have much rather seen a
single player demo. I definitely agree with Holmes on this one. #Yankees suck samit
Bulkmailer's Avatar - Comment posted on 03/29/2010 09:15
Bulkmailer
YEAH.
JamnOnTheOne's Avatar - Comment posted on 03/29/2010 12:19
JamnOnTheOne
I played it at PAX and wanted to punch the Crackdown representatives that were on my back the whole time and complaining that I was "playing it wrong". They were constantly telling me to jump, and "play in the air because that's what Crackdown is all about". Probably because the entire city modeling down low was comprised of ugly, flat textures.

My biggest problem was the concept of jumping, tapping "A" got me a skip, holding "A" seemed to get me anywhere between a super jump and a regular jump. Grappling onto walls and moving up buildings was also incredibly wonky where making upwards progress required the same button timing and some stick motion.

I wish I got to try the team deathmatch, but the Rocket tag was just too awful for me to try and get back in line.
xYeTi MaNNx's Avatar - Comment posted on 03/29/2010 13:15
xYeTi MaNNx
I am amazed at the ineptitude of the writer and some of these comments. The controls were very similar to Crackdown's and the air combat worked fine. We had 15 minutes to play, of course there will be a bit of a learning curve. Personally, for the first 10 minutes I was generally confused, but I eventually adapted and found the combat quite fun.

Agreed the "hit y" skydive was ridiculous, but goddam we had 15 minutes to play, not nearly enough time to adapt completely to or critique the mechanics.
skyler's Avatar - Comment posted on 03/29/2010 19:42
skyler
go back to overrating your wii games and I will go and enjoy crackdown 2
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