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Thanks to our friends at Xbox Community
Network we have a Q&A interview with the developers of the forthcoming
game Crackdown.
Was there
any difficulty implementing the multiplayer in an open world game?
Definitely!
Everything in the solo game is pushed to the limit. We have an environment
drawn to the horizon and heavily populated with characters, vehicles and various
other objects that can all be influenced by a powerful physics engine.
Duplicating the entire solo experience for the co-op game by making sure nothing
is left out has been our greatest challenge. In addition, the programming team
begged us to keep the players together at all times. However, we wanted the core
goal of player freedom to extend to the co-op game, so players can go anywhere
and do anything anytime. The programming team also insisted that we shouldn’t
include vehicles that travel at well over 200mph in a fully streaming
environment, let alone a co-op one, but we did it anyway! The list goes on, and
we’re delighted that we pushed the programming team so hard that they delivered
the seemingly impossible.
Will there
be new content and things to do in the coop mode, or will it be the same as the
single-player game?
It’s exactly
the same content, but it’s often been said that it’s twice the game!
Many people
have labeled Crackdown a "GTA wannabe". How do you feel about this kind of
statement, especially when you were involved with the original GTA?
Well, in
so far as it’s what Dave Jones always wanted GTA to be, I guess that’s true!
It’s a shame that so many action games set in open urban environments have been
attempting to offer nothing more than a GTA style experience. It means that a
game like Crackdown comes along and people immediately assume that it functions
in the same way. The Crackdown team really enjoys the GTA games and, as you
stated, many of them have been involved in their development. So, we know we’re
offering a very different experience.

Do you
intend to make the main character have more impact on his environment? So far
the footage we have seen makes him appear very light on his feet, more like a
Spider-Man or Daredevil type character than a Hulk or Thing.
The principal
goal of the character movement was to deliver pace and fluidity. We wanted the
player to seamlessly grab ledges, thrust upwards to a rooftop and then leap out
into an open space while searching for his next foothold. An Agent is a type of
super hero. One of the five skills he develops is agility. The Hulk might be
able to jump huge distances, but I don’t think we’d ever describe him as agile!
Of course, an agent can also develop his strength and as he bulks-up you will
certainly notice him becoming more “Hulk-like.”
The graphic
novel visuals are very distinctive. Why did you go for this visual style, and
what does it add to the gameplay?
Well
visuals never add anything to gameplay and don’t let anyone tell you otherwise!
;-) We prototyped this game with flat coloured, flat shaded, blocky environment
and skeletal characters. That prototype delivered on what’s core to the
playability of the finished product. When that happens, you know you’re making a
game for the right reasons! Quite rightly though, we all want a big slice of
spectacle served on the side of our gameplay. We’re confident you’ll agree that
Crackdown more than delivers on that too!
As you’ll
no doubt have realized by now, everything in Crackdown is turned up to 11. We
haven’t blown our budgets on a handful of extremely detailed characters or
vehicles. Instead we’ve created a previously unseen world where thousands of
people and hundreds of vehicles are visible at any one time in an environment
that, from the always-accessible rooftops, can be seen in full. We wanted
Crackdown to stand apart visually rather than follow the flock, so with the OTT
action and superhuman abilities we quickly settled on a graphic novel
stylization as a perfect fit.
The graphics
technologies required to nail this look have largely been cutting-edge and
difficult to achieve. This has worked against us over the last year or so as we
released video footage and screens while the visual style was still in
development. Take a look at the latest media though and you’ll see what our
intentions always were; we’re certainly extremely pleased with the results.
There are
three gangs terrorizing the city. Asians, Russians and Mexicans. Do the gangs
interact with each other?
Microsoft’s geopolitical department would have a field day with this question!
But yes, though there is a fairly balanced inter-gang status quo across the city
before the Agency kicks into action, the gangs do from time to time engage each
other in open warfare. When this happens the player can move in for some easier
kills or just sit back and let nature run its course.
The gangs
predominantly speak in their native tongue – Los Muertos in Spanish and The Volk
in Russian. I should say that, though the Shai-Gen Corporation is of Asian
origin, the board of directors (gang hierarchy) is completely multi racial.
Therefore, their corporate language is English.

Can you
describe how the player develops new skills and abilities as the game
progresses?
All
skills can be developed by killing. In fact, internally we refer to it as
‘skills for kills’! Hand to hand combat is one way to develop the strength
skill, but any kill resulting from an act of brute strength will develop that
attribute (i.e. bowling a dumpster through a bunch of enemies and then using one
of the resulting bodies to beat the life out of the others). In this case the
incentive isn’t just to become tougher for the harder missions, it’s to smash up
previously indestructible barriers, rip up streetlights, use them as weapons,
and hurl trucks across freeways into the path of an oncoming gang vehicle.
Everyone wants to be a super agent!
As for
developing the other skills: make kills from altitude and the agility skill is
developed to the point where the player can leap Matrix-style from rooftop to
rooftop; run down the bad guys (while surgically dodging the innocents) to
develop driving skill and use of firearms and explosives should speak for
itself. In testing we’ve found people fooling around with vehicles for hours on
end: performing massive jumps, nailing stunts or simply completing races again
and again. The mantra has always been to reward with skill progression any
actions that players perform repeatedly AND continue to find fun. In fact many
activities in the game will result in skill bonuses. The agility skill can also
be developed by collecting markers scattered across hundreds of rooftops
throughout the city.
Why did you
go for coop multiplay instead of competitive? And is competitive multiplay
planned as a surprise?
That’s a funny question
because almost all cooperative game sessions regularly deteriorate into all-out
death matches before a truce has to be called. It’s a lot of fun, particularly
in the unique world of Crackdown, so we obligingly keep score until the score is
settled.
As for more complex multiplay, that would also be awesome but it’s a different
kind of game compared to the one we’ve made here. Plus, I’ve never been one for
ruining surprises either..
What kind
of areas are included in the huge city and will there be other locations outside
of the urban sprawl?
The city is divided into three
main districts, with a fourth island at its centre forming the base of Agency
operations. The districts are all uniquely themed to their host gang. The
mission locations within them are all original and distinct, from the lighthouse
and surrounding caves, to an offshore oil rig, to floor after floor of a
towering skyscraper. As you can tell from those examples, we have many rural
locations away from the city lights. We wanted the size and scale of Pacific
City to overwhelm the player to begin with, but only to begin with. Through
exploration and character development you should eventually get to know the full
environment really well and take ownership – it becomes your city!

People
might initially see Crackdown as a GTA clone, but in which directions did you
want to take the game to set it apart?
The most
obvious answer to this question is ‘up’. In Crackdown we’ve created a highly
detailed vertical environment providing a true play volume for the intense
action. In Crackdown the player is a crime-fighting super-soldier in the same
morality mould as Judge Dredd. The city is his playground, everything in it are
his toys. He has one clear objective: remove all trace of crime, but how he
goes about doing this is entirely up to him – there is no restriction of a
linear plotline; he becomes immensely powerful and regularly performs
spectacular actions. So I guess you could say the directions in which we wanted
to set the game apart from GTA was ‘all of ‘em’!
The
coop-mode sounds very interesting. Can you explain how it will work and how we
can play it with our friends?
One of
the great things about the co-op feature is that players can dip in and out of
each other’s games at any time. Games can be opened up to accept join requests
from anyone or just friends if preferred. If you’re having a hard time with a
particular gang boss, you could invite your friend in to help out. If you’ve
arranged to meet up in the game then there’s no reason to wait at a lobby just
play the game until your friend’s join request pops up.
Crackdown is Due for release in the first quarter of 2007.
Did you know that you can
view all our previous interviews and Q&A's? all you need to do is visit our
reviews page.
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