RE: Activating beacons
I did the first intro one this morning, so I now have the map populated with other objectives. Obviously, I'm just at the start of the game. But it sounds like the other beacon activation sequences are similar to the first, so I thought I'd post my thoughts on it.
Short version: Killing bosses > activating a beacon
Long version:
Reading the MTV article about how the missions were arrived at reductively makes sense; Ruffian had to settle on something that 1) had no failure state, and 2) a co-op buddy couldn't screw up (other than by killing you, the jerk). The first game handled this by giving us a list of fixed targets to kill; the only way to fail it was to die. The sequel has a list of fixed switches to flip; only, it takes a while to flip the switch. Again, the only way to fail it is to die.
On the basis of the one I played, the activation mission is founded upon a poor design choice, which Ruffian tried to mitigate through other design choices, but which actually compound the original problem.
Once a decision was made to make the main missions the defense of a stationary object, they had to decide on the enemy you're defending from. In this case, the freaks. The problem is none of the freaks are very difficult to deal with, so they have to toss hoards of freaks at me to make it challenging. That presents another problem, though: Even with my beefed up arsenal (thanks to my trips to the furthest reaches of the map for more powerful guns and grenades), I'm not equipped to deal with mass throngs in small spaces for extended periods, yet. I need a weapon capable of dealing with the situation. So, there's a drop box with a respawning UV Shotgun placed at the objective.
Right there the game undermined what Crackdown was about, which is taking on challenges in your own way. The game was telling me, "take this gun, it's how you beat this part". I think the mission should have been aborted and redesigned at this point, but it wasn't.
My initial plan was to use grenades to bomb the beacon and keep the freaks away from it long enough for it to fire. Ruffian thought through this work around, and added in acid spitting freaks that stand outside the max radius of a grenade explosion. That way the freaks which are a threat to the beacon do not cluster up, and I have no choice but to use a weapon to kill them; more specifically, I have to use the weapon they provided (the UV shotgun).
This meant there are two kinds of freaks: ones that are a threat to me, and ones which are a threat to the beacon. I can run fast enough to avoid the ones that are after me, and jump over groups which I can't run through. Between that and the odd grenade, the freaks are not a threat to me. The spitting freaks ignore me completely to attack the beacon. The only problem is I need to somehow distinguish them from the throngs that are spawning into the room and chasing after me. To help address that problem, only the spitting freaks (and the few others that directly attack the beacon) show up on the radar as a red dot.
This is the design element that really breaks the mission. At the end, the entire mission came down to: check my radar for red dots, weave through the throngs of other freaks, and kill the dots if there are any, using the (respawning) tool provided me. I felt a bit like Pac-Man, running through a maze of otherwise harmless enemies to take out the dots in the way. It took the open-ended nature of Crackdown's gameplay and distilled it into the simplest, narrow task, and then protracts that task well beyond its welcome. For that reason, it simply wasn't any fun.
The concept in the first Crackdown of killing bosses was vastly superior to Crackdown 2's beacon defense. Placing a boss in a stronghold that can be approached from multiple directions using multiple tactics and strategies - and that's before you apply the strategy of which sub-bosses to take out in order to peel away their defenses - was a stroke of simple genius. It leveraged Crackdown's gameplay design into the goals. The beacon mission I did this morning had the opposite effect.
I know a lot of the guys from Real Time Worlds moved to Ruffian to make the sequel, but I don't think they really understood what made Crackdown what it was. Or at least, they did, but didn't know what else to do with it that Crackdown didn't already do.
I hope the other beacon missions are very different. The first one was a terrible piece of game design.