• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Crackdown 2 |OT| of Orbs, Freaks, and Exploding Pedestrians

123rl

Member
Ok, either I'm stupid or this game is glitchy and broken...

Slight spoilers (I guess)

I've activated three lights and now have to set off a beacon in a new location. I have to defend it while it builds itself. So I run around and kill every Freak. When it gets to 50% the health of the beacon starts plummeting and I get told that I need to protect it...yet there isn't a single Freak near it. I've cleared the area of all Freaks apart from the stragglers yet the health/status bar is just falling too quickly. Then it's game over

I have no idea what I'm doing wrong, or missing, but I'm getting pissed off with it now
 

FrankT

Member
Plasma said:
Got all 500 agility orbs, last two took me ages to find.

Nice. Also am I going crazy, but I could have sworn we could listen to the soundtrack in the Agency vehicles the first go around. What is up with that. Or maybe I'm simply mistaken.
 

GhaleonEB

Member
eek5 said:
Those dudes are on the roof.. you need to be able to climb to the top which will require max agility IIRC.

You could also do it with a helicopter I guess.. but that'd also require max agaility
Why on earth...:lol

I'll circle back to that one; I'm almost to level 5 agility.

Some of the strongholds are really fun to clear out. I'm fond of sniping the roofs from across the street, then moving in and clearing the streets from up high. But the entire mechanic of calling in the chopper and the having to re-kill all the dudes that instantly spawn around you on that trigger is very lame. It got old after the first few, and now is just a rote chore: clear, hit 'back', clear again.

Cruising around at level 4 agility is a joy, though. The really high jumps and falls give me even more of a sense of vertigo than the first game did. Ruffing does some subtle stuff with screen distortion and acceleration that combines to make my stomach drop with regularity. Along with the original, few other games have every done that.
Papercuts said:
I always just rush in through everyone and hit back on the point before I actually fight.
I'm playing on Psychotic. Not an option: that results in instant death. It does make the initial shootout a lot more fun, though.
 

Papercuts

fired zero bullets in the orphanage.
GhaleonEB said:
Why on earth...:lol

I'll circle back to that one; I'm almost to level 5 agility.

Some of the strongholds are really fun to clear out. I'm fond of sniping the roofs from across the street, then moving in and clearing the streets from up high. But the entire mechanic of calling in the chopper and the having to re-kill all the dudes that instantly spawn around you on that trigger is very lame. It got old after the first few, and now is just a rote chore: clear, hit 'back', clear again.

I always just rush in through everyone and hit back on the point before I actually fight.
 

theultimo

Member
123rl said:
Ok, either I'm stupid or this game is glitchy and broken...

Slight spoilers (I guess)

I've activated three lights and now have to set off a beacon in a new location. I have to defend it while it builds itself. So I run around and kill every Freak. When it gets to 50% the health of the beacon starts plummeting and I get told that I need to protect it...yet there isn't a single Freak near it. I've cleared the area of all Freaks apart from the stragglers yet the health/status bar is just falling too quickly. Then it's game over

I have no idea what I'm doing wrong, or missing, but I'm getting pissed off with it now
Look for the freak markers, thats the only freaks you need to worry about protecting it.
 

bryehn

Member
Was playing earlier and all the peacekeepers were driving around in buggies firing the machine guns at nothing.

Also, had a weird case of a hidden orb showing up on the radar, but not existing. It was in a really low-level location and I scoured the area for a good ten minutes. Hope that glitch isn't permanent :/
 

Ding

Member
I'm pretty happy with the range of difficulty in this game. IMO, unless the game is hideously difficult for one player, adding co-op partners makes things too easy. (Unless there's some sort of automatic enemy-scaling, ala Borderlands. Does anybody know?) I played Crackdown 1 on the max difficulty, and frankly, it wasn't that hard. Playing through it (CD1) with a friend is amusing, certainly, but it's pretty much a cakewalk, even on max difficulty.

CD2 seems better in that regard. I started playing on the middle difficulty level. It seemed pretty good at first: I managed to die a few times. But after I got back in the swing of things, and leveled up a bit, it started seeming a bit too easy again.

So, I started the game over again. This time on max ("Sadistic") difficulty. It didn't really seem any harder. Easier, if anything. Bummer. But the next day I continued my game and again(?) chose the max difficulty. This time, things were dramatically different. Enemies took a lot more kill'n, and they could do things like insta-kill me as I drove past them in a car! Apparently, the first time I chose the difficulty, it didn't "take".

So, yeah. For me, max difficulty in single-player is bit too difficult. I could do it, but I wouldn't be able to enjoy myself as much. Too much sneaking and hiding. Add some co-op help however, and it might be perfect.

I went back to the middle difficulty again, just because I wasn't sure what difficulty I had been playing on previously, and it does seem too easy for single player. I was able to go over to the Shai Gen island and kill a bunch of those armored gatling-gun guys pretty easily as a 3-star agent. Normal enemies can usually be one shotted with a crappiest assault or sniper rifle. You feel like a badass, but you're never in any real danger, so it's a bit boring.

I'm thinking that the next-to-highest difficulty may be perfect for single player.
 

123rl

Member
theultimo said:
Look for the freak markers, thats the only freaks you need to worry about protecting it.

Thanks. That's what I was missing then. I feel a bit silly now because I remember it telling me to hold Y to focus on them
 

Ding

Member
Oh. Somebody in the thread mentioned "marking" something on his map. Is that actually possible? Like a waypoint? How?
 

VALIS

Member
Anyone see the protest folk singer on the streets singing songs about the Agency? Too funny! And listen, asshole, I'm working my ass off day and night out there clearing out gang strongholds and freak breaches so we can have a safe city. I'm on your side!

The more I play of this game the more I love it. Clearing out gang strongholds is frustratingly fun (I'm playing on the highest difficulty level), "clear the strongholds" are always one of my favorite sandbox game activities. The mutant stuff is okay, stumbling onto an area where you can barely see the streets below because there are hundreds of them in view is wild. And while I'm not crazy about the beacon missions, I do get a kick out of adding to the giant city-wide light show by activating them. I wish they could propel you across the city for the length of their light beams, that would be sick.
 

soldat7

Member
So I'm a bit disappointed in the ramps around the Agency Tower. Why in the world are they there? It was such a fun challenge to scale that thing in the first game, I want to do it again. I was also curious about
a very big cylinder near the Agency Tower, so I jumped in just for fun. I just kept falling and falling before I hit a ledge and died lol. There's some water down there so I wonder if I can land in it. Very cool. I'm guessing that might be the final one to clear out. Very cool.
 

Circle T

Member
I'm having an issue with the final mission. I just finished
protecting the power cores at the agency tower, and kicking the crap out of the freak agents, and all that
. But, after the credits and end cut scenes were finished and I was dropped back in the game, it is still showing the final mission location icon on the map, like I need to complete it. And in the menu, it shows the objectives for that final mission unchecked as well. Anyone else having this problem, or am I doing something wrong? Thanks
 

DeadCell

Member
So if anyone has any extra preorder codes laying around perhaps maybe possibly you can find it in your heart to pass it along to... me?

Awesome thanks! :D
 
TheListener said:
Trying, we really want to do a soundtrack. :D I'll post here when I get more news.
Would there be a possibility of more colors for multiplayer and being able to have the soundtrack on when not in the car? Also, way points on the map would be really helpful.

I'm sure you guys have had your fair share of requests, but this stuff patched in would make the experience a lot better.
 

homez99

Member
Circle T said:
I'm having an issue with the final mission. I just finished
protecting the power cores at the agency tower, and kicking the crap out of the freak agents, and all that
. But, after the credits and end cut scenes were finished and I was dropped back in the game, it is still showing the final mission location icon on the map, like I need to complete it. And in the menu, it shows the objectives for that final mission unchecked as well. Anyone else having this problem, or am I doing something wrong? Thanks

That's just what happens after anyone completes the game. It sucks really but that's how it is.
 

Circle T

Member
homez99 said:
That's just what happens after anyone completes the game. It sucks really but that's how it is.
Wow, so that final mission marker is ALWAYS going to be on my map? That sucks, big time. I need closure and completion. My "Gaming ADD" is not going to like this >:[
 

goldenpp72

Member
Circle T said:
Wow, so that final mission marker is ALWAYS going to be on my map? That sucks, big time. I need closure and completion. My "Gaming ADD" is not going to like this >:[

you have an achievement, and I imagine the reason they don't let you 'beat' it is because
In the ending all the freaks explode, but in reality you still need them post game to complete other objectives, so they did it this way[/spoilers]

Since he doesn't bitch about it after you beat it, it shouldn't be a problem.
 

Aaron

Member
DrBo42 said:
Man psychotic is hard... I can't imagine what sadistic is like.
On sadist, you basically can't face a group of gunmen. They just kill you too fast. A single gunman can take you down in about ten seconds. You must go for headshots, so unlocking the sniper rifle makes things much easier.
 

theultimo

Member
goldenpp72 said:
you have an achievement, and I imagine the reason they don't let you 'beat' it is because
In the ending all the freaks explode, but in reality you still need them post game to complete other objectives, so they did it this way

Since he doesn't bitch about it after you beat it, it shouldn't be a problem.
You might want to fix your spoiler tag
 

DuckRacer

Member
Just finished the game, the game isn't worthy of the 2 in its title; it's an expansion pack more than anything. Heck, the ending
sets up what most people wanted a sequel to Crackdown to be like to begin with. New location, agent working against the Agency's agents, etc.
(ugh, spoiler tagging that wasn't really necessary...) I had fun with the game, but almost solely because it's Crackdown 1 with zombie lairs, which weren't even enjoyable to fight in.
 

GhaleonEB

Member
There's a lot of adjectives that I'd like to use to describe the freak lair beacon sequences, but lazy is the one that comes to mind. Lazy to have a sequence consist of nothing but defending a stationary target. Lazy to have infinitely respawning enemies that pop out of the ground all around you. Lazy to have the best way to combat them to be weapons laying around on a quick respawn. Lazy to add in several enemy types that charge or jump at the player rapidly from off screen, but not to fix the rag doll that happens when you get hit, resulting in an infinite juggle (three full health bars gone because I get knocked down once).

I don't mean lazy as in Ruffian didn't work hard on the game, I'm sure they worked their asses off. But lazy as in, they took the cheap, easy way out when designing the objectives. Every goal in the game comes down to hitting enemy spawn triggers and escort missions (of stationary targets!).

I'd given Ruffian a lot of credit for what they did in a relatively short dev cycle, but frankly, there's no excuse for game design like this. It's just plain bad.
 

soldat7

Member
GhaleonEB said:
I'd given Ruffian a lot of credit for what they did in a relatively short dev cycle, but frankly, there's no excuse for game design like this. It's just plain bad.

The freak lair missions are certainly not amazing game design, but they're just not that bad. I actually have a decent amount of fun during the defend the beacon missions (I usually look for the weapons after I've defended the beacon...I bring my own pain.) I enjoy securing the Cell zones and raiding the freak lairs at least the same if not more than waltzing into a gang hideout and mowing down everyone in sight including the dude in the Hawaiian shirt that lives an extra 10 seconds longer than the rest (Crackdown 1.)

Now, better game design would have been to make the freak lairs more puzzle-y, maybe a couple of unique bosses, etc. Also I would liked to have seen unique Cell kingpins at each stronghold to give the Cell a bit more flavor (and of course rogue Agents or something on a more equal footing as you), but what we have is not bad compared to Crackdown 1. The mission structures of both are a bit bland and the sequel should have taken things much further, but didn't. What we have though, is still pretty dang fun.
 

Salazar

Member
Defending the first beacon - should the UV shotgun just be blowing motherfuckers everywhere ? It doesn't seem to be as effective as it should be, and I'm not doing terribly well as a result.
 
This game with 3-4 top level agents woking together instead of beating each other up is just madness, plain and simple. I luvs it.

Also, the most badass things to do is the Ground Stomp while spinning like a top. It looks insane in a pack of freaks.
 
Salazar said:
Defending the first beacon - should the UV shotgun just be blowing motherfuckers everywhere ? It doesn't seem to be as effective as it should be, and I'm not doing terribly well as a result.

Yes. Just run in a circle and shoot them. When the freaks with the markers appear over their head target them first.
 

VALIS

Member
GhaleonEB said:
There's a lot of adjectives that I'd like to use to describe the freak lair beacon sequences, but lazy is the one that comes to mind. Lazy to have a sequence consist of nothing but defending a stationary target. Lazy to have infinitely respawning enemies that pop out of the ground all around you. Lazy to have the best way to combat them to be weapons laying around on a quick respawn. Lazy to add in several enemy types that charge or jump at the player rapidly from off screen, but not to fix the rag doll that happens when you get hit, resulting in an infinite juggle (three full health bars gone because I get knocked down once).

I don't mean lazy as in Ruffian didn't work hard on the game, I'm sure they worked their asses off. But lazy as in, they took the cheap, easy way out when designing the objectives. Every goal in the game comes down to hitting enemy spawn triggers and escort missions (of stationary targets!).

I'd given Ruffian a lot of credit for what they did in a relatively short dev cycle, but frankly, there's no excuse for game design like this. It's just plain bad.

I think this would have been fine if they offered more variety. Every main story objective is basically "clear area x of enemy y." These work well I think with the Cell strongholds as there are many different ways to approach these and rooftop to rooftop combat is unique. But yeah, defending a gizmo in a dingy underground location from an endless spawn of zombies is drab.
 

Maaseru

Banned
I know I haven;t played C2 completely,but I'm guessing although fun it's still a shallow game. I hated the lack of story progression in the games. I always though that giving you full reigns almost from the beginning was a bad idea. I mean you could just go collecting orbs and that's it.
Why isn't there more puzzles or acrobatic situations. They could take a page from Assassins Creed 2 temple parts and apply some element similar to that here. They could do chases/escapes like the moving orbs , but with some story element.

For me the fact that the game is so shallow but at the same time so fun only shows the huge potential the series has, if only the would add more" meat to their bones".

I hope Crackdown 3 is made, but this time give a story. It's okay to keep a random protagonist, even add a create a char. feature. Just give me a story that I can follow when not going on a rampage and add puzzle/challenges that go with the vertical and jumping style with the game. I remember the pull of the game when it was announced was the vertical platforming.
 

Whimsical Phil

Ninja School will help you
VALIS said:
Anyone see the protest folk singer on the streets singing songs about the Agency? Too funny! And listen, asshole, I'm working my ass off day and night out there clearing out gang strongholds and freak breaches so we can have a safe city. I'm on your side!
Did you play the first game?

Because you're really not on their side.
 

Plasma

Banned
soldat7 said:
So I'm a bit disappointed in the ramps around the Agency Tower. Why in the world are they there? It was such a fun challenge to scale that thing in the first game, I want to do it again. I was also curious about
a very big cylinder near the Agency Tower, so I jumped in just for fun. I just kept falling and falling before I hit a ledge and died lol. There's some water down there so I wonder if I can land in it. Very cool. I'm guessing that might be the final one to clear out. Very cool.

To survive you have to have max agility and glide before you get down there.
 

suaveric

Member
MirageDwarf said:
Was there any pre-order video game credit bonus for Crackdown 2 on Amazon?

Credit, like $10 off of a future game purchase? There was supposed to be. I haven't received mine yet, which is very weird for Amazon, as they're usually right on top of handing out their credits. I sent them an email about it yesterday and haven't heard back yet (which is also a little odd for Amazon).
 

Aaron

Member
suaveric said:
Credit, like $10 off of a future game purchase? There was supposed to be. I haven't received mine yet, which is very weird for Amazon, as they're usually right on top of handing out their credits. I sent them an email about it yesterday and haven't heard back yet (which is also a little odd for Amazon).
I got my credit on the same day the game arrived, so yeah you should have it by now.
 

S1kkZ

Member
DrBo42 said:
Need DLC asap. Moar, I demand moar.
there will be. if you look at the avatar awards, it mentions 2 dlc packs (playground (keys to the city?) and another one).

10 hours played so far and i still love it. but the wingsuit challenges seem impossible.
 

Circle T

Member
S1kkZ said:
10 hours played so far and i still love it. but the wingsuit challenges seem impossible.
I actually just completed all of those last night. They aren't as hard as they look. When I tried doing many of them initially, I was diving and then pulling back to gain height too much. You don't need to do that very much. Many of them you can just hit Y to pop the suit out, and then just aim your way through the rings, with no need to gain speed or keep your elevation. After I figured that out, it was much easier. I was just over thinking them and making them much harder than they should have been.
 

CrunchinJelly

formerly cjelly
Finished the game this morning... Jumped on with the intention of playing for 30-40 minutes, jumped off 5 hours later. :lol

I actually really enjoyed it. Only problem I had was that the Freak lairs didn't seem to change much from the time when they add the
huge Freaks
about 4/5 beacons in.

Ending was a nice setup for a sequel, though. :D
 

DrBo42

Member
S1kkZ said:
there will be. if you look at the avatar awards, it mentions 2 dlc packs (playground (keys to the city?) and another one).

10 hours played so far and i still love it. but the wingsuit challenges seem impossible.

Yeah the bit about them wanting to change the way people play is interesting. I have to assume it's half marketing bs but I'm looking forward to whatever "Deluge" is.
 

Flavius

Member
Game's still a friggin' time-sink. Dog tired last night after work and meant to only play for a half hour or so and get to bed at a decent time. Ended up playing far longer than that. Still loving this game, even if my agent avatar made a jackass out of himself last night by tripping over a roof-top ledge in pursuit of one of those damned renegade orbs.

I'm definitely still a crackwhorah. :p
 
Top Bottom