Crackdown 2 Review

Are you sure we got all the key points in the box art? Did you remember to add explosions? Very good!
The camera tracks a lone Agent, clad from head to toe in cybernetic armour, as he leaps across the deserted rooftops of Pacific City. He jumps effortlessly, only seeming to graze the concrete surfaces before he hurls himself forward again. Suddenly, wings snap open between his arms and he glides down to street level, bathed orange by the light of fire and flickering street lights. Below, shambling mutants cover the ground like ants, moaning and baying in their lust for blood.
Cut camera to the ground. The Agent slams into the pavement fist first, scattering mutants left and right with the shockwave. Those unfortunate enough to break his fall explode into a green mist, the impact leaving no remnants. The Agent stands, unhooks the machine gun on his back, and begins to fire indiscriminately into the swarm. The mutants fall before the hail of bullets like wheat before the harvester, green blood spraying everywhere and staining the asphalt.
The scene continues for a few minutes, the only pause in the carnage comes when the Agent needs to reload. When the last mutant falls to the ground, and the final tinkle of shell casings has echoed away, we hear the Voice of the Agency.
“Good work, Agent,” he says in a confident, authoritative tone, “now how about we see how many rings you can drive a car through?”
I’ve been struggling to write a review of Crackdown 2, because I’ve found it a little difficult to work out just what the game is trying to present to the player. On the one hand it’s a very simplistic, fairly enjoyable sandbox game with a focus on exploration and experimentation. On the other hand, it appears to want to imply a very deep, immersive experience that just isn’t there … and charge you accordingly.











