Interview: Crackdown 2 lead designer Steve Iannetta

Gallery: Crackdown 2 (TGS 2009 #2)
The original Crackdown shipped with the Halo 3 mulitplayer beta. Are there any bonuses you're planning on shipping with Crackdown 2 since Halo: Reach is off the table?
It's not our decision, obviously. You'd probably need to chat with Microsoft, but as much as we can gather now there are a few things planned when it comes to release time. Can't go into too much detail about that. There are some intensive ideas kicking about how we want to present Crackdown 2, but again that's something you'd need to chat with Microsoft about.
Well, I'll make sure we bother them about that. Obviously, Ruffian Games has taken the reigns as developer of the Crackdown franchise -- the original developer being Realtime Worlds -- but in your experience, as a former member of that team, did including the Halo 3 beta take away from Crackdown and the attention it might have had on its own?
Indeed, I did. It seemed to be kind of two sided. I think in some respects people unearthed a gem because of the Halo 3 beta and I think another aspect, it was a negative to us. But I would like to think things evened out. After people played the game and reviews happened, we were given credit for what was, I think, a quite fantastic game. A quite unique game, quite fantastic game -- rough around the edges however. But as for any negative or positive affect, I don't know. I do think it all equaled out.
"The media ran with it. But it was quite a juicy story." |
McDonald went on to write, "I also very much doubt that Microsoft would harm an otherwise fruitful existing development relationship by gambling on funding Crackdown 2 with a startup on RTW's doorstep, for obvious reasons." [Ed. Note: Ruffian's office is located in close proximity to the Realtime Worlds office in Dundee, Scotland]. Has developing Crackdown 2 strained the relationship with your former employer?
I honestly believe that the press, the majority of the press, kind of took an unnecessary ... Okay, Realtime Worlds -- I used to work at Realtime Worlds -- they're all my friends. That's the only way I like to view that situation. You know when it comes to Microsoft and Realtime Worlds and the communication between them about Crackdown 2, it's entirely up to them.
But your relationship with Realtime Worlds?
They're my friends. That's how I think of it.
So you think the "controversy" has been sensationalized?
Uh, well. I think, obviously, the media ran with it. But it was quite a juicy story. But it's not, uh... You know, again, I'd just like to say that Realtime Worlds are friends. I've still got friends there. It's a close-knit community.

There was. I mean, the market is getting big -- there are a lot of games out there. I would like to say we paved the way to sandbox games of this style. There is obviously -- and I wouldn't say "copy cats" by any stretch of the imagination -- but there is a number of additions [to this genre]. We have to raise the bar, we have to raise the standard. We have, and you mentioned two fantastic games there, we have to look at them and say, "How do we, the team, take Crackdown and move forward? And take and improve what these chaps have done with those games."
And it's raising our quality bar, it's raising our standard.
From what you showed of the single player, it looks like you're trying to run wild with those ideas.
[Laughs]
What is the major focus of Crackdown 2? When the first title was released it was a very good showcase for co-op gaming and easy connectivity between gamers on Xbox Live. There's a sense that a lot of what seemed so incredible in the past -- like these connectivity features and drop-in, drop-out gameplay -- is just an expected standard in today's titles.
What we're trying to do is turn on the contrast button. Increase the volume of all those areas and the experience in both the campaign mode alone or the four-player campaign co-op. Open the door for that. That is something that we're really proud of. And things like our 8-player versus enemy mode.
It's quite unique. Quite structured. Again, drop-in, drop-out: Where if you want to engage in this mode you can have up to eight players in an environment fighting against a huge amount of enemies.
In the demo you showed us, during a scene at night there was a swarm of enemies attacking your character. You can have eight players online during a sequence like that in this new mode?
Yeah. Eight guys. Online, fighting together in an environment like that. We believe it could be just fantastic fun.
"It's ten years later... You've turned the city into, basically, a living hell." |
Well "The Freaks" were from the first game. The Shi-Gen -- once you killed the boss -- you unleashed the freaks into the world. Basically it's a continuation of that.
The storyline of Crackdown 2 is based around that mission from the original game? That's the basis of this entire game?
Yeah. It's ten years later and because of your actions you've turned the city into, basically, a living hell. Nighttime is just "freak" time. You can't go out at night. Daytime civilians are scurrying about trying to get themselves the necessities of life and when it comes to dusk you'll see them scuttling home. [Laughs]
The nastiness happens after dark.
Give me an idea of the creative process behind developing a sequel like Crackdown 2. You showed off the magnetic grenade, a weapon that allows players to tether objects together to create chaos. How does it work staring at a whiteboard in a meeting with a group of people tasked with creating something original out of a universe that already exists?













Reader Comments (Page 1 of 1)
Neuromancer @ Oct 19th 2009 3:16PM
I'm going to be cautiously optimistic about this one. I loved Crackdown so as long as they don't depart too much from that I'll be happy.
Shadowbender (Nelson Is Behind You) @ Oct 19th 2009 3:19PM
Heck yes. The first game was an absolute classic and simply a marvelous game.
Captain Planet [Planeteer | Power of Captain Planet] @ Oct 19th 2009 3:28PM
It'll be interesting to see how well this game does. I enjoyed the first one but it's no secret that it sold well because of the Halo 3 beta.
Chairman Hurf [Planeteer | Power of Politically Correct Comedic Relief] @ Oct 19th 2009 7:03PM
It's sad but true, I thought the game was one of the most fun games I've ever played. I MEAN YOU GET A HARPOON GUN IF YOU BUY DLC, I CAN HARPOON PEOPLE. WITH A HARPOON GUN
Tiptup300 @ Oct 19th 2009 3:34PM
The biggest question should be "Is there splitscreen?"
Xav de Matos @ Oct 19th 2009 4:05PM
It didn't come up, but I wouldn't expect something that wasn't considered for the first game (with 2 player co-op) to be added in the sequel (with 4 player co-op).
GiggMan @ Oct 19th 2009 4:04PM
I know it's still earlier but this game seems so 2007 to me. Maybe I'm setting the bar too high for it but something tells me if it didn't have the Crackdown 2 name attached to it people would say this looks mediocre at best.
Xav de Matos @ Oct 19th 2009 4:07PM
There are some big shoes to fill, considering inFAMOUS and Prototype were so good.
JH @ Oct 19th 2009 4:23PM
Less emphasis on the orbs this time. I enjoyed searching for them but they didn't need 300 plus orbs to find, which got rather frustrating when you couldn't find a few, despite the patch to make them "hum" in the game when you were close. Maybe have 100 of them hidden throughout, but not anymore than that.
Neuromancer @ Oct 19th 2009 4:37PM
I agree with you on the hidden orbs, those were a pain. But the agility orbs were great and the vast majority were in plain sight.
Wardo @ Oct 19th 2009 5:08PM
The first Crackdown was an absolute gem, I truly got addicted to finding all of the orbs and powering up. I hope Crackdown 2 doesn't stray too far from that concept. I loved the over the top ridiculousness of the first game.
gr8n81 @ Oct 21st 2009 11:42PM
I didnt mind the orb, but I would have liked a little more than just a sound cue. Perhaps an ingame map, once you've beaten the game. or even a localization grid or something that said this many orbs in this location. Hell i got to the point where i followed youtube vids to the T , only to come up 3 hidden and 1 agility orb short. ONE!!!!!
willooi (XBL & PSN: willooi) @ Oct 19th 2009 6:16PM
great interview! Drilled him hard
Abi @ Oct 19th 2009 6:25PM
"What about a mode similar to Left 4 Dead's Versus mode, where players can take over as The Freaks against The Agents?
Uh. There are no plans for that, at this point. No plans for that.
It's too early to talk about it! [Laughs]
Alright, I'll let you off for now."
-Here's an idea... How bout you leave L4D out of this and let Crackdown be Crackdown. A bigger, better, more bad*ss Crackdown will do just fine.
Xav de Matos @ Oct 19th 2009 7:28PM
It's a process of trying to get small pieces of information... I'm not trying to make the game.
Abi @ Oct 20th 2009 9:54AM
Alright Xav, I'll let you off for now.
AvA (ice~) @ Oct 19th 2009 6:37PM
ah the endless fun that Crackdown gave me. my entire junior year in high school was all crackdown. me and my friend non stop playing.
Ruffian, take note from the first games achievements, not only were they cool, but they were FUN to try and get. that adds SO much more replay value :]