We've played several hours of the sequel to the cult 360 hit, but how does it measure up?
May 25, 2010
Crackdown was a surprise hit during the first couple of years of the Xbox 360's life. Coming packed with a code for the Halo 3 beta certainly helped its initial sales, but once word got around of its wonderfully free, super-powered, open-world carnage, it rapidly became a solid cult hit. The fans cried out for a sequel, and this summer we'll have it. But how to follow up a cult classic?
Having had several hands-on hours with Crackdown 2, right now we'd say that the devs are taking an approach of 'If it ain't broke...'. Probably wise, given the first game's rabid audience, but is it enough to create a genuinely worthy sequel? Here's what we discovered as we played...
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New skills for fresh kills in this super-jumping sequel
Mar 02, 2010
True breaths of fresh air are a rare thing in videogames, but Crackdown was a genuine belter. Three years on, it’s tricky to recall a single release – let alone a rival sandboxer – that’s felt quite so joyously, triumphantly gamey. Nope, not even Saint’s Row 2. Hoarding cars, grannies and barrels in giddy anticipation of one enormous napalm-fuelled bonfire remains an enduring memory.
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With powerful mutants creeping out at night, you're no longer top dog
Nov 04, 2009
It must get pretty boring being unstoppable. Imagine how Superman feels after yet another fight involving the same ordinary mortal fleshbags he could crush with a twitch of his little finger; he must long for a bit of Kryptonite to shake things up and present a challenge for once. It sometimes felt that way playing the original Crackdown – you were a super-powered, genetically engineered clone capable of outstanding feats of strength and dexterity, but you were the only one in existence.
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