Like Geeking Out (new installment forthcoming), 120 Minutes is another blog brainchild I had awhile back. I play a ton of games (reviewers do…it's part of the gig), but I don't always review everything I play. Hell, I don't even talk about half the stuff I play. I don't know why this is, so don't ask.
Anyway, 120 Minutes is something I pretty much ripped off from Attack of the Show on G4. Kevin P used to do a little segment (I don't think they do it anymore) called "The First 50". Basically, he spent 50 minutes with some new hot game and gave his early impressions and whether or not he felt it was worth buying. 50 minutes seemed short to me (probably because I play a lot of RPGs and 50 minutes in the span of a 50-60 hour game doesn't even guarantee you'll see the first dungeon), so I upped mine to 120 minutes (which was also the name of MTV's old alternative video show–most of you are probably way too young to remember that).
Now that we've cleared that all up, here's my 120 minute impressions of Crackdown for the Xbox 360.
Despite being a "well-informed" gamer who knows what he likes and dislikes about games long before they ever hit retail, I'm as prone as anyone when it comes to getting sucked up into hype. Crackdown, which I first read about eons ago when it was featured on the cover of Game Informer magazine, didn't really interest me much at the time. It was sort of a cel-shaded GTA clone, only you played a cop wreaking havoc on the criminal element of a fictional metropolitan area instead of a hoodlum. It looked ok, but this was at the height of the "cel-shading will change graphics forever!" phase of gaming, and well, I was kind of tired of the whole cel-shading thing even then.
Anyway, the game was one of the big guns of the 360 line-up, only it got delayed. It hung around on the periphery of everyone's radar for awhile, and finally came out last month. Before the release, MS put out a downloadable demo (which I didn't play) that a lot of people really liked. After reading what seemed like pages of various message board posts talking about how great the game was, I changed my mind and decided to grab a copy.
A lot of people probably picked up the game because it comes with an invite to the Halo 3 Beta that will become active at some point. I can assure you this had nothing to do with my purchase, though, because the idea of playing in the Halo Beta with 30,000 other alpha gamer douchebags makes me break out in hives. I bought this solely for Crackdown…so, what's the verdict at the two-hour mark?
First, the positives:
Despite having a cel-shaded main character, Crackdown sports some pretty nice graphics. It definitely looks better than any of the GTA games, although design-wise, the two titles are pretty similar. It's a world of urban sprawl with lots and lots of buildings (many of which are strip clubs it seems). Like GTA's of old, most of the buildings can't be entered. Doors are only around for appearances–all the action takes place outside.
What's different from GTA is that the game is really into vertical playing. Your character, a sort of cross between RoboCop and JC Denton from Deus Ex, can climb buildings thanks to his bionic abilities (which are leveled through use–players can improve their agility, strength, driving, firearms, and explosives skills). Each agility increase makes your avatar run faster and jump higher. Agility, unlike the other skills, mainly increases by finding various orbs hidden around the city (500 in all). So, there's some collectathon action in your sandbox gameplay.
Controlling the character is a lot of fun and really the place where the game shines. Anyone developing a super-hero game should be emulating Crackdown, because playing this guy feels more like playing Superman than actually playing Superman in any of the shitty games they've made based on that license. Leaping thirty feet into the air is just cool–blasting away bad guys while you're on the way down is damn near transcendant.
Now, the not-so-good.
Like GTA, the targetting seems off in this game. It's nowhere near as frustrating as it is in GTA (probably because it's a lot harder to die in this game), but you'll often find yourself locked on to a car or some corpse instead of the guy you're trying to blast into smithereens.
Second, the game feels like it's very short. At the two hour mark, I've already found almost 200 of the 500 agility orbs and cleared the first area. There are three gangs in the game in total, so if it stays at this level of difficulty throughout, we're looking at a six hour game. $10 per gaming hour seems a little steep.
Finally, the game is really good at what it does–letting you control a cybernetically enhanced cop as he wreaks havoc in a city–but that's all it does. Gameplay at the five minute mark is really no different than what it is at the two hour point. Sure, you'll be a little better shot, able to lift a few heavier things, and aim a bit better, but the core gameplay is the same as when you started. Replay value looks pretty low–once you finish off the gangs you could find those last few orbs for achievements, but that's about it.
So, Crackdown is a good game that feels like it was rushed out the door before it was totally finished. What's here is fun, but I can't shake the feeling that there should be something more–like this was a glorified tech demo for a cool game that got released instead of the actual game itself.
120 Minute Verdict: Rent or Buy
If you're really into sandbox-styled games, Crackdown will give you a few hours of entertainment. If you don't mind shelling out $60 for 6-10 hours of gameplay, then by all means buy it. Everyone else though would probably be best served renting this one. It's entertaining, but once you've seen what it has to offer you're not likely to play it again.
Keep in mind that this is a look at the game at the two hour mark, so it could change dramatically as things progress. However, at this point, it's hard to recommend as a purchase. Definitely worth playing, probably not worth owning.