[Hilo Oficial] Crackdown 2 (9 de Julio )

1, 2, 3, 4, 515
trane escribió:Imagen

P.D. Tambien traen en exclusiva lo nuevo de Ninja Theory, los creadores de Heavenly Sword( de PS3)


OH DIOSSS SIIIII OHHHH SIIII xd me encant a [ayay] [ayay] [ayay] [ayay]
De los pocos juegos que me apetece tener YA!!!!
Parece Iron Man jejeje
Josico escribió:Parece Iron Man jejeje


Es lo mismo que he pensado yo, ese casco es igual que el de Iron Man
Acabo de tener una eyaculacion juas juas!! XD estoy apunto de terminar el Crackdown y ahora veo esto,buf!!este juego me a encantado mucho mucho.....de lo mejor que e jugado nunca vamos.- [amor]
-Dynamic Civilian Events (Example: A man trying to sell something in the day, getting marauded in the night. And the Agency will put up signs saying "play dead when you see an Infected". Lulz ensue.)

-Support Points are gone, Agents can now call in for ammo and supplies anytime and anywhere.

-The game looks much more detailed and grittier, but still keeps the "cartoony" look we all love so very much.

-Vehicles like Trucks or Buses have room for a mounted turret, which makes them great for getting around in Co-Op.

-More variations in weapons, meaning people have more to choose from than just the homing rocket launcher.

-Most of the civilian cars in the game are the same, but reskinned and armed with armor and weapons to survive in the new hazards of city life.

-The Cell (a gang) is composed of ordinary citizens just wanting to reclaim the city from your team (the good guys). You take them out, and reclaim their turn for the Agency.

-More instances where Co-Op play is prudent.

-The city hasn't changed in architect, all the roads are the same. Some buildings have been demolished and other small things, but over all it's the same city.

-You'll obtain skill orbs by using abilities relevant to your character.

-Four player Co-Op

-16 player Competitive Multiplayer. Tons of fun. Players collect special weapons, bonuses, and gadgets. Progression system like CoD4.

-Melee attacks are much more varied a fluid.

-Key to the City DLC is a go!

-The freaks evolve over time, making them MUCH more fearsome as the game progresses.

-All repetitiveness is completely removed. And less shitty boss battles.

-Doing missions in the day or night has a huge effect. At night, the freaks come out to play.

-City decays over time from the infection.

-New Agency helicopter and other vehicles. All old Agency vehicles returning.

-A lot more weapon variety. New powerful shotgun, Rail Gun, and sticky grenades.

-More precise targeting system. Skill is rewarded.

-Much more defining detail in all aspects of the game.
trane escribió:
-Dynamic Civilian Events (Example: A man trying to sell something in the day, getting marauded in the night. And the Agency will put up signs saying "play dead when you see an Infected". Lulz ensue.)

-Support Points are gone, Agents can now call in for ammo and supplies anytime and anywhere.

-The game looks much more detailed and grittier, but still keeps the "cartoony" look we all love so very much.

-Vehicles like Trucks or Buses have room for a mounted turret, which makes them great for getting around in Co-Op.

-More variations in weapons, meaning people have more to choose from than just the homing rocket launcher.

-Most of the civilian cars in the game are the same, but reskinned and armed with armor and weapons to survive in the new hazards of city life.

-The Cell (a gang) is composed of ordinary citizens just wanting to reclaim the city from your team (the good guys). You take them out, and reclaim their turn for the Agency.

-More instances where Co-Op play is prudent.

-The city hasn't changed in architect, all the roads are the same. Some buildings have been demolished and other small things, but over all it's the same city.

-You'll obtain skill orbs by using abilities relevant to your character.

-Four player Co-Op

-16 player Competitive Multiplayer. Tons of fun. Players collect special weapons, bonuses, and gadgets. Progression system like CoD4.

-Melee attacks are much more varied a fluid.

-Key to the City DLC is a go!

-The freaks evolve over time, making them MUCH more fearsome as the game progresses.

-All repetitiveness is completely removed. And less shitty boss battles.

-Doing missions in the day or night has a huge effect. At night, the freaks come out to play.

-City decays over time from the infection.

-New Agency helicopter and other vehicles. All old Agency vehicles returning.

-A lot more weapon variety. New powerful shotgun, Rail Gun, and sticky grenades.

-More precise targeting system. Skill is rewarded.

-Much more defining detail in all aspects of the game.

helicoptero y otros vehiculos :D por dios que haya motos tambien,quiero ver como se transforma la moto al subirme a ella.
Resumen de las caracteristicas:

-El juego luce mucho más detallado, pero sigue teniendo ese estilo “cartoon” de la primera entrega.

-Algunos vehículos como camiones o autobuses tendrán un lugar para montar una torreta, lo cual es perfecto para el Co-op.

-Mayor variedad de armas: escopetas, ametralladoras, granadas… los enemigos también usaran un gran número de armas. Además se han eliminado los puntos de munición, pudiendo ahora solicitar armas en cualquier momento o lugar.

-Muchos de los vehículos civiles son los mismos, pero han sido modificados y armados con armas para sobrevivir a los peligros de la vida diaria.

-La arquitectura de la ciudad no ha cambiado, las calles son las mismas. Pero algunos edificios han sido demolidos y estructuras cambiadas.

-Conseguiremos mejorar nuestras habilidades del personaje a medida que las usemos, y el sistema de apuntado es más preciso.

-Se reconfirma una vez más el cooperativo a cuatro jugadores.

-El multijugador a dieciséis jugadores nos permitirá desbloquear armas especiales, objetos y bonus. Un sistema de progresión al estilo Call of Duty 4.

-Los ataques cuerpo a cuerpo serán mucho más variados y fluidos.

-El juego será mucho menos repetitivo, incluidas las batallas contra enemigos finales.

-La ciudad será atacada por una infección, y realizar misiones durante el día o la noche afectará a la jugabilidad del juego.

-Habrá helicópteros y otros vehículos en la Agencia, pero también estarán coches ya conocidos.

En principio no hay fecha concreta, pero se espera que Crackdown 2 llegue a lo largo del 2010.

Fuente: http://www.xbox360spain.com/foros/notic ... n-2-a.html
Dios!!! que ganas de que llegue este juego, la verdad es que es el mejor Sand Box que he jugado en la vida, sin duda un imprescindible, esperando probar este.... [plas]
juego adictivo como el que más jejeje, me encanta subir de nivel para salta lo más alto posible
El 1 me encantó y espero que el 2 no me defraude.
JUEGAZO con todas las letras, el primer juego que jugue en mi blanquita !! y menudas viciadas que me pegaba, ahora tengo ganas de empezarlo de nuevo.
Me gustaria que hubieran helicopteros en esta entrega, y que puedas saltar de ellos.
No puedo esperar !!
Zombies y monstruos hiper-desarrollados??? ¬_¬
rhygama escribió:Zombies y monstruos hiper-desarrollados??? ¬_¬


Basicamente en la ciudad se ha extendido un virus el cual esta controlando a la gente, dentro de la ciudad estan los rebeldes que luchan por la estabilidad y la paz mientras dan de ostias a los superagentes, Mientras tanto por las noches aparecen estos monstruos para sembrar el caos.
fenix_supremo escribió:
rhygama escribió:Zombies y monstruos hiper-desarrollados??? ¬_¬


Basicamente en la ciudad se ha extendido un virus el cual esta controlando a la gente, dentro de la ciudad estan los rebeldes que luchan por la estabilidad y la paz mientras dan de ostias a los superagentes, Mientras tanto por las noches aparecen estos monstruos para sembrar el caos.


vaya... me siento un tanto decepcionado [tomaaa] vamos que será otro Prototype?
rhygama escribió:
fenix_supremo escribió:
rhygama escribió:Zombies y monstruos hiper-desarrollados??? ¬_¬


Basicamente en la ciudad se ha extendido un virus el cual esta controlando a la gente, dentro de la ciudad estan los rebeldes que luchan por la estabilidad y la paz mientras dan de ostias a los superagentes, Mientras tanto por las noches aparecen estos monstruos para sembrar el caos.


vaya... me siento un tanto decepcionado [tomaaa] vamos que será otro Prototype?


No tiene porque, en Crackdown 1 ya aparecian estos " MUTANTES" ... contra uno de los jefes y por la snoches en algunas zonas del juego deabulando por la ciudad.

Detodas formas , hasta ver las imagenes bien y que aya videos.

Y estoy encantado
La primera parte es uno de los juegos que más me gustan de la consola y estoy seguro que Crackdown 2 se sumará a la lista de mis favoritos, sobretodo con ese cooperativo para 4 personas.

PD: ¿Alguien ha dicho zombies? [amor].
fenix_supremo escribió:
rhygama escribió:
fenix_supremo escribió:Basicamente en la ciudad se ha extendido un virus el cual esta controlando a la gente, dentro de la ciudad estan los rebeldes que luchan por la estabilidad y la paz mientras dan de ostias a los superagentes, Mientras tanto por las noches aparecen estos monstruos para sembrar el caos.


vaya... me siento un tanto decepcionado [tomaaa] vamos que será otro Prototype?


No tiene porque, en Crackdown 1 ya aparecian estos " MUTANTES" ... contra uno de los jefes y por la snoches en algunas zonas del juego deabulando por la ciudad.

Detodas formas , hasta ver las imagenes bien y que aya videos.

Y estoy encantado


Esperaremos, de todas formas (y hablo por mi) cuanto menos hype mejor que luego vienen los batacazos [beer]
fenix_supremo escribió:No tiene porque, en Crackdown 1 ya aparecian estos " MUTANTES" ... contra uno de los jefes y por la snoches en algunas zonas del juego deabulando por la ciudad.


Hace tiempo que lo jugue, pero no recuerdo nada de mutantes o bichos raros, contra que jefe era??
RyBes escribió:
fenix_supremo escribió:No tiene porque, en Crackdown 1 ya aparecian estos " MUTANTES" ... contra uno de los jefes y por la snoches en algunas zonas del juego deabulando por la ciudad.


Hace tiempo que lo jugue, pero no recuerdo nada de mutantes o bichos raros, contra que jefe era??


Contra unos de la parte de Sayjen, el cientifico que tiene como unos laboratorios tirando para el norte, son como eso mutantes que van a 4 patas y tienen mas o menos la misma fuerza que un agente con la fuerza al maximo.
La verdad es que su presencia era más bien anectótica dentro del juego, pero bueno como han cambiado de desarrolladora pues le han dado más importancia a esta parte.

Mientras no se convierta esto en un Dead Rising con superpoderes... aunque, tampoco es mala idea! [uzi]
Las scans maximizadas al maximo osea la calidad es malisima:
Imagen
Imagen
Imagen
AGCO escribió:La verdad es que su presencia era más bien anectótica dentro del juego, pero bueno como han cambiado de desarrolladora pues le han dado más importancia a esta parte.

Mientras no se convierta esto en un Dead Rising con superpoderes... aunque, tampoco es mala idea! [uzi]


Por eso decia lo del Prototype ;)
Por lo poco que se ve, el traje es mas molón [+risas]. Y podremos llevar 2 armas a la vez.

En la última scan donde un zombie salta por los aires ¿El tio lleva como una viga con dos trozos de hormigón pegados o me lo parece a mi?
NesKy escribió:Por lo poco que se ve, el traje es mas molón [+risas]. Y podremos llevar 2 armas a la vez.

En la última scan donde un zombie salta por los aires ¿El tio lleva como una viga con dos trozos de hormigón pegados o me lo parece a mi?


M... me he fijado y ¡¡ SI !! creo que podremos cojer objetos y pegar con ellos, creo que mejor que el primero, en el primero solo teniamos la posibilidad de lanzarlos
Y por favor que vuelva el comentarista PESADILLA del primero, que le da mucho carisma al juego [qmparto]
Que pinta tiene ojala me guste tanto o mas como el primero por cierto la 1º imagen la as puesto repetida..
Coño ahora parecen Gi Joes xD
Yo desde luego lo apunto en la lista de mis pretensiones. Descubrí hace poco la 1ª parte y me ha sorprendido gratamente.

Para el 2010 el MAFIA 2 y Crackdown 2, voy a ir ahorrando [sonrisa]
AGCO escribió:Y por favor que vuelva el comentarista PESADILLA del primero, que le da mucho carisma al juego [qmparto]


Sisisiisisisi parecia sacado del Carrusel Deportivo!!!
Que buenos recuerdos del crackdown 1.

No creo que cambie mucho respecto al primero la verdad, lo unico que ahora tambien matas zombies.BIEN!!
El 1 lo tuve que dejar porque me estaba obsesionando con el orbe verde numero 500. SOLO ME FALTA UNO y por mas vueltas que daba no lo veia por ningun lado y tras muchas tardes rayadas vendi el juego y fin del problema.jajaja. Yo creo que me hice con los 500 orbes pero en algun momento el juego no me conto uno o algo parecido. porque los orbes verdes se ven claramente y desde lejos!! en fin. aun tengo esa espina clavada.
Veo que conservan el símbolo de Danpena3, lo podrían cambiar digo yo...XD. Hay alguna novedad?
Nueva entrevista:

Parte 1:

Xbox 360 has several legendary exclusives, but Crackdown is the most enigmatic. Relaying a comedic, near-future dystopia through mob boss murder and an open, island city, the RealTime Worlds title was, for many, the first true HD 360 experience. Assuming the role of an Agent, the player’s task was simple: reclaim the streets while avoiding civilian-vapourisation. Pacific City’s sandbox, drop-in co-op, physics-based action and the ludicrous, all-American VO secured Crackdown a rightful place in the hardcore’s heart.

A sequel was not inevitable. Microsoft got cold feet after the original “only” sold 1.5 million, and RealTime Worlds moved onto APB. Braying fans got their wish, though, when staffers split away from RTW to form Ruffian in December 2008 and started work on what was announced at E3 2009 as a full sequel. The wrangling’s well-documented. The game’s more important.

We were lucky enough to visit Ruffian in Dundee last month. We were shown two builds, and saw enough to know that Pacific City has undergone some huge changes. While the sequel’s set on the same map, we’re now in a post-apocalyptic setting. The Agency gained control at the end of the original, then quickly lost it. A civilian splinter group called the Cell, effectively a terrorist group, is calling the shots. The Agency is playing a weak third in the power stakes to the Cell and the Freaks, the mutants that appear near the end of Crackdown.

We’ll wrap up all the detail in a feature tomorrow. In short, it feels like Mad Max on brick-dust smack; it’s got four-way co-op for the entire campaign; nine huge, completely new, underground areas with an “underworld population”; co-op vehicles; new types of orbs; a new hand-to-hand fighting system; fully-featured multiplayer, including modes like Rocket Tag; it’ll be locked at 30fps; Skills are now limited to five levels; and nope, there’s no release date.

Check back in the morning for the preview and play impressions. For now, though, hit the link for our massive interview with Ruffian’s creative director, Billy Thomson, and the game’s producer, James Cope. We’ve put this up in two parts: get the second bit here. There are new screens here.

Interview by Patrick Garratt.

VG247: The obvious one, as far as I’m concerned: there was no real reason in the in the first game to beef up your car powers, and loads of people finished without ever attending to them. What are you doing in the second game to make sure they work properly?

Billy Thomson: To make sure people actually use cars?

Yeah.

Billy Thomson: Well, the cars we’re putting in have a co-op slant to them as well. A lot of the weapons you’ll see in the game have got turreted weapons that are bigger and more powerful, and they can be strapped up onto certain vehicles. Some vehicles can carry up to three of four different turrets as well, so we’re pushing the co-op nature in that respect. We’re also putting in more systems for gaining driving skill as well. So rather than just running people over all the time, which was nothing short of a pain in the arse in the first game, we’re making sure that stuff you do in the cars is actually fun and provide skills for the player as well. It’s small things like that, as well as providing more gameplay modes for players.

A major point of the sequel is that the city isn’t “normal” any more. A huge part of the first game, really the crux of the first game, was that you were a bonkers policeman with the ability to kill whoever you wanted and people just slapped you on the wrist. It was the crux of the humour. How is the humour going to work in the sequel if you’ve removed that elemnent?

Billy Thomson: We’ve not taken it out.

Right.

Billy Thomson: It’s just less likely to happen as frequently as it did in the first game, purely based on numbers. Because what we’ve done, as you rightly mentioned, is a flip, where the mass numbers of AI you’ll see will be the enemies, the Freaks at night. But that’s not going to be a case of not having civilians during the day. You’ll still have civilians wandering around. They’ll be doing their thing with different ambient events that you’ll see in the city. That’ll still be there, and you’ll still get the slap on the wrist from the VAO. We’ve tried to maintain the humour, and if anything we’ve tried to push it forwards as well. It’s not that it’s gone, it just won’t be thousands and thousands and thousands of civilians that you’re ploughing through this time. It’ll be bad guys rather than good guys.

So you’ve still got people saying to you, “That’s the spirit?”

Billy Thomson: [Laughs] It’ll still be in there, yeah.

We really didn’t see much of the missions this morning. Mainly, you were showing of the sandbox elements. How are you going to the narrative into the sandbox elements? Obviously, in the first one, it wasn’t actually that successful, and the popularity basically came from the fact it was a toy. How are you going to bring the story forward?

Billy Thomson: Well, there are different ways. We’ve got video we can play in-game, but one thing we’re not going to do is interrupt the player at any point. With the first game, we spent a long time in various meetings going through different possibilities on how we could convey information to the player in a way that they saw it, understood what it was and it came at a good time; I don’t think we got it right, personally. It constantly came up at the wrong time, and because it came up at the wrong time, all you wanted to do was skip it, and the information that was in there wasn’t that important anyway, really. So this time we wanted to make sure that if the player does get to a point in the structure where information is there and we want the player to see it, we’ll make sure that they can go back and view it again in the UI.

But, there’s almost a multi-thread to the information, to the stories we want to tell. So it’s not just one: it’s multiple characters in different threads that’ll tell different parts of the story, and it’s up to the player to find these parts of the story. You’ve got a core storyline, but you’lve also got bits that are almost like flavouring all around it. If you can find those things in the game, then that’ll provide a more rounded understanding of what Pacific City is, and exactly of what happened, how the city fell into the hands of the Cell, and how the Freaks took hold of the city. All those things unfold as the player plays the game, but they’ll not be forced on the player. The only things that’ll be pushed on the player will be based on the player’s progression through the game, so the story is more reactive. It’s not pressed on the player. The player does something, they get a bit of information. It’s more like that mechanic.

You’ve got four-way co-op throughout the entire campaign.

Billy Thomson: Yeah.

Doesn’t that present a major design challenge? Surely you’re going to go through each of the missions very quickly with four players, but it could take literally four times longer with one player and it could be an awful lot more difficult. Is the game much faster with four players?

Billy Thomson: The honest answer is “yes.”

Right.

Billy Thomson: The very quick answer is “yes”. We had two choices. We could have gone for dynamic balancing of the AI, which I think causes a lot of problems. This of this scenario: you’re standing at a corner, and you’ve got three guys round the corner, and you’ve got an Uzi. You run round the corner and mow the guys down, and you take very little damage. Now, if we did dynamic balancing, and you add three more players to that game, and you run around another corner and meet the exact same three AI and we’ve upped their health and upped their damage, then your experience from corner to corner is going to be completely different.

So what you’ve just taught the player – that you can just take down three guys in an instant and not need to worry about health – you’ve just changed at the next corner. I think that’s a big issue. So we’ve gone in a slightly different direction, which is to allow to player to balance the difficulty themselves.

If they’ve played through the game, and now they’re playing with three other friends and they’re finding it too easy, they can very easily ramp the difficulty up, to get something that they feel is more akin to their level of experience and their level of ability.

But what we will do is balance the game so it’s something that’s easy for one player to play through. It will be based on one player, and more players make lighter work, essentially, and it’s up to the player if they want to ramp that difficulty right up. While it is a Live title, people will play it on their own as well, and we need to make sure that we get the balance right for those people that play on their own. If more people join in, they can just ramp the difficulty for themselves or they can just fly through the game and do a speed-run. It’s giving the player the freedom to make their own decisions.

James Cope: Also, players think that co-op’s a way of making the game easier anyway. In the first game, people had a particular challenges they couldn’t achieve on their own, and they got in other players to help achieve them, and that’s something we’re going to try to maintain anyway. In a freeform experience, if you have more players it makes it easier. That’s our reputation, so we’re just playing to that basically.

Billy Thomson: I personally preferred the first game on Psychotic. I think it’s a better way of playing it. It make you think about situations. You pick them off, or you’re dead. I’ll definitely make a point in the sequel of being able to ramp up the difficulty to it’s hard with four players and you really do feel challenged, but it’ll be down to the player to decide whether or not they want to be able to play it on that level.

You’ve got an eight-player “against the Freaks” mode in it. Do you think that was necessary from an aesthetic perspective, or is it basically a reaction to Firefight and Horde?

Billy Thomson: It’s definitely not a reaction. It was an idea that was thrown around that sounded really cool. Maybe somebody else is doing it. I don’t know if anybody else is doing anything like that right now. It just sounded like a great idea, and something that was a challenge for us to try to achieve. I think if we get it right it could work really, really well. It’s definitely not a reaction, because I wasn’t thinking of those game modes when the idea was presented.

James Cope: A lot of us here are big fans of games like Robotron, and we wanted to have that kind of Smash TV experience in Crackdown. Mass AI against a few players is incredibly good fun. Having that arena-based thing, we think, is going to be a fantastic feature. But we appreciate that it is a good idea, so other people are doing it as well [laughs].


Parte 2
You’re using the original Pacific City map. In the very first instance, was that taken to speed up development, or was that a necessary thing to continue the story?

Billy Thomson: Well, it obviously does speed up development. I’m not going to say it doesn’t, because it obviously does, but to be fair, every single block in the game – when I say “block,” the whole game’s divided into blocks – every single one of the have been touched. Some of them have been deleted, started again and rebuilt. Based on their location and how they fit into the storyline, they’ve all been touched in one way or another. But the main reason for it was to continue the story on.

When we go to Crackdown 3 things’ll alter again. But yeah, for Crackdown 2 it made more sense to stick in the same city, because it is pushing on from the idea of the Freak fires and how they’ve affected the city. It’s not a case of doing it because it’s quicker. If anything it’s taken just as long to re-do what’s already there, because we’ve got to make sure we don’t break what we spent so much time getting right in the first game. It’d actually be easier to start again. It’s saved time in some areas, and it’s caused a lot of problems in others, so it’s almost balanced itself out from a development point of view, but it was a requirement in terms of pushing the story in the direction we wanted to push it.

What about the underground element? I don’t think that’s even been mentioned before today.

James Cope: No, it hasn’t.

How much play area does that actually add to the map?

Billy Thomson: Let me think. If you take one of the locations for a gang boss in the first game, most of them are… let me think of one location that’d be a good size. The Refinery, probably. A little bit smaller than the Refinery. And there’s, like, nine of them. It’s a big bit of gameplay.

So each one is its own zone, it’s own mission, sort of thing?

Billy Thomson: Yeah.

How does that actually affect gameplay? Crackdown’s all about “up,” right? About jumping up. What happens when you’ve got a ceiling?

Billy Thomson: Well, it’s kind of similar. They’re big [laughs].

James Cope: They’re very deep.

Billy Thomson: They’re cavernous, basically. They’re not like jumping into a room. It’s funny. They’re interiors spaces, but they still feel exterior. It’s just the skybox is different; it’s a rocky sky instead of a starry sky. It’s big, and there’s still a lot of verticality within these spaces. It’s similar.

We can turn off a lot of stuff that’s not required, and really push the console and get as much as we can get out of the system without having to deal with certain other things that are required above ground that are not really that important gameplay-wise, but are just required because you expect them to be there. When you go into these different locations, we can turn off a lot and ramp up a lot of other stuff.

Have you got underground-specific kit? Like weapons, vehicles and so on.

Microsoft UK PR: We can’t go into too much detail on the underground stuff.

Billy Thomson: Sorry.

OK, let’s talk about the online stuff. We were shown a bit of Rocket Tag today, which was wicked. How many different modes are there on the online side?

James Cope: To be fair, we don’t know yet.

Billy Thomson: There are a lot of ideas. It’s a case of picking the best ones. Regardless of the number, we want to make sure that we get ones that are traditional and that people understand, that caters for the type of online player that’s out there right now and make sure we provide game modes for those types of guys.

But we also want to provide game modes, like Rocket Tag, that are more kind of in the Crackdown space, that aren’t your standard Death Match or Capture the Flag, that are more using the toy-set and the skill-set of the Agents, and trying to push more towards team-based gameplay that does require people to actually work towards and objective, rather than just killing everybody. I want to make sure we get a balance of both of those, because I do feel that Crackdown multiplayer is going to create two different types of gameplay. You’ll get the traditional hardcore guy that want to play nothing more than Death Match, Team Death Match and Capture the Flag. But I think you will get other guys that want to just play with the toy-set and do different things and want it to not just be about killing each other.

We’ve got a lot of ideas. Some of it is more complicated than others. Some of it is unbelievably simple, but sometimes the simple ones are more fun.

What about the actual hardware? Are you finding that you’re pushing up against the limit of it with the second game?

Billy Thomson: Well, we’ve not optimized any of the networking stuff yet, obviously. That comes later on. I don’t know if we’re anywhere near the limit of what that can do. We’re going to be constrained to bandwidth at some point.

As far as the single-player’s concerned, I think we’re getting there [laughs]. You can always optimize.

James Cope: We’d always love to add stuff. We’ve got a lot of old legacy stuff as well that we have to deal with, and to be honest, we’re probably more limited by some of the of legacy software that we can’t alter than we are by any hardware or system. We are dependent on some third-party libraries and things like that, and middleware and bits and pieces, and there’s only so much that we can change.

Are you using old code from the first game?

James Cope: It’s based around the old code. But we’ve made a lot of changes.

Billy Thomson: A lot of changes. Just the fact that we’re going lock-step to proper peer-to-peer has been a massive difference.

James Cope: It’s a whole new networking. That has implications on all of the AI. We’ve had to rewrite all of that.

Billy Thomson: The physics is very, very similar. Obviously, the physics worked well in the first game. Obviously, the AI has had to be completely rewritten to go more towards code-based rather than script-based.

James Cope: There’s also the rendering pipeline that we’ve had to completely modify. We’ve had to pretty much start again with it, but there’s old stuff in there that we don’t touch purely because we do have a time restriction.

Billy Thomson: To be honest, the biggest thing I find is a limitation is just memory. It’s the same on any console. The fact we’re completely freeform and never loading, that’s the biggest constraint for me as a designer. It’s probably a completely different story if you ask a coder, but for my money it’s all about balancing the memory, and trying to be clever about where you apportion the different parts of memory. That’s the one. Robbing Peter to pay Paul, type of thing.

James Cope: We know we can make the game with the performance we’ve got. We’ve done that. What we’ve got now is how much content we want to add. And we always want to add more content.

Billy Thomson: We will just keep hitting it until we hit 30. Because it does need to be a constant 30. As soon as we go above that, we need to stop.

OK, last one. For a lot of people, and for me personally, the first Crackdown was their first proper 360 HD experience. There’s two bits to this. Firstly, the reason I played it was because it was region-free. I played the Japanese version. Secondly, do you ever fear that the reason the first game was successful was the fact that it was a bit of a novelty, as one of the first big 360 action games? Are you trading off that a little bit, or is the sequel big enough in its own right?

Billy Thomson: I can’t answer the first one. I genuinely don’t know.

Other guy that used to work at Kuju who’s name completely escapes me (really sorry, ex-Kuju dude): Generally our titles are region-free.

James Cope: MGS titles generally are region-free.

Cool.

Billy Thomson: But the second question: Crackdown was a sleeper hit. We all thought it was a good game, obviously. It was the favourite game that I’ve worked on. I mean, I’ve worked on a sleep hit before. The first GTA was like that, and you do worry for the second game, because everybody loves the first one. They want all this new stuff, but they don’t want you to change anything. It’s really, really tough. As you said, there are other games that have come out since we released that are quality games doing similar things, but we’re just hoping that we’ve got the right balance, and we’ve amended some of the issues that some of the people were complaining about, and we’ve added a few tnew things here and there that people were really looking for, and we’ve stuck in more players, added in the PvP, tried to get a bit of storyline in there but not to an extent that it breaks the freeform nature; it’s a hard balance. We are walking a bit of a tightrope, if I’m honest. I think we’ll get across to the other side. I think we’ll be alright. But you always fear. I feared for the first game. I’ve feared for every game I’ve ever worked on. You always do. You spend so much time. You pour so much time into it. You’d be mad not to worry about it.


Nuevas imagenes:

Imagen
Imagen
Imagen
Creo q estaría bien incluir las capturas y los enlaces a entrevistas, etc en el primer post, aunq asumo q es una labor ardua y lenta [sonrisa] .
cloud_cato escribió:Creo q estaría bien incluir las capturas y los enlaces a entrevistas, etc en el primer post, aunq asumo q es una labor ardua y lenta [sonrisa] .


Tranquilidad tiempo al tiempo, que los post los voy actualizando segun la informacion que tengo y si es muchisisisisima o poquita.

Toda la informacion del juego esta aqui en este post recopilada, durante esta semana are varias actualizaciones de mis hilos y el crackdonw 2 y el SO: TLH Internacional son ellos 2.

No hay mucha informacion sobre este pero almenos hacer los banners (tipicos de mis hilos) y secciones si que lo pondre.

Asi que tranquilos XD
señor_eco escribió:Que buenos recuerdos del crackdown 1.

No creo que cambie mucho respecto al primero la verdad, lo unico que ahora tambien matas zombies.BIEN!!
El 1 lo tuve que dejar porque me estaba obsesionando con el orbe verde numero 500. SOLO ME FALTA UNO y por mas vueltas que daba no lo veia por ningun lado y tras muchas tardes rayadas vendi el juego y fin del problema.jajaja. Yo creo que me hice con los 500 orbes pero en algun momento el juego no me conto uno o algo parecido. porque los orbes verdes se ven claramente y desde lejos!! en fin. aun tengo esa espina clavada.


A mi me paso exactamente lo mismo y por 2 veces, al final lo repeti por 3º vez apuntando los que cogia de cada isla, asi que cuando me quedaron 499 supe en que isla me quedaba y lo consegui, costo lo suyo tambien pero no veas el subidon cuando lo vi xDD
RyBes escribió:
señor_eco escribió:Que buenos recuerdos del crackdown 1.

No creo que cambie mucho respecto al primero la verdad, lo unico que ahora tambien matas zombies.BIEN!!
El 1 lo tuve que dejar porque me estaba obsesionando con el orbe verde numero 500. SOLO ME FALTA UNO y por mas vueltas que daba no lo veia por ningun lado y tras muchas tardes rayadas vendi el juego y fin del problema.jajaja. Yo creo que me hice con los 500 orbes pero en algun momento el juego no me conto uno o algo parecido. porque los orbes verdes se ven claramente y desde lejos!! en fin. aun tengo esa espina clavada.


A mi me paso exactamente lo mismo y por 2 veces, al final lo repeti por 3º vez apuntando los que cogia de cada isla, asi que cuando me quedaron 499 supe en que isla me quedaba y lo consegui, costo lo suyo tambien pero no veas el subidon cuando lo vi xDD



Pero... ¿como sabes cuantos orbes hay en cada isla? ademas desde el principio no puedes llegar a todos,no? o ¿hay alguna forma de empezar el juego desde 0 con las habilidades a tope?? Recuerdo que podias regenerar a los malos pero empezar de nuevo con todos los orbes no lo recuerdo.

saludos!
Trailer gameplay el día 12 durante los VGA. De mientras, un teaser.
[flipa] [flipa] ... Que ganas!!!, para cuando está previsto??
MINOS97 escribió:[flipa] [flipa] ... Que ganas!!!, para cuando está previsto??


Pues para este año sin mes concreto :)
¿Es cosa mia o lo han intentado convertir en un mata zombies/infectados? El primero me encanto, acabe con un supernegro volador revienta gente, pero este...no se, no me acaba de convencer...
Crackdonw 2 sera el doble de alto que el anterior.

Ruffian Games revela que mientras que en el primer Crackdown, la distancia entre el punto mas alto del juego y el mas bajo era de 400 metros, en esta segunda parte esa distancia llegará a los 1000.

Ruffian Games has revealed that the Pacific City of Crackdown 2 isn't just broader and more diverse than its predecessor, but towers over it as well.

"All I can say is that in the first game, the distance between the highest and the lowest point was under 400 metres. Now we are looking at over 1000 metres," creative director Billy Thomson told Eurogamer when asked about major geographical shifts, and in particular new underground areas.

"While we have kept the basic island structure, and to some extent the road network, we have really focused on creating a city that shows the consequences of its history, specifically the 10 years that passed from Crackdown 1 to Crackdown 2.

"Basically, the city's history became our style guild. We wanted to see evidence of every battle fought, every area that was abandoned, every wall erected to contain the virus, and every breech point where they failed."

Beyond that, Ruffian has sought to reflect elements that proved unexpectedly popular in the first game, bringing them closer to the heart of the game's design in the process.

"At a building by building level, we have rebuilt swathes of the city, this time with a focus on Orb hunting," Thomson explained. "We now have many new much taller buildings. Even the Agency Tower has a few surprises in store."

Like many of us, Thomson also felt that one of the best things about Crackdown was the toybox players were left with - and particularly the feats some players were able to perform with a little help from vehicles and the game's physics - so many of the new items in Crackdown 2 have been seeded with potential for experimentation.

"We did not know that you could do half the things we have seen," Thomson acknowledged. "Someone driving the SUV to the top of the Agency tower to firework displays using light shades, exploiting a cheeky wee bug. We always wanted to turn the contrast button up on toys and interaction.

"That is where the Mag Grenades came from. They are quintessentially Crackdown. They offer a use, but [offer more] when you abuse them. We are hoping for some spectacular results!"

Check out our recent Crackdown 2 hands-on preview for more on the game, or there's always our two-part interview with the developers (part one, part two).

According to Microsoft's Aaron Greenberg, Crackdown 2 should be out for Xbox 360 in the first half of 2010.
Seguirá siendo la torre de la agencia el edificio mas alto del juego? Tendrá que ser el doble de alta entonces
737 respuestas
1, 2, 3, 4, 515