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Game of the Year: Crackdown


Bouncy

 

 

Strong
By Kentish

In almost any competition there lurks 'the outsider'; the dark horse that has exceeded expectation just to get this far. I think it is fair to say that Crackdown fits that role here. I don't know whether to feel admiration for the plucky young contender or pity that it must stand up to the might of Mario, the social inclusivity of Forza 2, the ingenuity of Portal and the sheer of sci-fi gravitas of BioShock and Halo 3.

But truth be told, Crackdown has been exceeding expectations since the day it was released. Despite having the double-edged sword of Damocles hanging above it in the shape of the Halo 3 beta test, it provided the 360 with something unique and liberating, transcending the Grand Theft Hero tag it could so easily have been reduced to.


The 'story', for what it was worth, has your fledgling law-enforcer going to work for the splendidly right wing Agency, and charged with eliminating the 21 crimelords of Pacific City, along with their numerous (at times endless) legions of footsoldiers. How you did this, and in what order, was largely up to you.

Free from the limitations of a linear narrative, Crackdown gave you licence to concentrate on two things: your personal development and having fun. With every goon you gunned down, ran over, detonated with a missile, or roundhouse kicked under a passing car, so your weapons skills, driving abilities and physical prowess increased. Very soon a superhero would be developing in front of your eyes, capable of leaping from rooftop to rooftop, concrete shattering under your feet on impact. This freedom of movement, unleashed upon an urban playground matched perhaps only by Jet Set Radio Future, proved utterly rewarding in itself. And from any number vertiginous vantage points, you could rain down all manner of mischief upon Pacific City's hapless inhabitants.


Unlike GTA, crimes and misdemeanours against the innocent would be soon 'forgotten' by your fellow law enforcers, enabling you to stage all manner of destruction derbies. A few family saloon cars hurled around (family inside of course) would quickly start a freeway free-for-all and you could simply sit back and watch chaos. While some dismissed it as a 'tech demo', the simple fact is that Crackdown invited you to 'play'. It provided you with the weapons, the physics, the apparatus. It invited you to climb the tallest tower and leap into the water below. It begged you to rip the huge globe outside the Observatoy from its mount and kick it around. And when a fellow agent jumps into your game, he is really is asking to have a Firefly missile fired at his arse.

It is this inherent fun that is the art and triumph of Crackdown. Long after the Halo 3 beta left the building and the last crime boss fell silent, the game retains its charm and lure. For sure, it is the outsider, the long shot for the Rodent title. But I kinda feel it likes it this way.

January 2008

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