![]() You can stick together and watch each other's backs, or split up a bit and get through the mission four times as quickly as you otherwise could. We were shown one as an example where four separate wheels needed to be turned as the first step in a mission. You'll probably want to be together when you tackle a mission, though. You and your friends will be free to work together, annoy each other, or simply run off to opposite sides of the city to do your own thing. That's expanded from the first game's two player co-op, but the same core idea holds true. ![]() Crackdown 2 is being built from the ground up as a four player cooperative experience. And you can expect the missions to have a series of objectives rather than simply a target. A fully developed storyline has been added. Combo attacks are being added, as is the ability to pick up scraps of the environment like a rebar with concrete to use as a weapon. The orb hunting is back, this time with a few different types to hunt down. They then went on to talk about how they plan to remedy each of those ailments and improve what worked. Ruffian made it a point during the demo to recognize all of the flaws in the first Crackdown, as well as the successes. As the sun sets, thousands of freaks will pour out into the streets to attack anything that moves. Humans and their gangs are what you might have to face off against in the light. We were given a quick glimpse of this difference between day and night. When the sun goes down, the freaks come out to play. During the daytime, the struggling survivors scavenge for whatever tools or goods they can find in the hopes of preparing themselves for the night. It seems that by assaulting a research facility, you've let loose an infected bunch of freaks which now run rampant throughout the city. ![]() The story goes like this: In the first Crackdown game, one your actions caused a chain reaction that has nearly destroyed the city.
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