While they’ve kept the general ”island structure” intact, the focus has been on showing the ”consequences” of containment, and its failure.
”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,” said lead designer Steve Iannetta, speaking with Eurogamer.
One of the greatest thrills was getting your agent to the very top of the highest structures in Pacific City. ”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,” he continued.
Another big focus has been the surprising things fans were doing in the first that were never thought possible, so they’re making sure experimentation is encouraged.
”At a building by building level, we have rebuilt swathes of the city, this time with a focus on Orb hunting. We now have many new much taller buildings. Even the Agency Tower has a few surprises in store.”
”We did not know that you could do half the things we have seen,” he explained.
”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.” Crackdown 2 has been mentioned for the first half of 2010.