Showing posts with label Realtime Worlds. Show all posts
Showing posts with label Realtime Worlds. Show all posts
Thursday, 21 November 2013
20XX's Seventh Gen Favs #6 - Crackdown
Power fantasy video games broadly emphasise environmental and psychological disconnects. Players are typically cast as lone adventurers who relentlessly come into conflict with their surroundings. Sand box games exacerbate this feeling, it's just you against an entire city calibrated to your undoing. Crackdown started you out as an athletic human, tasked with droning about a city dispensing jack-boot justice. You had an assigned arsenal, bolstered by arms seizures, with a fleet of cars back at the base. All the better to battle entrenched gangsters. So far so street level. Take your time to explore though and you came into contact with a drip-feed of floating power-ups.
Snatch enough and eventually your abilities were raised far beyond the mortal realm. Max out your stats though, and you'd barely need equipment. You were now the weapon. At peak you could leap tens of feet vertically and horizontally, your territory now in the sky. This created an immediate disconnect. Your landscape was transformed from urban grime to an airy, skyscraping loneliness. Feuding with criminals began to seem less vital, maybe even trivial. They could be thwarted in brief, hopping blitzkriegs, your limits rarely tested. Interest shifted to exploring and testing the upper limits of your character's physicality. Could I make that jump? Is the top of that building within my reach? This agenda break also emphasised the condition of your avatar, a blank slate super-soldier, unwillingly locked into reward tasks and undaunted by morality. You didn't explore your super-identity by crushing inferiors, you deconstructed it through escape.
Tuesday, 22 June 2010
Riot Act

For its Japanese release, sandbox superhero smasher Crackdown was carefully rebranded to better cater to perceived audience tastes. Out with an enormous, muscular black man! In with a lithe burning-guts everyman with a faint whiff of Monkey Punch's Lupin about him! Title change aside, the rest of this covered cover is more a conceptual reorganising of the original US eye-catch. The lead switch is interesting though, ignoring any ideas about avatar apartheid, the shift seems to be as much about the sort of figure that best represents each markets masculine ideal: America favours a stomping brawn powerhouse, very much in the mould of a professional wrestler. Something aspirational. Japan favours an obtainable nondescript, that'll likely win through on personal ingenuity rather than raw power. Neither is misleading either. Each rendering represents a distinct state of the game's hero too - at the beginning your character will be physically smaller. Your agent begins as a wiry enforcer, slowly mutating into a hulk state as you acquire experience.
Tuesday, 29 December 2009
Disaster Year 2007: Crackdown

Power fantasy video games broadly emphasise environmental and psychological disconnects; players are typically cast as lone adventurers who relentlessly come into conflict with their surroundings. Sand box games exacerbate this feeling: it's you against an entire city calibrated to your undoing. Crackdown starts you out as an abilities heightened human, tasked with droning about your city dispensing jack-booting justice. You have an assigned arsenal, bolstered by arms seizures, and a fleet of cars back at the base, all the better to battle entrenched gangsters.
Experience and floating pick-ups eventually raise your abilities far beyond the mortal realm, to a point were you barely need equipping. You are now the weapon. At peak you can leap tens of feet vertically and horizontally, your territory now in the sky. Landscapes are transformed from street level grime to skyscraping loneliness. Battling with criminals begins to seem less vital, they can be thwarted in brief, hopping blitzkriegs. Your interest shifts to exploring and testing the upper limits of your character's physicality. Can I make that jump? Can I get to the top of that building? This agenda break also emphasises the condition of your assigned doll, a blank slate super-soldier unwillingly locked into reward tasks and undaunted by morality. You don't explore your super-identity by crushing inferiors, you deconstruct it through escape.
Labels:
2000 - 2009,
Crackdown,
Realtime Worlds,
video games
Subscribe to:
Posts (Atom)
