As one match turns into two, then five, then a dozen, it becomes obvious that Ruffian has zeroed in on something rather special with multiplayer: while it would be pointless to try and take on the CODs and Halos at their own game, there's simply nothing else like 16-player Crackdown available at the moment. The matches move at a crazy pace akin, perhaps, to Quake III, but they also feature that frightening degree of mobility the Agency has given you - an arm-flailing leap that seems to last forever and terminate just where you want it to, and a targeting system that allows you to pop people's heads off from the other side of an island.
Glowing jump pads, although initially seeming rather artificial, actually slot really well into Crackdown's simple genome - regular air boosts for this most sky-minded of titles - and Ruffian chains them into elaborate tangles at times, ping-ponging you around an entire map in the space of 30 seconds, or simply chucking you mischievously high into the air, where you can pick out a range of different scurrying targets, or, more likely, become the ultimate target yourself.
16 players means there's always a chance to find somewhere to catch your breath for a few seconds or build up a nice lingering rivalry with a handful of other people, but such is the speed of movement and the relentless pace of respawns that it can feel like you're playing against hundreds, and there's a smart scoring system that sees you rewarded with different points depending on the quality of each kill. The concrete-splintering ground-strikes seem to be most worthwhile. Throw in power-ups like extra shields, invisibility, and regular chances to change your weapons, and multiplayer becomes hard to put aside.
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Pacific City was a wonderfully memorable playground, and for a lot of players it would be something of a shame to say goodbye entirely. Ruffian appears to have achieved a remarkable balancing act: retaining the very basic layout of the city and its three islands, keeping all the neighbourhoods and districts in roughly the same place, but then swooping in close to extensively redesign each of the individual areas. The docks, as deathmatch hinted at, are now gigantic and far more vertical, while the refinery is more elaborate, filled with new dead-ends, gantries and shortcuts to discover.
Given the backstory, dereliction is a bit of a theme throughout: that smart little observatory nestled in the armpit of the mountains where you once found that big golden globe you then ran about lamping people with, is now burning wreckage filled with dozens of hazards, while the three tall cooling towers stuck rather incongruously in the middle of town are partially shattered in Crackdown 2. Citizens move about the emptier streets in patched-together vehicles reinforced with corrugated iron, or barricade themselves in skyscrapers where the Freaks can't get them.
Trashing the place appears to have been done partly to create a different kind of playground, but also to allow for an eruption of content from below. Crackdown 2 will feature numerous large underground cavernous areas where the Freaks live in picturesque squalor.
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There's a handful of other things to be seen - night and day will pass very differently in the new Pacific City, with both the Freaks and the Cell thronging the streets in force after dark, while elsewhere Ruffian's hard at work on a more varied mission structure, mixing up the familiar baddies who need a truck parked on them with tasks that tell a little bit of story (the one I'm shown involves an assault on the Volk refinery to reconnect the Agency to the power grid).
There's also - whisper it - going to be a new strain of orb potentially joining the party, although at the moment there's only the Pavlovian green glow of the agility variety scattered, temptingly, on every rooftop and ledge (Ruffian reveals, rather shockingly, that the originals were put there simply because most testers ignored the game's verticality without them). But there's no word yet on new vehicles or new powers or tweaks to the levelling system, and the Agency Tower - one of the most beloved gaming landmarks of this hardware generation - is still being redesigned, even though the team does hint that it's not necessarily the tallest building in town anymore.