



Because the always astute Chris Hecker once pointed out, the thing video games do best are power fantasies. When we’re literally trying to rescue our friends or kill the bad guy, the metaphorical journey is in watching our character grow from weakling to demigod, if that’s through the collection of the most powerful weapons or the fastest cars. The balance then is in making the literal journey just present enough that the metaphorical one means something. Crackdown’s major failing was in not nailing this balance for all its strengths. Exploding, jumping and punching your way to superherodom was amazing, but the missions and story were so threadbare that there was nothing really pulling you through, there was no momentum. Though narrative was never going to be its strong suit, it needed just a few more breadcrumbs to get you from point one to point two.
Unluckly, Crackdown 2 does not fix the balance between metaphorical and literal trip. In fact, it seems much more content to pretend it doesn’t exist.
It is usually the part where I’d say “but if you loved the first game, this is more of the same, so you’ll probably like this” but if you really loved the first game, you’d likely be expecting something fresh and valuable in exchange for your hard-earned cash and three-and-a-half-year wait. Disappointing, everyone are not going to find it here.

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