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    GAME CONSOLE & PC RELATED: "Crackdown"

    ~* More Games *~

    Crackdown


    Told You So

    Told You So Posted on May 21st, 2008 by UnFoundBug See, my first review, nothing too high profile, just a down to earth good game. What game, CrackDown. This is an xbox 360 game released in 2007 this game seemed be overshadowed by the launch of Halo 3 (Yes im going to review that game as well). Mostly because the game was first distributed with an invitation to the Halo 3 Multiplayer beta. This was a double eged sword for this game more people played itΒ but for the wrong reason. The game pu

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    Cops target Carnegie corner

    Word on the street is that the VPD is targeting the corner of Main and Hastings for a crackdown. The rumour mill has suggested the VPD approached the Carnegie Centre, asking them whether they wanted the doorway cleared. To their credit, the Carnegie is rumoured to have said "No thanks." As far as rumours go, this one comes from at least three reputable sources, so some version of these facts is likely to be true. The challenge the VPD would most likely be seeking to address is user/dealers stan

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    juicy campus

    Juicy Campus gets some bad pressJuicy Campus gets some bad press. Related Articles at Celebrity Gossip from Celebridiot:. Ashlee Simpson not looking so surgical; College Rant site in trouble; Salma Hayek sure can fill out a dress; HSM 3 Senior Year Press Juicy Campus | JuicyCampus.comI wonder if i could shut down the school by saying Im going to shoot as many people as i can in my second class tomorrow. I hope I get more than 50, 20yearold George So wrote on Juicy Campus. JuicyCampus.com Jui

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    Seatbelt crackdown coming

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    U.S. authorities have been cracking down on illegal immigrants. In one little-noticed development this week, they raided a glatt kosher meat processing plant in Iowa and arrested hundreds of undocumented workers. According to The Des Moines Register, 154 of those arrested in the raid have been charged with criminal offenses relating to identity theft. Most of those taken into custody come from Guatemala or Mexico; a few are from Eastern Europe or Israel. The plant is operating with a skeleto

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    ~* Crackdown *~

    Crackdown

    Developer(s)Realtime Worlds
    Publisher(s)Microsoft Game Studios
    Designer(s)David Jones
    Billy Thomson
    EngineRenderWare
    Physics: Havok
    AI: Kynapse
    Foliage: SpeedTree
    Platform(s)Xbox 360
    Release dateNA 2007-02-20

    JPN 2007-02-22
    AUS 2007-02-22
    EU 2007-02-23

    Genre(s)Action adventure/Third-person shooter
    Mode(s)Single-player, Co-op
    Rating(s)ESRB: Mature
    CERO: Z (18 or above)
    BBFC: 15
    OFLC: MA15+
    MediaDVD

    Crackdown (titled Riot Act in Japan) is an open world third person shooter video game exclusively for the Xbox 360 console. The game was released in North America on February 20, 2007 and worldwide by February 23, 2007. Crackdown was developed by Realtime Worlds, and distributed by Microsoft Game Studios. The game's concept was created by Realtime Worlds' founder, David Jones, who also created Grand Theft Auto and Lemmings.

    The player takes the role of a cybernetically enhanced Agent whose job is to defeat three main crime lords and their underlying organizations within the near-future fictional Pacific City, with the player free to select the approach to complete this task or the various side missions. As the Agent takes out foes or completes other tasks, his aptitude in certain skills improve, leading to more benefits from using those skills as well as changes in appearance to reflect the current skill levels. The game features a cooperative play mode for two players over Xbox Live.

    Crackdown, originally planned for released on the Xbox console, was designed to give the player a large open world to experiment with. Microsoft Game Studios feared that the game would not be well received based on test audience feedback, and opted to bundle Crackdown with an invitation to the multiplayer demonstration for then-upcoming Halo 3 in order to boost sales. As a result, the game sold 1.5 million copies within the first six months of release. Despite these fears, Crackdown has received positive press, including several gaming awards during 2007 for its innovative game play.

    Plot

    Pacific City, the setting for Crackdown. The Agency Towers can be seen in the left background. The game has been well-received for its long draw distances.

    Crackdown takes place in the fictional metropolis of Pacific City, which is laid out across four islands with several districts and areas within it. The city is controlled by three crime organizations: the Central American Los Muertos, Eastern European Volk, and East Asian Shai-Gen. Order in Pacific City is normally controlled by the Peacekeepers, but their forces have been overstressed by a rise in crime. The city has sought help from "The Agency", an organization that oversees cybernetic soldiers and operates from a large skyscraper located at the center of the city. The character controlled by the player, the "Agent", works for the Agency, and is tasked with systematically bringing down the three organized gangs while keeping both the populace and Peacekeepers safe. The Agent's actions are monitored by the Agency, and the Agency Director (voiced by Michael McConnohie) provides continuous reports to the Agent on his progress.

    Upon eventually completing the main game goals, the player will have succeeded in defeating all three gangs, including their kingpins. In the closing cutscenes of the game, the Agency Director reveals to the Agent that there was an ulterior motive for the Agency's actions: the Agency had empowered the three gangs to instill fear in the residents, thus creating a need for the Agency to control the city. The Agency Director's comments suggest that the Agency will replicate this plan in other cities to create a New World Order under their control.

    Gameplay

    Crackdown is a third-person shooter set in a large sandbox environment, akin to Mercenaries: Playground of Destruction. After selecting one of the predefined Agent characters, the player is assigned to defeat the Kingpin of each gang, though the player can opt to select their approach. While the player may face the Kingpin and his bodyguards at any time, the player can improve their chances of taking out the Kingpin by facing and defeating the various henchmen that are responsible for certain aspects of the Kingpin's offense and defense, removing those from play. For example, by eliminating a weapons dealer for a gang, the Kingpin will lack the use of heavy firepower, while assassinating the gang recruitment officer will reduce the size of the Kingpin's protective force. It is the player's choice to kill the bosses, or skip them entirely to defeat the Kingpin. Each of the three gangs cannot be entirely destroyed unless the player tracks down and kills all the Generals and the Kingpin, with the ultimate goal of completely eliminating every gang.

    In Crackdown, the Agent can use many super-human powers, including enhanced Strength, to defeat his foes

    Much like other sandbox styled games, the player mainly uses melee attacks, guns and explosives to fight the opposing forces and can run, climb buildings, jump across rooftops, or use vehicles to get around the city's landscape. Crackdown features a series of character-based skills that can be upgraded to increase specific traits that can be used in combat, driving, or on foot agility. These skills include: "Agility" that controls how high the player is able to jump and how fast the player can run, "Driving" that affects how well the player can handle a vehicle, "Explosives" that affects the power of explosive weapons, "Strength" that affects what the player can lift and throw and how hard they can hit an opponent, and "Firearms" that improves the player's aptitude with weapons. Crackdown's skills make few concessions to realism: character abilities are similar to those of comic book superheroes or cartoon characters. This concept is further highlighted by the comic book-like technique used in the game's graphics.

    Skills are mainly increased by gaining experience orbs. Experience orbs are released from defeated enemies, with the type appearing based on how the player dispatched the foe; killing a foe with a gun will earn Firearms orbs, while running them over with a vehicle earns Driving orbs. Stronger enemies release more experience orbs. However, Agility orbs can only be earned by climbing up buildings and seeking them about the rooftops of Pacific City. The player can also compete in "rooftop races" or car races to gain Agility and Driving skill orbs, respectively. There are also hidden orbs that provides orbs to increase all player abilities. The final way the player can collect orbs is earning Xbox Live Achievements, which rewards him/her with orbs from every skill category. Each skill has five levels (from zero to four stars), with a numeric gauge on the display to indicate how close the player is to the next level. If the character should die, or injure civilians or the local authorities, their experiences' progression will be slowed, making it temporarily harder to increase their character's traits.

    The player can freely explore the entire city from the start of the game to locate the hideouts for each boss and Kingpin, which can be made easier by freeing supply points scattered around the city. Once a supply point is unlocked, the player can return there to travel to any other supply point, restock on weapons and ammo, or drop off newly acquired weapons to have them permanently added to the player's weapon selection. If the player should die, they can select any open supply point for respawning. While exploring, the player is likely to come across enemy resistance, with the aggressiveness based on how much damage the player has done to that gang recently, similar to the wanted level system for police used in Grand Theft Auto 3. If the player is too aggressive against the non-gang residents of Pacific City including the Peacekeepers, they are flagged as rogue and Agency hit squads are dispatched to take them down.

    Crackdown features an on-line two-player cooperative play mode that allows drop-in play. Both players may explore the city freely, with the other player's position noted in the HUD map. Players can fight alongside each other, and also inflict friendly-fire damage. The state of the city is determined by the host player's progress (including which bosses and kingpins remain). Both players are credited with the defeat of a boss or kingpin in the game (which will affect the state of the guest's progress), but are required to obtain supply points and gain experience of their own accord. Co-op players can race against each other in both rooftop and road races, if both should choose to participate.

    Development

    Crackdown was envisioned to exceed the gameplay of Grand Theft Auto, giving the player "toys" to create their own in-game moments they could talk about to others. The entire playfield was to be open at the start, requiring the need to create a progression for the player, while still allowing for experimentation. Realtime Worlds had hired a number of former Grand Theft Auto developers who experimented with refining the game's sandbox element. "It was a big part of the idea to just let people do things," Realtime Worlds producer Phil Wilson said about the gameplay; "testers would do things we were completely blown away by." Dave Jones, CEO of Realtime Worlds, described the concept of the game as "How do we reward somebody for just having fun?" They had initially planned to have 200 Xbox Live Achievements for the game towards this purpose, exceeded the then-current cap of 50 set by Microsoft, and pressured Microsoft to lift the cap. Microsoft subsequently increased the maximum number of Achievements in a game to 80. Through playtesting, the team noticed that many players performed certain out-of-the-way actions, such as climbing to the top of the Agency tower. They created in-game content to reward the player for performing these actions; for example, they created a special rendering procedure for the clouds during the in-game day/night cycle to behave differently each day that could be viewed from atop the Agency tower. An initial fear of Jones' was that in the early part of the game, when the Agent is underpowered, the player may not realize the potential of the game and would not complete it; "People weren't quite sure, because at that level, you're kind of like most characters in most other games." Jones also expressed concern that "This game does not look good in screenshots." They attempted to prevent this through a number of steps; the demo for the game on Xbox Marketplace allowed for accelerated growth of the player's abilities. The full game included five in-game movies that would be presented early on to the player that would give them a taste for what a fully-powered character could do.

    Wilson stated that development of the game began in 2002 with a target release in 2005 on the original Xbox. Nine people were involved in the initial development for twelve months with plans to expand to 35 during full development. By February 2004, they were able to provide a playable demo, but recognized there were still several challenges with the game's progression. For example, the team introduced "skills for kills" where skill points were only rewarded for killing foes instead of allowing the player to gain them by less risky opportunities. They also included the frequent reporting of the player's current chance of success for a player of defeating a kingpin to prevent the player from being frustrated by trying to fight bosses beyond their level.

    By 2004, Microsoft brought the team the Xbox 360 hardware and suggested moving the game to that system, with a release date in the spring of 2006. By November 2004, the whole of Pacific City was in place, and cooperative mode was possible. However, in January 2005 they switched to the Renderware 4 engine, which caused many problems and was considered a "gross mistake" by Wilson. Microsoft was able to provide additional programmers to help during 2006 to correct the problems, just in time to create a demo for the 2006 E3 Convention. Wilson admitted that when Crackdown was first unveiled, the team thought the game was too early to debut. "By the time we got to the end of pre-production we were woefully understaffed and over budget," Wilson commented.

    Microsoft found that by October 2006, the game had fallen into the bottom 30 percent in test player reaction of all games currently in testing, and the bottom 50 percent in interest, though the numbers improved after a month. To help the struggling game, Microsoft decided to package the Halo 3 multiplayer trial with the game. "It was a great boost," said Wilson. Jones also was positive about the tie-in with the Halo 3 trial; "We kind of knew Crackdown would need as much help as it could get to get into players' hands...Like we've always said: It's a game player's game. It's not something that's going to sell in screenshot. So was good."

    A map of Pacific City from Crackdown, demonstrating the sectors used for debugging the game

    Pacific City within the game consisted of 495 "city blocks" which the player could travel between, according to Microsoft Game Studio's Jami Johns. Each block had to be tested separately, so Microsoft Game Studios designed a software tool to track issues when the game was in testing. For example, the tool was able to identify blocks where the performance dropped or the game crashed, allowing the developers to redesign the area to remove the issues. A further tool was used for the "seams" between city blocks, and included a screenshot just prior to any problem, which significantly reduced the debugging time for the game; this tool was further used with Forza Motorsport 2. However, the team had found some bugs during testing that actually worked well as game mechanics without throwing off the game balance. For example, the ability to drive a vehicle up a vertical wall when the player has maxed out his driving skill was originally a bug within the game.

    Potential sequels

    Wilson and lead designer Billy Thomson had previously confirmed that Crackdown was designed from the outset to be a long running series of games, stating that sequels for the game are very likely to be produced, especially if Crackdown performed well commercially. However, during the Industry All Stars event in September 2007, Wilson confirmed that Realtime Worlds was not working on a sequel to the game, saying "Microsoft a little late in stepping up to the plate to ask for Crackdown 2, and by then we had already started working on bigger, better things." However, Shane Kim, a corporate vice-president for Microsoft, states that Microsoft still owns the intellectual property rights for Crackdown and that a Crackdown sequel is still a possibility.

    Promotion

    A Crackdown demo was released via Xbox Live Marketplace on January 23, 2007. It was originally dated for January 18, 2007, but was delayed due to Microsoft's certification process. This demo includes both single player and co-op play, but does not allow for jump-in co-op as seen in Gears of War. Silver account members received the demo one week later. The demo lasts for, at most, one hour, with a timer starting when either the player trains a skill to the second level, has eliminated two of the gang bosses, or has been playing for a half hour. At that point, a 30 minute timer will start, after which the demo automatically ends. During the demo, in-game skills can be trained up to the highest level, and this occurs at an accelerated rate in order to give players an example of higher-level abilities. The Crackdown demo quickly broke download records for Microsoft's Xbox Live Marketplace by becoming the most downloaded demo over a 24 hour period and a seven day (week-long) period. In the week after its release, the Crackdown demo was the second most played Xbox Live game after Gears of War. The demo went on to become the most downloaded and most played overall by March 2007.

    Every pre-ordered and specially marked copy of Crackdown included an invitation to beta test the highly-anticipated Halo 3. The Crackdown game disc was required to download and launch the Halo 3 beta through the in-game menus. On April 10, 2007, Bungie announced that the beta would become available for download for those that own this copy of Crackdown on May 16, 2007. This beta was playable for three weeks from when it was downloadable.

    Downloadable content

    The downloadable content for Crackdown includes new vehicles and new weapons such as a harpoon gun.

    On February 19, 2007 a free downloadable pack was made available for the game. The pack includes four new playable male agents, three of whom have unique, upgradable headgear. A free update was released on May 11, 2007 which allows the player to reset gangs, makes it easier to find orbs, improves stunt ring visibility, enhances targeting and camera angles when driving amongst some other minor fixes and updates. This update also includes a new ground strike attack.

    Two packs of downloadable content were released on May 10, 2007. The "Free-For-All" pack, which is available for free, allows the player to impound any vehicle and store it at the Agency and allows the player to enter a "god mode" that allows them to alter the Agent's statistics or create several items, and other affects, but disables progress within the game. The "Gettin' Busy" bonus pack, available for 800 Microsoft Points (US$10), introduces new vehicles and weapons, new side missions, and street racing. As of September 6, 2007, the "Gettin' Busy" pack has been purchased from Xbox Live around 200,000 times.

    The recent title update and downloadable content has been linked to a glitch which has reset a number of players' saved games when they play co-op. The developers apologized for the glitch and offered a temporary workaround, however, saved games already lost to the glitch were not recoverable. On May 16, 2007, a title update was released, resolving the issue, in addition to fixing issues with access to the Halo 3 beta.

    Soundtrack

    Crackdown features over 100 tracks of electronica and sample-based music by a number of independent and video game musicians, including Amon Tobin, Atlas Plug, Celldweller and Hybrid. Music supervisor Peter Davenport was in charge of selecting the music for the game, a task that took three years to complete. Davenport was allowed to select music from any source given the premise and missions within the game, and worked with the audio leads at Realtime Worlds to shape the full soundtrack, keeping it to a "dark and ominous" vibe, rather than "super high energy".

    Reception

     Reviews
    PublicationScore
    1UP.comA
    Edge8/10
    Electronic Gaming Monthly8.3/10
    Eurogamer9.0/10
    Game Informer8.5/10
    GamePro4.5/5.0
    GameSpot7.8/10
    GameSpy4/5
    IGN8.0/10
    Official Xbox Magazine7/10
    Play Magazine8.5/10
    X-Play5/5
    Compilations of multiple reviews
    CompilerScore
    Metacritic83/100
    Game Rankings84%

    Crackdown received generally positive reviews from game critics, with many praising the open-world approach and their enjoyment of the game. Reviewers commented highly on the graphics of the game, both in its detailed city and large draw distances, and the cel-like shading of the characters; 1UP commented that "it's just better to let a game approach reality on its own aesthetic terms than to go hyperrealistic". X-Play stated, "It’s an absolute blast to play, and arguably one of the finest superhero games made thus far", and IGN stated, "Overall the thrill of jumping like a mutant kangaroo from rooftop to rooftop is unrivaled!" The co-op play feature over Xbox Live was well received; Eurogamer commented, "Being able to pick and leap into any of your friends' or even complete strangers' cities is likely to keep that buzz going though", and 1UP agreed, remarking "That it represents the best, if not the first, online multiplayer sandbox game on a console is just gravy." Reviews did critique the lack of any appreciable story within the game, and how short the core game itself may be; IGN argued "Crackdown won't last that long, it's uneven, and the story and the music are weak sauce."

    Crackdown was not expected to be a good game, due to it being tied to the anticipated Halo 3 multiplayer beta. However, the game surpassed many expectations; in his review, GameSpy's Gabe Graziani asked readers the rhetorical question; "Notice that I didn't mention the Halo 3 beta offer during this whole article? That's because it's completely irrelevant when looking at Crackdown, it's a solid game that delivers exactly what it promises: a giant sandbox to blow the crap out of."

    The game was named the 2007 BAFTA "Best Action and Adventure Game" and "Best Use of Audio". and also won the "Best Debut" award at the 2008 Game Developers Choice Awards. The game received the Innovation Award at the 2007 Develop Awards, held by Develop magazine. Game Informer listed it as one of the top 50 games of 2007, citing its unique experience and several other elements. They listed the agents as the number eight top heroes of 2007 and climbing the tallest building in the city as the number nine top moment of 2007.

    Sales

    Crackdown premiered to very strong sales. During the week of its worldwide release of 2007-02-22, it was the top selling Xbox 360 game in North American, Japan, and the UK. The game was the top selling game in North America for the month of February 2007, selling 427,000 units. Ultimately, by the end of 2007, the game sold 1.5 million copies worldwide. The game is not sold in Germany due to the USK's decision to not rate the game.

    References

    1. ^ David Jones Profile. IGN. Retrieved on 2008-05-07.
    2. ^ a b c d e f g h i j k l Perry, Douglass (2007-02-12). Crackdown Review. IGN. Retrieved on 2008-02-22.
    3. ^ Realtime Worlds. Crackdown. (1997) β€œAgency Director: Who do you think supplied Los Muertos? Who do you think turned a blind eye to the Volk's activities? Who do you think was Shai Gen's biggest supporter? Who do you think ran organized law... And ran it into the ground? The people had to experience first hand absolute anarchy before they would accept unconditional control. You are the portent of a new world order, Agent. Pacific City was only the beginning.”
    4. ^ Graft, Kris (2006-12-08). GTA Creator Talks Crackdown. Next Gen Biz. Retrieved on 2008-05-11.
    5. ^ a b c Keil, Matt. Crackdown. G4TV. Retrieved on 2008-02-22.
    6. ^ a b c Gerstmann, Jeff (2007-02-12). Crackdown. GameSpot. Retrieved on 2008-02-22.
    7. ^ a b c Bradwell, Tom (2007-02-17). Crackdown. Eurogamer. Retrieved on 2008-02-22.
    8. ^ a b c d e f g h i j k l Kumar, Mathew (2007-12-14). MIGS: Realtime Worlds' Wilson Talks Tense Times For Crackdown. Gamasutra. Retrieved on 2008-04-03.
    9. ^ a b c d e f g Michael French (September 6, 2007). Realtime Worlds chats about Crackdown creation challenges. Develop. Retrieved on September 6, 2007.
    10. ^ a b c d e f g h Totilo, Stephen (2007-02-05). 'Halo 3' Gives 'Crackdown' A Boost β€” And That's Just Fine With Its Creator. MTV. Retrieved on 2008-03-28.
    11. ^ a b c d Johns, Jami (2007-08-13). "Five Hundred City Blocks of Pure Destruction: Adventures in Testing Crackdown". Gamefest: Microsoft Game Technology Conference 2007. Retrieved on 2008-04-03. 
    12. ^ Nutt, Christian (2007-08-07). GameFest: Testing Crackdown's 495 City Blocks. Gamasutra. Retrieved on 2008-02-22.
    13. ^ a b Crackdown Interview. Team Xbox (2007-02-01). Retrieved on 2007-03-29.
    14. ^ Kohler, Chris (2008-02-07). Interview: Shane Kim Talks Xbox In 2008. Wired. Retrieved on 2008-02-22.
    15. ^ Crackdown on Crime this February. Microsoft (2006-12-21). Retrieved on 2006-03-29.
    16. ^ Perry, Douglass (2007-01-30). Crackdown Breaks Records. IGN. Retrieved on 2008-04-17.
    17. ^ Hyrb, Larry (2007-02-03). Xbox Live Activity for week of 1/29. Major Nelson's Blog. Retrieved on 2008-04-17.
    18. ^ Bradwell, Tom (2007-03-27). Crackdown Community Q&A. Eurogamer. Retrieved on 2008-02-22.
    19. ^ Klepek, Patrick (2007-02-09). Crackdown disc required to play Halo 3 Beta. 1UP. Retrieved on 2008-05-13.
    20. ^ Frankie (2007-04-10). Bungie β€” Halo 3 Beta Press Release. Bungie. Retrieved on 2008-04-17.
    21. ^ Dormer, Don (2007-02-20). Free Crackdown Content Already on XBL. 1UP. Retrieved on 2008-05-14.
    22. ^ a b First Look at Crackdown Downloadables (Xbox 360). Team Xbox (2007-05-09). Retrieved on 2008-02-22.
    23. ^ Crackdown Downloadable Content Fact Sheet. Microsoft. Retrieved on 2008-02-22.
    24. ^ News about the Crackdown DLC. Microsoft (2007-05-11). Retrieved on 2008-02-22.
    25. ^ BraindeadRcr (2007-05-13). SERIOUS Crackdown GLITCH.. Gamespot Unions. Retrieved on 2008-02-22.
    26. ^ Glitches mar early access to Halo 3 video game. CBC (2007-05-17). Retrieved on 2008-04-17.
    27. ^ a b c Interview with Crackdown Music Supervisor Peter Davenport, Music Acquisition and Editorial Manager, Microsoft Corporation. Music4Games (2007-06-18). Retrieved on 2008-04-17.
    28. ^ a b c Sharkley, Scott (2007-02-12). Crackdown (Xbox 360). 1UP. Retrieved on 2008-02-22.
    29. ^ "Crackdown Review", Edge, March 2007, p. 76. 
    30. ^ "Crackdown Review", Electronic Gaming Monthly, March 2007, p. 90. 
    31. ^ Reiner, Andrew. Crackdown. GameInformer. Retrieved on 2008-02-22.
    32. ^ Ouroborus (2007-05-14). Review: Crackdown. GamePro. Retrieved on 2008-02-22.
    33. ^ a b Granzani, Gabe (2007-02-20). Crackdown (X360). GameSpy. Retrieved on 2008-02-22.
    34. ^ "Crackdown Review", Official Xbox Magazine, March 2007, p. 72. 
    35. ^ "Crackdown Review", Play, March 2007, p. 51. 
    36. ^ Crackdown (xbox 360). Metacritic. Retrieved on 2008-02-23.
    37. ^ Crackdown Reviews. Game Rankings. Retrieved on 2008-02-23.
    38. ^ Games Nominations 2007. British Academy of Film and Television Arts (2007). Retrieved on 2008-05-13.
    39. ^ Portal BioShocks GDC Awards. GameSpot. Retrieved on 2008-02-21.
    40. ^ Crackdown wins innovation prize. BBC (2007-07-26). Retrieved on 2008-02-23.
    41. ^ "The Top 50 Games of 2007", Game Informer (Cathy Preston) (no. 177): 32–45, January 2008 
    42. ^ Cowen, Danny (2007-02-23). Supreme Commander, Crackdown Storm Real-Time Charts. Gamasutra. Retrieved on 2008-02-23.
    43. ^ U.S. video game sales jump in Feb.. Reuters (2007-03-16). Retrieved on 2008-05-13.
    44. ^ Tim Surette (2007-01-05). Germany cracks down on Crackdown. GameSpot. Retrieved on 2007-03-29.

    External links

    • Official website
    • Crackdown at the Open Directory Project


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