Bitmob: "Why this? Why that? After playing Crackdown 2 for about an hour, I walked away with all these questions about some of the design decisions that went into this July Xbox 360 release. Why did the developers do this? Why didn't they do that?
Good thing Ruffian Games Creative Director Billy Thomson was on hand to address my queries. I might not necessarily agree with everything he said (I still would've preferred a different setting altogether for this sequel vs. a 10-years-later, run-down version of Pacific City from the first Crackdown). But you can't deny that they've put a lot thought -- as well as some actual research -- into everything they're doing for Crackdown 2, including a pretty smart way of handling collectibles..."