Ruffian's Hell & High Times With Crackdown 2
The Vision architecture on the outskirts of Dundee's city-limits centre is a arresting one, all coloured bottle and girders: inside, it looks added like a akin from Perfect Dark than an appointment block. Rather than getting abounding with gun-toting soldiers, though, it's the home of Ruffian Games, developers of Crackdown 2 and one of the newest additions to Dundee's blooming bold development industry.
Ruffian formed in backward 2008 as a accumulation of agreeing developers who capital to actualize "real video games". Roughly bisected of the aboriginal Crackdown's development aggregation jumped address to Ruffian to plan on the sequel, and the advance artist was the aforementioned on both games. Besides this, Ruffian has few ties to Real Time Worlds abreast from the advantageous association accord that all Dundee developers assume to share.
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Crackdown 2 has alone been in development for a almost abbreviate bulk of time, admitting the aboriginal bold getting over three years old now. Prior to this, Ruffian was a self-confessed odd job company, demography on application jobs for added developers to advice it accomplishment off its games. Crackdown 2 is its aboriginal high-profile title.
"The endure 8 months accept been solid crunch," says James Cope, ambassador on the game. "It was hell," he jokes, "but the end aftereffect was absolutely good. We're absolutely admiring with what we've done. We set ourselves some appealing aggressive, aggressive targets, and we've been actual lucky. With some abundant guys and some harder plan we've appear up with something we're all actual appreciative of."
Ruffian is actual honest about what the abbreviate development aeon has meant, namely that there are some elements of Crackdown 2 that the aggregation couldn't analyze as abundant as they'd like to.
"We had to appear up with some amount concepts on area we capital to yield the franchise," says Cope. "And we ran with that. One of the abounding abjure from the development is we've not absolutely had time for iteration, so some mistakes accept been made—we've had to just chaw that and swallow. That's been a harder thing, but it's accomplished us a lot and we anticipate we've got a absolutely acceptable bold out of it. I anticipate the aggregate of luck, harder plan and absolutely accomplished humans has appear calm absolutely well."
"We had to alpha by advancing up with a architecture that we knew was achievable in the time," adds Billy Thomson, Creative Director. "That meant that there were assertive things we had to avoid, because in that time aeon there are assertive things that you just can't do. It meant we had to appear up with a architecture that was tight, not too risky, and not advancing up with appearance that would yield months to develop. We didn't absolutely accept time to do things three or four times and aces the best one; we absolutely had to try and attach things on the aboriginal attempt. Which is abreast abundant impossible, to be honest."
The actual aboriginal ambition the aggregation set for themselves was a cast new affection for the series, which Thomson believes is the best affair about the sequel. They knew that they capital to cover player-versus-player gameplay in the game, but Crackdown's arrangement cipher was optimised for two players at most. Therefore, the aggregation had to bandy out several years' plan to get 16-player PVP up and running—something advised absurd by the aboriginal development team.