Square
 Enix’s next game, Sleeping Dogs, is a bit of a hypocrite. Its name is 
derived from that old proverb about “letting sleeping dogs lie,” but the
 Square completely ignored that advice when it resurrected the dozing 
open-world adventure game after it had been deemed too troublesome by 
Activision and left for dead. But that may turn out to be a very good 
thing. The new publisher must’ve seen something in the former True 
Crime: Hong Kong that Activision didn’t, and it’s not content to let 
Sleeping Dogs lie for long.
I spent a fair amount of time with the game when it was still True 
Crime: Hong Kong, and after a recent playtest at PAX East can confirm 
that it has undergone significant tweaks since Square Enix took the 
reins. But for all that’s changed, the main storyline, setting and 
approach remain the same. Sleeping Dogs, now due for an August release, 
spotlights the plight of Wei Shen, a detective who returns to Hong Kong 
years after growing up there to infiltrate the Triads as an undercover 
operative—a tale that’ll test his loyalty to old friends and his badge.
Hong Kong is a thriving metropolis with distinct sectors, the 
congested, neon-lit streets of one populous area appearing in stark 
contrast to the tall, modern skyscrapers and ritzy cars of the financial
 district. Essential storyline missions drive your progress through 
those streets, but it’s still very much a sandbox environment filled 
with optional police missions, street races and even mini-games like 
karaoke and cockfighting.
The core experience remains, but Sleeping Dogs has definitely 
benefited from the extra development time and the input of Square Enix 
London Studios, the publisher’s in-house support crew that previously 
enhanced Batman: Arkham Asylum and Just Cause 2 as each approached 
release. According to a London Studios representative, they’ve worked 
closely with the developers at United Front Games to enhance the early 
missions in the game to pull players into the experience, tweaked the 
controls and open-world balance and helped implement new social 
challenges that will be further detailed closer to the August launch.
On top of that, the London Studios team has significantly upgraded 
the melee combat, which draws strong influence from Batman: Arkham 
Asylum and Arkham City (the latter of which they didn’t have a hand in).
 As in those games, you often face off against groups of attackers in 
Sleeping Dogs, fluidly trading blows and countering attacks between 
goons with the ability to grapple foes and drag them around to 
environmental hotspots for contextual attacks. Little tweaks like adding
 heavy attacks to melee buttons and a running tackle move and more 
brutal hand-to-hand assaults aim to amp up the cinematic 
presentation—best exemplified in the varied takedown and kill maneuvers 
in the game.
During my demo, I finally got to play a mission that I’d only been 
allowed to watch in 2010 when the game still bore the True Crime tag. 
Brutally beaten and maimed by Triads, Wei Shen fights back in an 
under-construction penthouse apartment, using the environment to 
dispatch foes in violently creative ways. Launching enemies into the 
flat screen TV they were just playing a dancing game on, tossing them 
down an elevator shaft or slamming them face-first into a table saw are 
just a few of the many options you have for dispatching goons in the 
large room. It’s primarily good for laughs, but the cinematic kills also
 offer variety that break up the common melee skirmishes.
On-foot navigation was pretty fun, both when attempting to leap 
across workers’ platforms suspended outside the penthouse from the 
previous scene, and later as I tried to chase a man through a winding 
Hong Kong market filled with food stands and bystanders. Momentum is 
essential, and you need to tap the appropriate key upon reaching 
barriers or gaps to vault over or across; otherwise, you’ll lose speed 
or come to a complete stop, which is particularly damaging when 
sprinting through crowds to tackle someone.
The demo concluded with a taste of the game’s street racing side, 
which strongly resembled past Need for Speed titles—no surprise, 
considering that the Vancouver-based United Front Games poached talent 
from EA Canada to head up the game’s racing elements. Racing mechanics 
in open-world action games rarely prove to be as well-built and complex 
as they are in standalone driving titles, but Sleeping Dogs’ segments 
seem poised to buck the trend with refined controls and physics. Rather 
than a filler element, racing felt like it could be one of the key 
aspects of the experience. And while I didn’t get to play any of this, 
released footage has shown some exciting vehicle chase sequences and 
bike-based shootouts, so there’s more here than just finish line 
sprints.
From what I’ve seen and played so far, Sleeping Dogs isn’t as 
concerned with innovation as it is with iteration, pulling from outside 
the open-world genre to create a slicker and more cinematic sandbox 
affair. Their main goal is to improve the aspects that other open-world 
entries make barely passable, specifically hand-to-hand combat, on-foot 
movement and street racing. That little spark of promise I saw in True 
Crime: Hong Kong a while back shines a little brighter now in Sleeping 
Dogs, and I’m anxious to see if Square Enix’s unexpected bet pays off 
later this summer.
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