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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