The first game was both a critical and commercial success, becoming the top-selling game of February 22, 2007, during its first release week in North America, 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. "Best Debut" award at the 2008 Game Developers Choice Awards, and the Innovation Award at the 2007
Develop Magazine Awards.
Game Informer listed it as one of the top 50 games of 2007, citing its unique experience and several other elements, as well as listing the Agents as the number eight "Top Heroes of 2007" and listing climbing the tallest building in the city as the number nine "Top Moment of 2007."
Influence on other games Various video game websites considered the
Crackdown series as one of the best open-world video games to date. Ron Whitaker from
The Escapist included it in its "8 Awesome Open World Games" list, stating that "open world games have improved a lot since then, but
Crackdown is still a stellar example of the genre." Game Journalist James Alexander Callum from
Pixel Bedlam dubbed
Crackdown as one of the most underrated video games of all time, adding also that the game was "more than just a
Grand Theft Auto clone on steroids." On the other hand, Ritwik Mitra of
Game Rant ranked
Crackdown 2 at #7 in his "Best Open-World Games Where Players Don't Need To Think Too Much", considering it as "the best game in the series". The games left a large impact on the open-world genre. James Hunt of
Den of Geek described the first
Crackdown game as "the first in a line of original, postmodern
superhero creations on games consoles, and great fun to boot." Its formula of controlling super-powered beings in a massive sandbox environment, using their abilities to cause mayhem and destruction, as well as collecting orbs in an open world environment to increase a character's abilities, have influenced other video game series such as
Infamous,
Prototype,
Saints Row,
The Saboteur, and
Just Cause 2.
Keiichiro Toyama cited
Crackdown as a big influence in developing his award-winning game
Gravity Rush, stating that he "really liked the aspect of unlocking skills and becoming more powerful, and achieving a higher level of freedom as you become more powerful".
Disappointing sequels While the first game was highly praised for its innovation,
Crackdown 2 and
Crackdown 3 were considered to be one of the most disappointing sequels in video game history.
James Stephanie Sterling, during their time at
Destructoid, reviewed the second game and called it "the most pointless, unnecessary, and insulting "sequels" ever created." John Almond from
Geek Zite ranked
Crackdown 2 at #5 in his list of most disappointing video game sequels, stating, "[It] was panned by critics and consumers because of missing gameplay features from the first game like transforming cars, strategy-building in taking out targets, unique weapons like invisibility, and simply being able to aim a sniper rifle through a scope. Making it worse was the reusage of the first game's engine and setting, making
Crackdown 2 feel more like an
expansion pack than a sequel." The third game was met with even larger disappointment. Super Philip of
PC Gamer added the third installment in his own "Most Disappointing Video Game Sequels" list, describing its release as a "miracle" and adding, "[It] was in the making for so long and the end result is so similar to past games. What was deemed fresh and modern back when Crackdown originally released isn't so much in the present, over a decade later." Christopher Byrd of
The Washington Post called it a "remnant from another console-era, a time in which open-world games were still a novelty". He further stated, "Arranged about the neon city of New Providence, where the game is set, are communication towers to scale, many enemy operations to assault, an unmemorable pack of bosses to kill and some side activities to participate in. None of these activities are particularly different than those found in any number of games." ==References==