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1This is a character page for characters in the game ''VideoGame/{{Crackdown}}'' and its sequels.
2
3[[foldercontrol]]
4
5!The Agency
6----
7[[folder: The Agent]]
8!!The Agent
9* AntiHero: At times, you appear almost as bad as the gang members you're trying to take down. [[spoiler:Then it turns out you were an UnwittingPawn.]]
10* DeathIsCheap: No matter how many times an Agent is killed, the Agency can always clone them a new body and let them return to action.
11* TheDragon: [[spoiler:To the Director.]]
12* DumbMuscle: They can be seen as this. Standard Operating Procedure for them is to eliminate criminals, Freaks, and CELL members in the most brutal and mindless manner possible, they never question their orders (or ''anything'', [[SilentProtagonist for that matter]]), [[spoiler: and are little more than [[UnwittingPawn a hyper-destructive pawn for the Agency.]]]]
13* GiantMook: Not so much in the first game, but in the sequel this applies when you get to higher levels, since you're taller than most Peacekeepers and Cell members. Some freaks rival you in size, but even then most do so barely.
14* HelmetsAreHardlyHeroic: At first in the sequel, you don't have a helmet, but later gain one as you grow tougher.
15* InASingleBound: It's possible to leap over some smaller buildings with the right level of agility, in the sequel.
16* KnightTemplar: [[spoiler:Definitely in the sequel]].
17* LegacyCharacter: The Agents in the sequel are a successor group; with the Agents from the first game being turned into freaks.
18* LightIsGood / DarkIsNotEvil: Depending on your colour scheme.
19** LightIsNotGood / DarkIsEvil: [[spoiler:In the sequel, the Agency has become more aggressive and actively malevolent- the Agent does the same, but does not necessarily know it]].
20* LightningBruiser: By the time the Agent's skills are fully maxed, he counts, especially in the sequel. He runs fast enough to keep pace with many vehicles (and in 2 gain the ability to plow straight through oncoming traffic), can lift and throw heavy objects with ease, and are able to resist quite a lot of ordinance and rapidly heal any damage taken.
21* NominalHero: You're in it to make Pacific City a better place, but damn if you aren't brutal.
22* NoNameGiven: You're only referred to as "Agent". ''3'' gives each playable Agents their own names and backstories, with particular emphasis on Jaxon in the intro.
23* NotQuiteFlight: You get a wingsuit as your agility improves in the sequel, which allows you to theoretically glide across and soar higher, but it requires a bit of practice to even be considered flying. You can get thruster boots when your agility is maxed out, or alternatively get the DLC and use them early, at the cost of an equipment slot.
24** WeaponisedExhaust: Using the thruster boots can set enemies alight, and there's an achievement which rewards you for setting certain numbers alight in a single flight.
25* OneManArmy: In both games, but particularly the second, where you can plough through legions of Freaks as if you were crossing the street for a loaf of bread, take entire, heavily fortified tactical points by yourself, and fight off mutated versions of previous Agents.
26* RogueProtagonist: The first game's agents are turned into freaks in the second.
27* ScaryBlackMan: The default agent is a very tough looking black dude.
28* SilentProtagonist: They don't talk in the first two games, but they don't have to.
29* SuddenlySpeaking: They gain the ability to speak in ''3''.
30* SuperSoldier: Genetically designed to go above and beyond the call of duty.
31** HealingFactor / GoodThingYouCanHeal: As you get tougher, you heal faster, and given how you will often have everything trying to kill you it's very necessary.
32** MadeOfIron: You start shrugging off missiles and chaingun fire as you get tougher.
33** SuperSpeed: As your Agility increases.
34** SuperStrength: By the time you've maxed out skill, it's possible for you to punch {{Giant Mook}}s to death with your bare hands, or pick up a giant bus and whack them to death with it, while running with [[MoreDakka missile launchers or machine guns]].
35* TookALevelInBadass: In-game, you do this as your skills get better. In-universe, the programme itself seems to have taken one for the sequel, owing to the fact that the Agent at the end of the sequel is stronger than the one at the end of the first game, with better technology, vehicles and weaponry to boot.
36* UnwittingPawn: [[spoiler:In both games so far, the Director misleads you into wiping out Agency enemies]]. You can possibly be more unwitting as you find more audio logs, however.
37* VillainProtagonist: [[spoiler:By the time of the second game.]]
38* VillainWithGoodPublicity: [[spoiler:In the second game, though you are an UnwittingPawn.]]
39[[/folder]]
40
41[[folder: The Director]]
42!!Director Charles Goodwin
43* BigBad: [[spoiler:Of the entire series.]]
44* BerserkButton: Don't annoy the director by killing Peacekeepers or Civillians. He will say stuff such as ''Don't kill Peacekeepers agent. IT HURTS ME AS MUCH AS IT HURTS YOU!!!''. Or ''Kill Freaks, NOT PEACEKEEPERS!!''.
45* CombatPragmatist: While he hasn't appeared in person (at least directly), the Director will always send in The Agent to solve a problem. Given the Agent's skills, this works very well.
46* DeadpanSnarker: Most quips he makes when you are hurt come to mind.
47* EvilAllAlong: [[spoiler:The Director is worse than the gangs, and wiped them out so he could take over their spot. And the kicker? ''You'' [[NiceJobBreakingItHero just made it all possible]]. Good job.]]
48* EvilerThanThou: [[spoiler:To the gangs in the first game, who he eliminates]].
49* TheFaceless: Owing to the fact we haven't seen his face- we've seen ''him'', but his face is always shadowed.
50* {{Jerkass}}: Generally mocking and rude, even when you are on fire or in serious pain. [[spoiler: Turning out to be EvilAllAlong isn't really a surprise]].
51* KickTheSonOfABitch: [[spoiler:His wiping out the gangs to forward his own agenda and become a tyrant is somewhat monstrous, but none of them were particularly noble or benevolent in the first place. This is actually recognised by him as a good form of PR.]]
52* ManipulativeBastard: [[spoiler:He ends up basically being in charge of Pacific City by manipulating the first Agent into wiping out the competition.]]
53* MissionControl: In all three games.
54* NoNameGiven: Until ''Crackdown 3'' lists his name as Charles Goodwin.
55* PragmaticVillainy: [[spoiler:Shooting civilians is bad PR, and also doesn't let you rule over people if they're all dead. That's more or less the only reason that the Agency will kill you if you start going on a rampage]].
56* SirSwearsALot: He swears much more than any other character in the franchise.
57* SlaveToPR: [[spoiler:Why he insists on having to KickTheSonOfABitch, and why he tries killing the Agent should they go rogue and start murdering civilians / Peacekeepers.]]
58* TookALevelInKindness: He's a ''lot'' less of a {{Jerkass}} in ''3'', [[spoiler: though he's still evil]].
59* VillainWithGoodPublicity: [[spoiler:In reality, the Director used the gangs as an excuse to further the Agency's power by giving them a SuperSoldier or five. He wipes out the Freaks partially for this reason, since they drain his resources by attacking civilians. This makes him a SlaveToPR]].
60* TheVoice: Always communicates with you via radio.
61[[/folder]]
62
63!Gangs
64[[folder:In General]]
65'''Los Muertos''', '''The Volk''' and the '''Shai-Gen Corperation''' are the three biggest and most powerful gangs in Pacific City, each dominating and controlling a district of the city, and being led by a kingpin and has six generals who play a major role in their respective gangs. They are the main antagonists of the [[VideoGame/{{Crackdown}} original game]].
66----
67* BigBadEnsemble: The kingpins of each gang share the role as rivals. However, [[spoiler:The Director is the true BigBad]].
68* CoDragons: All kingpins have six generals under them who each play a primary role in their organizations.
69[[/folder]]
70
71!!Los Muertos
72[[folder:In General]]
73!!Los Muertos
74!!!'''District:''' La Mugre
75[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/los_muertos_members.jpg]]
76 [[caption-width-right:310:Several members of Los Muertos, including all its leaders from left to right; Gonzalez, Martinez, Alvarez, Garcia (the kingpin), Guerra, Diaz, Sanchez]]
77Los Muertos, "The Dead", have rapidly grown from a petty band of Central American drug dealers into a significant narcotics operation, dominating the two islands forming Pacific City's east side, a district now known as "La Mugre", The Dirt. The gang's "Death" designation was originally chosen to strike fear into those who might dare stand in their way. Now their name is more associated with the consequences of their vile trade. Los Muertos are formidable fighters with remarkable brute strength and brutality to match. They are also renowned vehicle specialists, stealing and customizing the finest cars and vans before using them to great effect in crimes and getaways. Beware that La Mugre's south island is packed rooftops that present an ideal retreat for athletic agents under extreme duress.
78----
79* TheCartel: A bunch of Central American drug runners.
80[[/folder]]
81
82[[folder:Don Domingo Garcia]]
83!!Don Domingo "El Brazo" Garcia
84!!!'''Position:''' Kingpin of Los Muertos
85!!!'''Location:''' Villa
86[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/don_domingo_garcia_9.jpg]]
87 [[caption-width-right:256:]]
88Don Domingo "El Brazo" Garcia is a tough and intelligent man who's violent temper serves him well as the leader of Los Muertos. In the past decade, he has used raw muscle and capable accomplices to elevate this street gang into the big leagues, making Los Muertos one of Pacific City's three dominant criminal organizations. On his rare visits into the capital, Garcia stays exclusively in his villa, protected by his elite guard unit "La Sombras".
89----
90* AuthorityEqualsAsskicking: He looks a bit silly, but he isn't a bad fighter.
91* BigBad: Head of Los Muertos.
92* BigBadEnsemble: With the other kingpins Vladimir Golyak and Zuang Lun Wang. [[spoiler:The Director is the true BigBad]].
93* EyepatchOfPower: Sometimes spawns with one, but oddly enough he's one of the few characters that wears one and ''doesn't'' have an eye out.
94* HandicappedBadass: He's missing one of his hands, so he replaced it with a steel one.
95[[/folder]]
96
97!!!Generals
98[[folder:Juan Martinez]]
99!!Juan "El Numero" Martinez
100!!!'''Position:''' Treasurer
101!!!'''Location:''' Hilltop Housing
102[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/juan_martinez_1.jpg]]
103 [[caption-width-right:256:]]
104Juan "El Numero" Martinez is the "eyes and ears" of Los Muertos, and thanks to his loyal "Bangers" knows everything about anything on the streets. Residing in the heart of the multi-level hill-side housing development on La Mugre's southern island, this manipulative and malicious criminal also holds Los Muertos' pierce strings. Martinez puts the gang's ample illegal earnings to especially effective use when threaten by hiring the best assassins money can buy.
105----
106* StarterVillain: The game encourages you to go after Martinez first.
107[[/folder]]
108
109[[folder:Ramon Gonzalez]]
110!!Ramon "Pistola" Gonzalez
111!!!'''Position:''' Arms Dealer
112!!!'''Location:''' Lighthouse
113[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/ramon_gonzalez_1.jpg]]
114 [[caption-width-right:256:]]
115Ramon "Pistola" Gonzalez is a brutal and volatile man with an unnatural love of the gun. He handles his hardware with psychotic affection and lethal efficiency. Gonzalez controls the flow of Los Muertos cutting-edge munition supply from frequent deliveries at a secluded north cost cove to distribution to ground forces.
116----
117* ColdSniper: Opens fire upon agents from a vantage point at the lighthouse.
118[[/folder]]
119
120[[folder:Rodrigo Alvarez]]
121!!Rodrigo "Montana" Alvarez
122!!!'''Position:''' Physical Trainer
123!!!'''Location:''' Sportiz Sports Complex
124[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/rodrigo_alvarez_2.jpg]]
125 [[caption-width-right:250:]]
126Rodrigo "Montana" Alvarez knows no morality, no fear, no boundaries. This mountain of a man rules a brutal pit fighting operation at his sports complex on La Mugre's southern island. He trains the men for his physical indulgence, showing off his prowess in the ring against multiple assailants. The result, Los Muertos is fit and lethal in close quarters combat.
127----
128* TheBrute: He’s in charge of training Los Muertos goons.
129* InformedAttribute: He’s apparently good at physical fighting, but when you face him, he used a grenade launcher instead.
130* WalkingShirtlessScene: He never wears a shirt.
131[[/folder]]
132
133[[folder:Rafael Diaz]]
134!!Rafael "Chuco" Diaz
135!!!'''Position:''' Vehicle Supplier
136!!!'''Location:''' Easy Riders Garage
137[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/rafael_diaz_6.jpg]]
138 [[caption-width-right:256:]]
139Rafael "Chuco" Diaz is a renowned and accomplished car thief, joy rider and getaway driver. His extensive skills and knowledge are literally a driving force for any Los Muertos behind the wheel. Diaz supervises the creation of high-performance vehicles from the illegal acquisition of the best civilian transportation available to the extensive customization process. His base of operations is distinctive garage on La Mugre's north island where he and his "Easy Riders" race on a regular basis.
140----
141* IronicDeath: It's fully possible to run him over with one of his own cars.
142[[/folder]]
143
144[[folder:Jose Guerra]]
145!!Jose "Tremendo" Guerra
146!!!'''Position:''' Chief Drug Lord
147!!!'''Location:''' Guerra's Nightclub
148[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/jose_guerra_5.jpg]]
149 [[caption-width-right:256:]]
150Jose "Tremendo" Guerra uses his failing nightclub on La Mugre's southern island as a front to ply is vile trade: the manufacture and distribution of potent and addictive narcotic cocktail. A cunning, cold-blooded operator, Guerra takes the deliveries of the drugs by day, and deals them to the desperate by night. This operation alone accounts for a significant percentage of the Los Muertos' illicit income.
151----
152* CoolestClubEver: Averted- it‘s just a front, and apparently it doesn’t do so well legally.
153[[/folder]]
154
155[[folder:Violetta Sanchez]]
156!!Violetta "Santa Maria" Sanchez
157!!!'''Position:''' Head of Recruitment
158!!!'''Location:''' El Castillo Apartments
159[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/violetta_sanchez_2.jpg]]
160 [[caption-width-right:256:]]
161Violetta "Santa Maria" Sanchez: "hot, dirty, deadly." Three choice words used by an undercover officer to describe the persuasive Los Muertos recruiter before he fell foul of her charms and her extreme initiation ceremony. Sex and violence are her favorite tools. Beyond a severe beating, lies the allure of an endless and effortless supply of the finest women, narcotics, firearms, and vehicles.
162----
163* TheSmurfettePrinciple: The only female leader in Los Muertos' ranks.
164[[/folder]]
165
166!!The Volk
167[[folder:In General]]
168!!The Volk
169!!!'''District:''' The Den
170[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/the_volk_members.jpg]]
171 [[caption-width-right:310:Several members of The Volk, including all its leaders from left to right; Rabotnikov, Mikhailov, Yuriev, Golyak (the kingpin), Biragov, Romanova, Gryzunova]]
172
173The Volk, The "Wolf", is a beast to be reckoned with. Tired of relentless fighting for poor pay and no recognition, hardened militia from all over Eastern Europe came together to put their skills to more profitable use: organized crime. The Volk brought with it a strong pack work ethic, and a vast horde of munitions and armed vehicles of war. The mob's Wolves embrace strict military discipline and are experts in the use of firearms and explosives. They bolster their ranks with skilled illegal immigrants and use the rest as a disposable workforce. The Volk controls the entire industrial area of Pacific City, locally known as "The Den".
174----
175* FromCamouflageToCriminal: They conscripts former soldiers to their ranks.
176* TheMafiya: They’re not said to be from Russia, but they’re pretty much this.
177[[/folder]]
178
179[[folder:Vladimir Golyak]]
180!!Vladimir "The Wolf" Golyak
181!!!'''Position:''' Kingpin of The Volk
182!!!'''Location:''' Exetron Oil Rig
183[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/vladimir_golyak_8.jpg]]
184 [[caption-width-right:256:]]
185"The Wolf" Golyak put his exceptional military training to successful use as a mercenary in the previous decade, forging strategic alliances with sinister and influential people whose appreciation of his work he used to build his own powerful empire. Golyak has returned to Pacific City to reclaim control of his troubled organization. His base of operation is an oil rig anchored off-shore, and heavily defended by his trusty "Kroff" who will likely present you with a challenge, Agent. Tread carefully.
186----
187* AuthorityEqualsAsskicking: He's head of the Volk and a great fighter.
188* BadassLongcoat: Wears one.
189* BeardOfEvil: One of his distinguishing features.
190* BigBad: Head of The Volk.
191* BigBadEnsemble: With Don Domingo Garcia and and Zuang Lun Wang. [[spoiler:The Director is the true BigBad]].
192* PragmaticVillainy: The military discipline he imposes on the gang is necessary for a fighting force, not because EvenEvilHasStandards. The shooting of random civilians shows this.
193* RedBaron: Known as "The Wolf".
194[[/folder]]
195
196!!!Generals
197[[folder:Sergei Yuriev]]
198!!Sergei "Sovetnik" Yuriev
199!!!'''Position:''' Treasurer
200!!!'''Location:''' Puregy Refinery
201[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/sergei_yuriev_8.jpg]]
202 [[caption-width-right:256:]]
203Sergei "Sovetnik" Yuriev runs The Volk's oil refinery on the Den's north cost, pushing Workers hard on continual shifts to create vast amounts of cheap fuel to sell at a high-profit on the black market. Yuriev is convinced the Agency is out to get him, and he is correct in that assumption, which explains why he never leaves his tower at the center of refinery, and is guarded like gold.
204----
205* BaldOfEvil: Not a single hair on his head.
206* FriendInTheBlackMarket: For the Volk. Killing him causes their ties to be strained and their cost-efficiency to suffer severely.
207* IShallTauntYou: If you try to approach him while he's still safe inside his tower, he'll [[FlippingTheBird flip you a double duce]] through his bulletproof windows.
208* ProperlyParanoid: Keeps a heavy guard and refuses to leave his reinforced tower out of fear that the Agency is targeting him. [[LampshadeHanging As the Director notes]], he's right on the money.
209* PuzzleBoss: Before you can even start killing him, you need to force him out into the open by destroying three consoles around his refinery, blowing up his tower floor by floor until he's forced on to the roof.
210[[/folder]]
211
212[[folder:Olga Romanova]]
213!!Olga "Meat" Romanova
214!!!'''Position:''' Explosives Supplier
215!!!'''Location:''' Mason's Quarry
216[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/olga_romanova_0.jpg]]
217 [[caption-width-right:256:]]
218Olga "Meat" Romanova. Experimental steroids have reshaped this former athletic prodigy, a delightful beauty into a vile beast. Romanova and her loyal "Puppies" operate the quarry on the east cost of the Den's southern island. From here, they direct the distribution of The Volk's near endless supply of explosives to the Workers in the Den. Be advised, Agent. They are skilled and excited by the use of their wares.
219----
220* {{Acrofatic}}: She moves surprisingly fast for somebody of her stature.
221* AxeCrazy: Enjoys bombing a ''bit'' too much.
222* DanceBattler: Sort of. She's dressed as a ballerina and jumps around a lot.
223* DarkActionGirl: A female, and a good fighter.
224* FatBastard: Well, bitch, but it still counts.
225* GloryDays: Used to be an [[IWasQuiteTheLooker beautiful]] Olympic gymnast before turning to crime.
226* MadBomber: And absolutely nuts about it, too.
227[[/folder]]
228
229[[folder:Viktor Rabotnikov]]
230!!Viktor "Curse" Rabotnikov
231!!!'''Position:''' Arms Dealer
232!!!'''Location:''' Camp Johnson
233[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/viktor_rabotnikov_8.jpg]]
234 [[caption-width-right:256:]]
235Viktor "Curse" Rabotnikov has dedicated his life to doling out death including contract killing for business, serial killing for pleasure, and comrade killing for career advancement. He now controls The Volk's vast munitions operation, overseeing the distribution of firearms from the armory in the old fort the Workers in the Den.
236----
237* ArmsDealer: His role.
238* KlingonPromotion: Explicitly stated to have killed several "comrades" to further is own career.
239* MoreDakka: Has an armoury in his house.
240* {{Sadist}}: Explicitly addressed as one.
241* TheSociopath: Outright described as being one of these.
242[[/folder]]
243
244[[folder:Natalya Gryzunova]]
245!!Natalya "White Fox" Gryzunova
246!!!'''Position:''' Physical Trainer
247!!!'''Location:''' Observatory or the Black Market
248[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/natalya_gryzunova_5.jpg]]
249 [[caption-width-right:256:]]
250Natalya "White Fox" Gryzunova rose to power by strategic contact with selected bodies. Once she had their hearts, their trusts, and their assets, she took their lives. This cunning and fierce woman craves control over her surroundings to compensate for her extreme volatility. She commands mindless, but dependable brought squads that maintain order in the Den. Gryzunova personally prepares her recruits in a training ground to the north of the Den, but she can be usually found where typically trouble thrives in the black market area to the south of the Den.
251----
252* DarkActionGirl: She's in charge of group fitness for a good reason.
253* DrillSergeantNasty: She's in charge of the fitness of her recruits, and she's also a brutal woman.
254[[/folder]]
255
256[[folder:Igor Biragov]]
257!!Igor "Rafik" Biragov
258!!!'''Position:''' Vehicle Supplier
259!!!'''Location:''' City Coaches
260[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/igor_biragov_4.jpg]]
261 [[caption-width-right:256:]]
262Igor "Rafik" Biragov spent his formative years forging a far reaching reputation as a driver of safety-challenged trucks packed with volatile, hazardous compounds over incredible distances and through treacherous conditions. These days, he drives a smooth-running of The Volk's substantial fleet of trucks and military vehicles. His dedicated teams of "Gators" shadow all cargo routes throughout the city, and hijack trucks forced to pass through the Den. Biragov then sells the merchandise to desperate immigrants, and uses the proceeds to buy military vehicles from his extensive contacts.
263----
264* ArmsDealer: A variation in which he sells the Volk military vehicles.
265* BeardOfEvil: A very stylish one.
266* TheBrute: Of the military patrols variety. He isn't necessarily stupid though, as he is responsible for shadowing cargo routes and dealing with repairs.
267* EvilGenius: Mechanical variation.
268* FellOffTheBackOfATruck: Most products he acquires are stolen from hijacked cargo routes.
269* {{Jerkass}}: The guy is described as exploiting desperate immigrants and using their profits to fund his fear campaign.
270[[/folder]]
271
272[[folder:Boris Mikhailov]]
273!!Boris "Baron" Mikhailov
274!!!'''Position:''' Head of Recruitment
275!!!'''Location:''' Docks
276[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/boris_mikhailov_3.jpg]]
277 [[caption-width-right:256:]]
278Boris "Baron" Mikhailov is responsible for the hordes of illegal immigrants flooding the city to become The Volk's new Workers. Where they come from is unclear, but there is no doubt that the numbers are phenomenal. Mikhailov smuggles in far more live bodies than required reportedly in foul conditions to ensure the survival of only the fittest. The remainder that don't make the grade are let loose to distract the Agency. Mikhailov and his depraved "Govnyak" guards reside at the Den's southern docks.
279----
280* BaldOfEvil: No hair on his head.
281* MouthOfSauron: He serves as recruitment for the gang.
282[[/folder]]
283
284!!Shai-Gen Corperation
285[[folder:In General]]
286!!Shai-Gen Corperation
287!!!'''District:''' The Corridor
288[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/shai_gen_members.jpg]]
289 [[caption-width-right:310:Several members of Shai-Gen, including all its leaders from left to right; Oakley, Fang-Yin, Colonel Cowell, Wang (the managing director), Dr. Czernenko, Rzeznik, Mrs. Timbol]]
290The Shai-Gen Corporation is a sinister and pervasive force for evil. It was founded and funded by the previous government with a remit to evolve radical preemptive defense solutions. Its intensive scientific research, strategic influence initiatives and black propaganda yielded staggering and disturbing results. The burgeoning division became financially independent, probably through illicit sources, and more powerful than its original patron. This led to its purchase by a mysterious individual and the birth of the Shai-Gen Corporation, and as a result, the Agency. Shai-Gen is based in "The Corridor", a space created for the lavish lifestyle of its personnel and a superficial utopia for its numbed citizens. Only exceptionally agile Agents have the capability to the heights.
291----
292* EvilInc: Specializing in vile experiments.
293[[/folder]]
294
295[[folder:Zuang Lun Wang]]
296!!Zuang Lun Wang
297!!!'''Position:''' Managing Director of Shai-Gen
298!!!'''Location:''' The Tower
299[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/zuang_lun_wang_0.jpg]]
300 [[caption-width-right:256:]]
301Wang is Pacific City's most prominent yet enigmatic inhabitant. The Managing Director is rarely seen or heard. His seemly boundless capabilities lend credence to speculation that he employs the dark arts to fuel his phenomenal success and to empower his deadly "Kuow Louung" guards. While speculation is rampant, facts about this figure are almost non-existent. Only now, Wang signal his intention to engage with the Agency do we know know the location of his headquarters, the skyscraper in The Corridor's main square. Clearly this a trap.
302----
303* BigBad: Head of Shai-Gen.
304* BigBadEnsemble: With Don Domingo Garcia and Vladimir Golyak. [[spoiler:The Director is the true BigBad]].
305* CorruptCorporateExecutive: The Kingpin of the Shai-Gen and one of its highest ranking executives.
306* FinalBoss: If you take out the gangs in the intended order, since he's the head of the most difficult of the three.
307* MyDeathIsJustTheBeginning: Says "This is just the beginning" when he dies.
308[[/folder]]
309
310!!!Generals
311[[folder:Mrs. Timbol]]
312!!Mrs. Timbol
313!!!'''Position:''' H.R. Director
314!!!'''Location:''' Human Reality Incorporated
315[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/mrs_timbol_1.jpg]]
316 [[caption-width-right:256:]]
317Mrs. Timbol's primary role is ruling Shai-Gen's Human Resources Department, supervising the training of new recruits for the corporation's radical security force. Those who fail her ruthless indoctrination program provide target practice for those who succeed. Mrs. Timbol described by undercover Agents as the "Devil made flesh". This woman who has no heart or soul revels in stealing both via Shai-Gen's "Acquisitions Department", a covert group that kidnaps innocent civilians used in sadistic training exercises and research.
318----
319* NoFullNameGiven: It’s not clear what her first name is.
320[[/folder]]
321
322[[folder:Dr. Baltazar Czernenko]]
323!!Dr. Baltazar Czernenko
324!!!'''Position:''' Research Director
325!!!'''Location:''' Institute of Research
326[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/dr_baltazar_czernenko_2.jpg]]
327 [[caption-width-right:256:]]
328Dr. Baltazar Czernenko is Shai-Gen's Research Director. His most successful inventions are the emotion suppressants used to keep civilians docile, and the genetic accelerants used to create so-called super soldiers. Czernenko's work focuses on every unlawful, unethical and unfounded field of medicine. The results seldom practical or pleasant, but Shai-Gen is confident another breakthrough is imminent. Fortunately for Czernenko, Pacific City provides a healthy supply of potential test subjects.
329----
330* BaldOfEvil
331* ChekhovsGunman: His earliest appearance is in the opening cutscene; his research having served as the basis of the Agent program.
332* EvilGenius: Of Shai-Gen.
333* EvilOldFolks
334* HoistByHisOwnPetard: He's killed by one of the superhuman Agents his unethical research helped create.
335* MadScientist: His experiments are clearly unethical, and have resulted in the creation of twisted monsters.
336* SmallRoleBigImpact: In-game, he's just another gang boss to take down; but his attempts to recreate the Agent program as a member of Shai-Gen results in the Freaks, and after his death they escape his compound to start the ZombieApocalypse in ''Crackdown II''.
337[[/folder]]
338
339[[folder:Melissa Fang-Yin]]
340!!Melissa Fang-Yin
341!!!'''Position:''' Intel. Director
342!!!'''Location:''' Knowledge Bank
343[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/melissa_fang_yin_7.jpg]]
344 [[caption-width-right:256:]]
345Melissa Fang-Yin is Shai-Gen's exceptional Intelligence Director. Her comprehensive intelligence network relies on the interception and assessment of all communication within the city as well as anything that flow in and out. We find information is directed to the relevant departments to control conduct withing the Corridor. The population is under constant vigilant scrutiny from Field operatives known as "Analysts". They seek out infractions and insubordination and convey precision data to the "Enforcers" who administer immediate and extreme reprisals.
346----
347[[/folder]]
348
349[[folder:Colonel Axton Cowell]]
350!!Colonel Axton Cowell
351!!!'''Position:''' Defense Director
352!!!'''Location:''' Central Point
353[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/colonel_axton_cowell_4.jpg]]
354 [[caption-width-right:256:]]
355Colonel Axton Cowell acts as Shai-Gen's Defense Director, providing water-tight protection for the "big fish". From the top floor of his war room, Cowell keeps track of all key figures and events throughout the city, ready to act when the need arises typically to stop trouble before it starts. It's not clear why this highly decorated ex-Special Forces legend aligned himself with Shai-Gen, but his presence is a significant obstruction to justice.
356----
357[[/folder]]
358
359[[folder:Thaddeus Oakley]]
360!!Thaddeus Oakley
361!!!'''Position:''' P.R. Director
362!!!'''Location:''' Exhibition Center
363[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/thadeous_oakley_4.jpg]]
364 [[caption-width-right:256:]]
365Thaddeus Oakley is dedicated to the "Message", the corporate lines that captured the hearts and minds of an unsuspecting nation. His management of Shai-Gen's extensive and effective public relations campaign is exemplary. He single-handedly made the corporation irresistible, and encouraged an unprecedented influx of new talent. Oakley employs his own subliminal branding techniques, using methods too sophisticated to be understood by anyone else. Clearly Shai-Gen's reputation hinges on Oakley existence.
366----
367* DeadlyEuphemism: After he is killed, the company claim that he has "taken an early retirement". [[BlatantLies Nobody believes it]].
368* HypercompetentSidekick: The Director estimates that without Oakley and his PR, Shai-Gen would not have gotten to where it is. Upon his death, morale takes a major hit.
369* MouthOfSauron: To Shai-Gen, and to his boss.
370* VillainWithGoodPublicity: He's the reason that Shai-Gen is a well-known business, with his PR campaigns being wild successes.
371[[/folder]]
372
373[[folder:Vitaly Rzeznik]]
374!!Vitaly Rzeznik
375!!!'''Position:''' Security Director
376!!!'''Location:''' Insight Counter Services
377[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/vitaly_rzeznik_8.jpg]]
378 [[caption-width-right:256:]]
379Vitaly Rzeznik, Security Director for the Shai-Gen Corporation, runs a private militia to rival the country's official armed forces. His enforcers keep the Corridor clean through their judicious use cutting-edge equipment and expertise combined with exceptional analyst intelligence. Rzeznik is supremely paranoid. His trust only extends to Melissa Fang-Yin, doubtless blinded by her beauty and intellect. He rarely leaves his office on the top floor of a fortress-like security complex overseeing the east side of the Corridor.
380----
381[[/folder]]
382
383!Cell
384[[folder:In General]]
385The terrorist group that springs up in the time between the first and second games. They violently oppose the Agency and its efforts to clear up Pacific City from the Freak infestation. They are the main antagonists of ''VideoGame/{{Crackdown 2}}''.
386----
387* BadassArmy: They're badass enough to take on the Agency and drive them out of most of Pacific City. Even when [[OneManArmy The Agent]] arrives, they're badass enough to apply MoreDakka.
388* {{Determinator}}: One reason why you have to apply ThereIsNoKillLikeOverkill- if a tactical point is left undefended, Cell can and often will take it back even after a bloody beating.
389* EliteMooks: The GatlingGood mooks qualify, being more heavily armoured.
390* KnightTemplar: Their methods for opposing the Agency involve gunning down any and all Peacekeepers, many of whom are innocent. [[spoiler:Subverted when it turns out that Cell really were the good guys]].
391* LaResistance: They oppose the Agency, by now one of the strongest factions in Pacific City. [[spoiler:This is actually on moral grounds]].
392* TheRemnant: [[spoiler:Presumably what they become after you wipe out most of their base of operations, since Cell members will still spawn en masse and on the streets to try and take you out- in any case, Catalina Thorne is still out there]].
393[[/folder]]
394
395[[folder:Catalina Thorne]]
396!!Catalina Thorne
397-->'''Voiced by:''' Creator/CreeSummer
398The leader of the Cell resistance group, and the BigBad of the second game. She opposes the Agency, declaring that it and all its workers are targets.
399-----
400* BigBad: Of the second game and leader of the Cell. [[spoiler:Subverted]].
401* DarkActionGirl: While for the most part she stays out the way, she does do her utmost to stop you from [[spoiler:lighting the final beacon.]] However, [[spoiler:she's really an ActionGirl as she's one of the most heroic characters in the franchise]].
402* HeroAntagonist: [[spoiler:One of the most heroic characters in the franchise.]]
403* WhatHappenedToTheMouse: Her fate after ''2'''s ending is unknown. Granted, she may not even ''exist'' anymore due to ''2'' being declared [[CanonDiscontinuity non-canon]].
404[[/folder]]
405
406![=TerraNova=]
407[[folder:In General]]
408An evil corporation that serves as the main antagonists of ''VideoGame/{{Crackdown 3}}''. They rule New Providence, and attack other major cities through total blackouts, forcing the Agency to respond. Unfortunately, [=TerraNova=] attacks the ship they sent, and kills all but one, who's saved and resurrected by ECHO. There are three divisions in the corp; Logistics, Industry, and Security. Each of them is led by a captain.
409----
410* ManBehindTheMan: It's mentioned in ''3'' that they were heavily involved in supplying the gangs of Pacific City from the first game. [[spoiler: It's left uncertain if they knew the Agency was also involved.]]
411* MegaCorp: Even bigger and more powerful than the Shai Gen in the original game.
412* ToxicPhlebotinum: Chimera, a glowing green mineral mined in New Providence, powers much of their technology.
413[[/folder]]
414
415[[folder:Elizabeth Niemand]]
416!!Elizabeth Niemand
417The CEO of [=TerraNova=].
418----
419* BigBad: Head of [=TerraNova=].
420* DarkActionGirl: She stays out of the fight up until the Agent is StormingTheCastle, until they reach the top of her tower. Then she takes control of an enormous snake mecha.
421* VisionaryVillain: It's nebulous, but she obsesses over creating a new world.
422[[/folder]]
423
424!!Security
425----
426[[folder:Kuli Ngata]]
427!!Kuli Ngata
428The head of [=TerraNova=] Security
429----
430[[/folder]]
431
432[[folder:Liv Sorensen]]
433!!"Enforcer" Liv Sorensen
434----
435[[/folder]]
436
437!!Industry
438----
439[[folder:Katala Vargas]]
440!!Katala Vargas
441The head of [=TerraNova=] Industry
442----
443[[/folder]]
444
445[[folder:Ojmon Keita]]
446!!"Chemist" Ojmon Keita
447----
448[[/folder]]
449
450[[folder:Reza Khan]]
451!!"Manufacture" Reza Khan
452----
453[[/folder]]
454
455!!Logistics
456----
457[[folder:Alois Quist]]
458!!Alois Quist
459The head of [=TerraNova=] Logistics
460 ----
461[[/folder]]
462
463[[folder:ROXY]]
464!!"Monorail" ROXY
465----
466[[/folder]]
467
468[[folder:Wilhelm Berg]]
469!!"Manpower" Wilhelm Berg
470----
471[[/folder]]
472
473!Other Characters
474[[folder: Echo]]
475!!"Echo" Enakshi Swift
476----
477* FullCircleRevolution: She fights against Terra Nova for their unethical behavior, [[spoiler:but she ends up joining The Agency, who are no better.]]
478* LaResistance: Organizes one against Terra Nova. [[spoiler: Given that she eventually teams with (and is offered a job by) The Agency, may be a case of FullCircleRevolution.]]
479* MissionControl: Shares this role with the Director in ''3''.
480* PlayfulHacker: Quite supportive to the Agent, and an excellent hacker. Within the first few minutes of talking to him, Echo manages to identify Charles Goodwin, the Agency Director
481* SummonBiggerFish: She resurrects the Player after death in ''3'' as she needs help in bringing down Terra Nova.
482[[/folder]]
483
484[[folder: Others]]
485
486!!Chad Stroker
487
488A journalist whose prior logs cover the rise of the Freaks in the second game.
489
490* ApatheticCitizens: Defied, in part owing to his job and in part owing to his disbelief as to how many people are out and out unconcerned by the Freak virus.
491* ApocalypticLog: Downplayed. He records how most of Pacific City is starting to go to hell, but it isn't destroyed and he survives. Supposedly.
492* DeadlineNews: Narrowly averted, as a few times he's almost caught when evacuating from a news area deemed too dangerous.
493* NiceGuy: In most of his reports he expresses nothing but the desire that Pacific City and its inhabitants will be safe.
494
495!!The Freak Watcher
496
497A man whose prior logs cover the rise of the Freaks. He's rather obsessed with them.
498
499* AdmiringTheAbomination: One of his logs has him view a Freak for the first time, and admiring its rather gruesome characteristics.

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