Both organizations' members can be killed with melee attacks, explosions, and bullets but there are special UV weapons made for the Freaks, who cannot survive in sunlight.
Soon after, Catalina unleashed the "Freak" virus into the populace of Pacific City, turning the infected into mindless mutated monstrosities that kill anything they find.
While the people were weaker and more desperate than ever, Catalina rallied their support, claiming the Agency has a cure for the virus but is keeping it secret.
Desperate for hope, they formed the "Cell", a terrorist group devoted to destroying the Agency and making them give up the cure.
That's when the Agency unveiled Project Sunburst, in which a large bomb of direct sunlight is planted and detonated inside "Freak" lairs.
During the process, ex-agents turned into freaks, which were kept for research, break free and attack the three cores which must be defended by the Agent.
After the credits, a short video shows Thorne performing research, with the hand of the Agent in a test tube on the table in front of her.
The downloadable content "Keys to the City" features the Agency after the events of Crackdown 2, now sporting newer and more advanced technologies, and the return of the Agent.
Audio Log collectibles found in the game give a different story, which paints the Agency as evil and manipulating, having engaged in a multi-step program to once again give the public a reason to accept unconditional control by their forces and cover up their own involvement in the events of the first game.
Thorne, a doctor who actually wants to help the Pacific City populace, attempts to open a clinic to give free medical care to the homeless, but "freaks" left over from a Pacific City super-gang (funded by the Agency, as revealed in Crackdown) invade the clinic and kill almost everyone; the Agency blames this on wild animals.
[12] Realtime's Studio Manager Colin MacDonald clarified that if they have the resources after completion of APB, they could approach Microsoft to discuss a sequel.
[13] Prior to its announcement, industry rumors stated that the new start-up company, Ruffian Games, a Scottish studio formed from members from the Realtime Worlds team, may be involved in the development of a Crackdown sequel.
[15][16] The rumors of Ruffian's involvement with the sequel were initially dismissed by McDonald, saying he doubted "Microsoft would harm an otherwise fruitful existing development relationship by gambling on funding Crackdown 2 with a startup on RTW's doorstep, for obvious reasons.
[18] Ruffian's executive producer, Peter Connelly, agreed that the situation that caused Realtime Worlds to move onto APB was unfortunate, but hold no animosity towards the company.
[19] There are no significant mechanical changes to the game, though Ruffian continues to improve on the rendering engine to allow the display of the large vista of Pacific City.
"[20] GameSpot praised the game's exploration, orb collecting and four-player co-op, while also criticizing its similarities to its predecessor.
[29] IGN also faulted it for similarities to its predecessor and its absence of a true story, but complimented its orb collecting and cooperative campaign.
[30] Official Xbox Magazine UK praised its four-player co-op, combat system, but criticized the layout of Pacific City for being too similar to its predecessor, as well as lack of transforming vehicle, but the author, Ben Talbot, still described the game "an addictive experience, and one that offers the best sandbox co-op this side of Saints Row 2".
[25] The Escapist gave the game four stars out of five and said that it "offers hours of satisfying, brainless fun for those who enjoy that sort of thing.
"[39] The Daily Telegraph gave it seven out of ten and said it was "immense fun, but this is thanks to the fact that its core gameplay remains largely unchanged from its predecessor.