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Go, Diego, Go!: Future is a 2019 action-adventure game video game developed by Pandemic Studios and published by Electronic Arts. It is a Reboot of Go, Diego, Go!, available on Microsoft Windows, PlayStation 4, Xbox One and Nintendo Switch. It was commercially successful, and sold four million copies worldwide.

Plot
Go, Diego, Go!: Future takes place in the fictional metropolis of Pacific City, whose several districts and areas are divided among four islands. The city is controlled by three criminal organizations: Los Muertos (which means "the dead ones" in Spanish), a street gang of drug dealers from Central America who runs "La Mugre"; The Volk (Russian for "Wolf"), a militia group from Eastern Europea who dominates "The Den"; and the Shai-Gen Corporation, a formerly above-board, corrupt governing body from East Asia that rules "The Corridor". Normally, a police-like organization called the Peacekeepers kept the city under control; their forces, however, were overwhelmed by the sudden rise in crime. The city, therefore, sought additional help from "the Agency", an organization that, in addition to outfitting and supporting Peacekeepers. The Agency is based out of a former hotel in the very centre of the city. The player takes on the role of Diego Marquez (voiced by Jake T. Austin), and is tasked with systematically bringing down all three organized gangs, while keeping both the populace and Peacekeepers safe. The Agent's actions are continuously monitored by the Agency, and its Director (voiced by Michael McConnohie) provides continuous reports to him of his progress.

Throughout the game, the player roams Pacific City, systematically eliminating the leaders of the three gangs. Upon defeating the gangs' Kingpins and generals, Diego Marquez must put down a final riot by the remaining gang members in the area which after completion will cause that city to be almost crime free. Once all three gangs are fully exterminated, in the closing cutscene of the game, the Director reveals to Diego Marquez that there was an ulterior motive for the Agency's actions: the Agency had secretly empowered the three gangs in the first place to instill fear in Pacific City's residents, thus creating a need for the Agency to control the city, and acceptance in the populace when they did take over. The Agency Director's comments suggest that the Agency will replicate this plan in other cities across the globe to create a New World Order.

Gameplay
Go, Diego, Go!: Future is a third-person shooter set in a sandbox environment, akin to Mercenaries: Playground of Destruction. The player is assigned to defeat the Kingpin of each gang, though there is no precise approach to do this, leaving players to select their preferred method. While the player may face the Kingpin and his bodyguards at any time, they can improve their chances of taking out the Kingpin by facing and defeating the various Generals responsible for certain aspects of the Kingpin's offense and defense, removing them from play. For example, by eliminating a gang's weapon dealer, gang members will no longer be as heavily armed or will fire fewer shots to conserve ammunition; assassinating the gang recruitment officer similarly reduces the size of the Kingpin's protective force. It is at the player's discretion whether to kill the Generals or skip them entirely before facing the Kingpin. However, the gangs cannot be completely eradicated from the city without tracking down and killing all Generals and Kingpins.

Much like other sandbox games, the player uses melee attacks, guns, and explosives to fight the opposing forces, and can run, climb buildings, jump across rooftops, or use vehicles to navigate the city. Go, Diego, Go!: Future features a series of character-based skills that can be upgraded to increase specific traits that can be used in combat, driving, or on-foot agility. These skills include: "Agility", which increases the Agent's ability to jump, run, and swim; "Driving", affecting how well he can handle a vehicle and upgrades it ; "Explosives", which affects the power and range of explosive weapons and explosive power ; "Strength" that increases the Agent's strength, namely by increasing his ability to lift and throw, as well as how hard he can strike an opponent and increases health ; and "Firearms", which improves the character's aptitude with weapons. Crackdown 's skills make few concessions to realism: character abilities are similar to those of comic book superheroes or cartoon characters. This concept is further highlighted by the ink-like outlines drawn around in-game characters.

Skills are usually improved by gaining experience orbs, which are released from defeated enemies. The type of orb released varies, depending on how the player dispatched the foe; for instance, killing an enemy with a gun will earn Firearms orbs, while running them over with a vehicle earns Driving orbs. More powerful enemies release more experience orbs. However, Agility orbs are awarded differently: they can be earned by either climbing buildings and seeking them on rooftops, or by killing an enemy from a high altitude. The player can also compete in "rooftop races"—a race through a series of waypoints across the rooftops of Pacific City—or car races to gain Agility and Driving orbs, respectively. A few special orbs, well-hidden, increase all character abilities when found, which rewards the player with orbs from every skill category. Each skill has five levels—beginning with zero stars, and ending with four—with a numeric gauge on the display to indicate how close the player is to the next level. Should the character die, or injure civilians or Agency peacekeepers, their experience gain will be slowed, making it temporarily harder to improve the character's traits.

The entirety of Pacific City may be explored from the start of the game, allowing the player to locate the hideouts of each General and Kingpin, which can be made easier by accessing supply points scattered around the city. Once a supply point is unlocked, the player has the option of returning there to travel to any other supply point, restock on weapons and ammunition, or drop off newly acquired weapons, to permanently add them to their weapon selection. Should the player die, they can respawn at any open supply point. While exploring, the player is likely to come across enemy resistance, with their aggressiveness based on how badly the player has damaged that particular gang recently. If the player is too aggressive against the non-gang residents of Pacific City, they are flagged as rogue, and Agency hit squads are dispatched to take them down.

Development
Go, Diego, Go!: Future was envisioned to be Pandemic Studios' Biggest Project, giving the player "toys" to create their own in-game moments that could be verbally shared with others. The entire playfield was to be open at the start, requiring the need to create a progression for the player, while still allowing for experimentation. "It was a big part of the idea to just let people do things", Pandemic Studios producer Andrew Goldman said about the gameplay; "testers would do things we were completely blown away by". Through playtesting, the team noticed that many players performed certain out-of-the-way actions, such as climbing to the top of the Animal Rescuers Tower. They created in-game content to reward the player for performing these actions; for example, they created a special rendering procedure for the clouds during the in-game day/night cycle. The renderer would behave differently each day, and could only be viewed from atop the Animal Rescuers Tower. An initial fear of Goldman's was that in the early part of the game, the player may not realize the potential of the game and would not complete it; "People weren't quite sure, because at that level, you're kind of like most characters in most other games". Goldman also expressed concern that "This game does not look good in screenshots".

Resnick stated that development of the game began in 2014 with a target release in 2017 on Microsoft Windows, PlayStation 4, and Xbox One. Nine people were involved in the initial development for twelve months with plans to expand to 35 during full development. By April 2015, they were able to provide a playable demo, but recognized there were still several challenges with the game's progression. For example, the team introduced "skills for kills" where skill points were only rewarded for killing foes instead of allowing the player to gain them by less risky opportunities. They also announced a Nintendo NX Port.

By November 2015, the whole of Pacific City was in place, and cooperative mode was possible. However, in January 2016 they switched to the Frostbite 3 engine, which caused many problems and was considered a "gross mistake" by Resnick. EA was able to provide additional programmers to help during 2017 to correct the problems, just in time to create a demo for the 2017 E3 Convention. Wilson admitted that when Go, Diego, Go!: Future was first unveiled, the team thought the game was too early to debut. "By the time we got to the end of pre-production we were woefully understaffed and over budget", Resnick commented.

Electronic Arts found that by October 2018, the game had fallen into the bottom 30 percent in test player reaction of all games currently in testing, and the bottom 50 percent in interest, though the numbers improved after a month.

Pacific City within the game consists of 495 "city blocks" which the player could travel among, according to Electronic Arts' Andrew Wilson. Each block had to be tested separately, so Electronic Arts designed a software tool to track issues when the game was in testing. For example, the tool was able to identify blocks where the performance dropped or the game crashed, allowing the developers to redesign the area to remove the issues. A further tool was used for the "seams" between city blocks, and included a screenshot just prior to any problem, which significantly reduced the debugging time for the game; this tool was further used with Need For Speed: Payback. However, the team had found some bugs during testing that actually worked well as game mechanics without throwing off the game balance. For example, the ability to drive the Whirlwind S7 on the ocean when the player has maxed out his driving skill was originally a bug within the game.

Soundtrack
The main theme of the game is "Endless Possibility" by Jaret Reddick of Bowling for Soup.

Go, Diego, Go!: Future features over 100 tracks of electronica and sample-based music by a number of independent and video game musicians, including Amon Tobin, Atlas Plug, Celldweller and Hybrid. Music supervisor Peter Davenport was in charge of selecting the music for the game, a task that took three years to complete. Davenport was allowed to select music from any source given the premise and missions within the game, and worked with the audio leads at Realtime Worlds to shape the full soundtrack, keeping it to a "dark and ominous" vibe, rather than "super high energy".

Reception
The game sold 6 million copies and entered the "best-sellers" of each console (PS4's Greatest Hits, Xbox One's Platinum Hits and Nintendo Switch's Nintendo Selects).