There are a few reasons why people might have fallen in love with Square Enix's Sleeping Dogs, even though the game didn't quite turn over the profit that Square might have been hoping for, following the acquisition of the brand after Activision cited ballooning costs and poor annual franchise possibilities for the now iconic open-world title.

For most of everyone who played the game it's not hard to see why people fell in love with it, from the sparkling night life to the dynamic fighting mechanics, the game managed to carve out its own unique take on the open-world genre without becoming too much of a standard GTA clone or getting lost in its own image like Saints Row.

One of the things that United Front Games did that few other open-world titles have managed to do, is create a compelling and dynamic fighting system. EA came close to becoming the king in this area with – at the time – revolutionary, interactive fighting in their first Godfather title. However, quality was not on the table for the sequel and EA promptly, readily and easily dropped the ball. And even though the original True Crime: Streets of L.A had a pretty good system, it wasn't something that was as intuitively interactive with the open-world as EA's title, since a lot of the fighting took place in instanced areas.

United Front Games fixed the issue of interactivity, fluid combat and multi-opponent mechanics with Sleeping Dogs. The game borrowed a counter-mechanic from The Matrix: Path of Neo, allowing players to easily and fluently reverse and counter moves, as well as pull off some just-barely-complex enough fighting moves. Alongside Saints Row 2, Sleeping Dogs has one of the most intuitive and fluid open-world fighting systems on the market.

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