The gunplay is fine, but again, I wish the devs leaned more on Crackdown’s strength – your Agent. That way it doesn’t affect agility orb placement or use up too many dev resources rendering an entire city ripped to shreds. And, you could even use some story beat to explain how the buildings come back shortly after tearing them down. The cloud destructibility we saw in Crackdown 3’s previews always felt too good to be true, but it would have been nice to see a more noticeable impact we were making on the world. You have all this firepower plus those cannons Terry Crews calls his arms, and outside of blowing up cars, there’s no destruction. Part of the problem is the lack of destructibility. All the guns feel fine, but none of them are all that memorable. Gunplay is decent and coupled with the lock-on system that’s been there since the franchise’s start. When I’m not hunting down agility orbs, I’m shooting evil folks in the face. Take the best of Crackdown and run with it. Give us the option to create Propaganda Towers. I do wish Sumo Digital went an extra step here. It’s a fun addition to the agility orb hunt. But soon I was using my gun to trigger new platforms, jump to moving platforms, and jump around forcefields to get to the top. Think Assassin’s Creed synchronizing towers but built around Crackdown’s platforming strengths. Propaganda Towers give you a new reason to jump to new heights. There are plenty of agility orbs to grab, agility races to run, and random orbs to hunt down to keep you busy for a while. Running, jumping, and punching are the standouts in Crackdown 3. They’re small but memorable moments that help build a franchise’s identity. It’s like a melon busting headshot from Gears of War, or the moment Kratos catches his axe in God of War. There’s something about the visual/audio presentation that does it for me. Running through an agility orb is one of my favorite gaming moments. It makes grabbing agility orbs a breeze in the latter game, but still fun. Once you get to level 5, you gain two extra jumps and two dashes every time your feet leave the ground. New tweaks to jumping with extra jumps and mid-air dashes make it a little more forgiving but still a blast. Jumping from building to building or climbing the tallest tower feels as good now as it did when we all bought Crackdown 1 to play the Halo 3 beta. There’s driving too, but c’mon who does that? Jumping from rooftop to rooftop is the only way to get around Crackdown 3’s city, New Providence. Same goes for punching and blowing stuff up. Keep shooting stuff, and you’ll carry more ammo or get access to better guns. Agility orbs make you jump farther and unlock more platforming skills. “Quack, quack, you do in Crackdown 3 is tied to attributes. And Terry Crews (aka Daddy Duck) is fantastic. But the hum of agility orbs keeps pulling me back to find more. It’s a prettier version of Crackdown you’ve already played. The Gist: The hunt for agility orbs returns in Crackdown 3 and continues to carry a franchise that hasn’t evolved all that much in 12 years. If that’s what Crackdown is for you, the third entry is more of the awesome same. When I think of Crackdown, I see little green agility orbs and the sound they make when you run into them. Plenty of games have collectibles few weave them into the gameplay loop like Crackdown.
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