Alex Ward


Three Fields En­ter­tain­ment To me, ‘best game’ should be ex­actly that, re­ally – a game. Not an at­tempt to cap­ture re­al­ity; some­thing out of the or­di­nary. That’s why I’m choos­ing

Crack­down. A game that made me day­dream about the real world when I wasn’t play­ing, plac­ing imag­i­nary orbs across ev­ery roofline I gazed at, and in­vad­ing my con­scious­ness. It’s the best su­per­hero game ever made. Climb­ing, run­ning, jump­ing and fall­ing in this game let us all feel in­vin­ci­ble. It also al­lowed us to cre­ate some won­der­ful mo­ments of open-world chaotic may­hem – crash­ing ve­hi­cles and set­ting off chain re­ac­tions of ex­plo­sions. A fine ex­am­ple of true dig­i­tal ur­ban van­dal­ism. It’s mem­o­rable to me for many rea­sons. It was the first ti­tle that made play­ing with the physics sys­tem part of the game. It was open-ended, giv­ing us dif­fer­ent op­tions in terms of the or­der in which things were ex­pe­ri­enced. And it was the first truly mag­nif­i­cent on­line co-op game, where your friends would dis­ap­pear to mop up orbs they needed dur­ing play. The fact that I’m still think­ing about it to­day is tes­ta­ment to its magic.

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