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Crackdown 3

PC, Xbox One

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The story of Crackdown 3’ s developmen­t will one day be told, and it’s a copper-bottomed guarantee that it’ll be more fascinatin­g than the game itself. Whatever happened, surely this isn’t what was planned. Crackdown 3’ s one big idea – its vaunted cloud-based realtime destructio­n – adds little to a limited and weirdly generic multiplaye­r mode, while the singleplay­er campaign seems to have settled for even less. It’s Crackdown, but in higher resolution and with improved draw distance, and only the least demanding of players could realistica­lly be fully satisfied with that. For better and worse, Crackdown 3 almost entirely ignores the way the open-world genre has evolved in the 12 years since the original. It doesn’t feel as if it’s been developed in a bubble so much as a time machine.

This throwback approach has its advantages. There’s a single-mindedness to Crackdown 3 that taps into a similar brand of immediate gratificat­ion to the EDF games, though it’s less ambitious and spectacula­r in the scale of its mayhem. But it hardly stints on the carnage. By the end of the game, when you’re picking up vehicles and throwing them into explosive tanks to destroy clusters of robot guards, it feels like almost everything around you is on fire – usually including yourself.

Until then, your job is simple: as a super-powered agent, you’re asked to liberate the gaudy, gleaming city of New Providence from villainous megacorpor­ation TerraNova. In doing so, you’ll expand your own territory, opening up supply caches and fast-travel points (for once that isn’t false advertisin­g; you’re spirited there in moments). Whether you’re freeing civilians, capturing monorail stations or destroying industrial plants, it tends to involve keeping your finger pressed down on the right trigger, pausing only occasional­ly to dodge a hot laser beam or a boulder hurled by some mechanical brute. It helps that you don’t really have to aim: the lock-on doesn’t always prioritise threats well, but it attaches itself to targets like a limpet, letting you bounce and roll around to your heart’s content, as their health bar quickly drains to nothing.

Each mission contribute­s to the downfall of a local lieutenant. There are a few mandatory quests and many more optional ones, but it doesn’t take much to draw out and eliminate these mini-bosses, moving you up the chain of command. But while, say, Mafia III or Shadow Of Mordor had you completing dozens of copy-pasted quests over the course of several hours, you’ll expose TerraNova’s kingpins much more quickly: Crackdown 3’ s action may be similarly one-note, but at least it doesn’t feel the need to drag things out with arbitrary level gating. Each objective has a survival rating, determinin­g your chances of success, but progressio­n is permanent – die and it’s a short trip back to the frontline where you can carry on where you left off. You might be too underpower­ed in the early game to tackle some of these,

but after a short while you’ll have sufficient firepower to give them a shot. That’s certainly true once you’ve got your hands on the pulse beam, a ludicrousl­y powerful high-capacity laser that can cut through almost anything with ease. With a few exceptions, you’ll rarely feel the need to switch, especially with a portable ammo field equipped to your grenade slot – though that’s hardly necessary given how many supply crates you’ll find in and around your objectives. Progress is swift, then, not least since your abilities are upgraded automatica­lly through play. There are no skill trees to think about; unlocking a doublejump and a ground-pound, new weapons, grenades and vehicle types all comes organicall­y. Up to a point it depends on your playstyle – if you use guns rather than melee attacks then that’s what you’ll unlock soonest, but you’ll steadily gain experience in the others regardless. It does, however, pay to take a bit of early time out to grab those green agility orbs. By the time you’ve got a couple of hundred, you’ll be able to clear mid-sized buildings in, well, a couple of bounds. Good job, too, as traversal is otherwise slightly sticky. Sidling along ledges and leaping between handholds is bizarrely slow, but necessary at prisoner hardpoints and vehicle lockups where you need to follow cables to batteries powering the energy gates that contain your targets.

Still, these are the only points where you feel a sense of connection to this pretty but synthetic world. Bodies and vehicles might be sent flying by the force of its explosions, but every major structure is untouched. That’s disappoint­ing enough, but the multiplaye­r – developed separately by Elbow Rocket, and which does feature the cloud-powered destructio­n engine – is an even bigger letdown. There are two modes: a version of COD’s Kill Confirmed, where the first team to collect 25 medals from downed enemies wins, and Territorie­s, a bog-standard King Of The Hill variant. While you can destroy certain walls and floors, the foundation­s of the buildings here also remain intact. And given that it borrows the campaign’s mechanics, the outcome of any shootout is almost always determined by which player locked onto their rival first. Deploying your single bonus ability – a vertical boost or a temporary shield – occasional­ly lets you escape death, but as a tactic it’s only useful if your opponent hasn’t done the same.

The flimsiness of the multiplaye­r casts a harsher light on the campaign’s brevity. At around 12 hours, Crackdown 3 might respect your time, but in its lack of ambition, it’s hard to argue that it’s worth the money – you could say it’s the perfect advert for Game Pass. We’d be lying if we pretended we didn’t have some fun with it. But it only works in the same way a McDonald’s occasional­ly hits the spot: this is cheap, junk-food gaming that comes with a side-order of regret.

Almost entirely ignores the way the openworld genre has evolved in the 12 years since the original

 ??  ?? ABOVE Collect enough of the orange orbs dotted about the map in Wrecking Zone and you can enter Overdrive mode, which boosts either your Agility and Firearms or Strength and Explosives skills. Alas, it makes little real difference when an opponent gets a bead on you.
RIGHT You have a handful of agents to choose from at the start, with the rest added to the roster as you collect orbs of DNA from across the city. Each has perks that boost experience in individual skills
ABOVE Collect enough of the orange orbs dotted about the map in Wrecking Zone and you can enter Overdrive mode, which boosts either your Agility and Firearms or Strength and Explosives skills. Alas, it makes little real difference when an opponent gets a bead on you. RIGHT You have a handful of agents to choose from at the start, with the rest added to the roster as you collect orbs of DNA from across the city. Each has perks that boost experience in individual skills
 ??  ??
 ??  ?? BELOW Climb and you can see for miles, letting you locate agility orbs. You can boost your traversal powers much quicker, but the lack of challenge in finding and reaching them takes away some of the fun
BELOW Climb and you can see for miles, letting you locate agility orbs. You can boost your traversal powers much quicker, but the lack of challenge in finding and reaching them takes away some of the fun
 ??  ?? ABOVE An early CG cinematic features an impressive­ly animated Terry Crews as default agent Jaxon. But subsequent story cutscenes use a relatively static hand-drawn comic-book style. It feels slightly cut-price
ABOVE An early CG cinematic features an impressive­ly animated Terry Crews as default agent Jaxon. But subsequent story cutscenes use a relatively static hand-drawn comic-book style. It feels slightly cut-price

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