GW: Well, it would’ve meant rearchitecting the whole game, basically. GC: I can guess the answer, but I’ll ask this anyway: why not offer the destruction as an option in the campaign mode? But both modes will be out and available at the same time. But in a campaign where you’re there to save the world it doesn’t make that much sense. And the second reason was just narratively, in a competitive multiplayer decimating the entire city kind of makes sense. GW: There is still destruction in the campaign, but it’s more of a traditional destruction you’d see in a normal game. Sorry, but it’s been so long since we’ve seen the game. I’d completely forgotten that was how it worked. And I wanted the campaign to be playable offline. If you’re using cloud power it needs to have a constant, decent, connection to the Internet. Firstly, I didn’t want it to be a completely online game. Not at E3, but later on this year.īut when it comes to the campaign there was a couple of reasons why we didn’t want to put that technology into it. That all works great in multiplayer and we’ll be showing more of that later on. You’ve got a large arena where you play in a competitive multiplayer way, where you’re trying to take down your opponent’s tower before they take yours down. That is part of a separate multiplayer mode. GW: So, on the cloud-based destruction stuff. GC: I’m a bit confused here because that playable demo didn’t look anything like the one I played at Gamescom a couple of years ago. But since the game’s attitude is to allow anything as long as it’s fun, we couldn’t help but join in.ĭeveloper: Sumo Digital and Reagent Games Which, as agents of justice, is probably not what we were supposed to be doing. We know this because we purposefully caused as big a traffic jam as possible and then lit it on fire, to explosive results. The game’s disinterest in simulation (apart from the highly convincing physics) is hugely refreshing and we were relieved to find that there is still a lot of destruction to be had in the campaign mode, even without any cloud computing. And what it’s like seems to be a lot of fun, as you make mincemeat of all but the largest enemies and leap about like the Hulk with a machinegun (or, in one case, a gun that shoots mini-black holes). These are scattered around the rooftops of the city and collecting them all in the demo allowed us to move at a dizzyingly fast speed.Īs design director Gareth Wilson explained to us in the interview below, the level progression had been drastically speed up to give an idea of what it’s like to play the game at your most powerful. Beating up bad guys is obviously the main thrust of the gameplay, but as in the original game collecting orbs to upgrade your abilities is just as addictive. Crackdown 3 (XO) – collecting orbs is like eating PringlesĪs well as super strength you’re also extremely agile, being able to jump tall buildings in a single bound and now zip forward with an air dash.
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