Honestly I think of that as part of my job, writing reviews. Crackdown 3 feels like an Xbox 360 title running in 4K. The open world genre has changed a lot since the game first came out. All of these bases you complete are just another box you can check off the to-do list, rather than a satisfying challenge you look forward to dealing with. It needed more fun, bigger explosions; it needed to be as big as its faceman Terry Crews.
Restarting the game with a new character after I had beaten it once, it was remarkable to see just how underpowered my level one character felt compared to my Agent Jaxon that had taken down the corporate overlords of New Providence. Gun s and Ammo While Crackdown 3 has a varied and seemingly impressive array of weapons and gadgets to find, it very quickly became obvious that outside a half dozen that are clearly superior, most of them were flavor over functionality. What makes Crackdown 3-that-actually-exists so odd though is the utter lack of ambition. Some of the villain designs and delivery are rather good, but they're all under utilized. Picking up tanks and throwing them across the map, vacuuming up enemies into a singularity grenade, and punching enemies off buildings is endlessly amusing. Virtuous cycles of badassery The best way to investigate is, of course, to fly around the city like a badass superhero, blowing up everything in your path.
Wrecking Zone is also worth a look, if for no reason other than the impressive destruction mechanics. To enjoy Crackdown 3, you probably need to be the type of person who really likes basic sandbox mayhem, because that's effectively all Crackdown 3 has and wants to offer. It's structure has been seen before, sure, and as such Crackdown 3 doesn't break ground in many ways, but it's still such an enjoyable experience that I'm not sure it entirely matters. This story is unique in that it tackles the most dreaded of human experiences in the form of a video game. Crackdown 3 is good mindless fun. Since there is no feasible way to get a full five-piece set from killing a monster one time, it takes multiple kills to collect all the scales, membranes, quills and pelts required.
It answered my questions, but in ways so fundamentally disconnected and absurd that I regretted even caring in the first place. The feeling of wanting to read the next issue is just the same, too. And Crackdown 3 might very well be the last of those legacy bets, a confusing end to a confusing era for Microsoft. Instead it feels slight, mindless, and dull. The actions give us a sense of the pain of others. Despite that, blowing things up is the most enjoyable part of Wrecking Zone, which makes it frustrating that it's not tied directly to what you're tasked with doing. There are times where you might be able to destroy a floor or wall to expose an enemy's position, but far more often you're better off repositioning yourself.
Eventually, the players return, and with them, the magic. Yet it quickly becomes apparent that what distinguishes them are only surface-level details. The only reason anyone even bought the first one was because you got access to the Halo 3 beta with it. You are always awash in a sea of colors, and you have no shortage of guns, ammo, and goons to shoot. Crackdown 3 might not end up being one of the best games ever made, but that's okay. The witty dialogue and absolutely bonkers scenarios are genuinely fun to discover, and the handful of different storylines make repeated playthroughs worthwhile.
Or I try something familiar and easy, like the next season of Nailed It or Queer Eye. From the moment you gain control of your character, it's hard to shake the sense that this doesn't feel like a game from 2019. Like a real-life walk in the woods, it is a thing of elemental beauty that demands to be inhaled and admired. It gave me the feeling that there is still so much to learn about what appears to be a rather straightforward sport, and that the game would gladly help me understand. Because players have no idea what is really being sold to them, or when, you have a big-name launch that gets in the way of itself more than it creates fun.
Since then, the game has become notorious for its lengthy and storied development history, with Cloudgine departing mid-way through development, coupled with extensive delays. Hell, at least three out of the nine boss battles are mechs, literally indistinguishable from each other except for the weapons they use. Most of those people also enjoyed the game but I also know zero people who bought Crackdown 2. It's free with gamepass and I think most Xbox owners at this point would, or definitely should have that service by now. Bad implies you hate something, or have a strong emotional response to it.
The game allows you to separate your agents progress from the different worlds in different save slots for each so you could easily go in normal for your first play through, then start another world on hard or legendary with your first agent and keep on leveling up his skills for kills. It balances a steady stream of suffering and hurt with exuberant humanity. Spoiler Policy Please tag all relevant Giant Bomb spoilers for the first week after release ex: who won the most recent Mario Party Party. You start out relatively weak but progressively grow in power, jumping higher and gaining the ability to perform ground pounds, pick up and throw increasingly heavy objects, and so on. I've never seen a game perform this well with so much going on.