Thanks to a stress test for Xbox Insiders last weekend, we've had a quick look at Crackdown 3 and can confirm that it is, in fact, a real game. Here's our first impressions on the long-awaited Microsoft release.
Crackdown as a series is built upon two key pillars: hyper-mobility and destruction. Your character's traversal across the map is a mixture of double (triple?) jumps, dashes and ground pounds, many of which satisfyingly send cloud-powered scenery splintering as you crash through.
This gives way to deliberately floaty controls, which, in turn, see you fighting with the camera on occasion. Fortunately, keeping an enemy in your sights isn't too hard thanks to a persistent lock-on ability which tracks them through terrain and adjusts your viewpoint as you each leap about on what amounts to a sci-fi bouncy castle, courtesy of jump pads littered across the map.
The game type on offer during the test set two teams of five against each other in a supercharged re-imagining of Kill Confirmed from Call of Duty, which has you dashing to the site of your victim's downfall to pick up kill tokens and build your team's score.
Unfortunately, both in this technical test and at launch, Crackdown 3 won't support lobbying with friends. That’s both bizarre for such a fun-loving game and an early warning sign, given how genuinely useless the teams we played against were (any time I end up at the top of the table it’s cause for concern). It could prove to be a fumble as lamented as the lack of matchmaking in Xbox stablemate Halo 4’s iteration of Firefight.
It's only a couple of days until the game is due to (finally) launch now, and the performance wasn't buttery smooth either. The raw power of Microsoft's Azure cloud computing platform should be on full display in multiplayer (the campaign being cruelly left out), but the results frankly weren’t of note even compared to earlier titles like Red Faction Guerilla.
In the end, Wrecking Zone is built upon a simple premise and, given the lengthy development time, that premise should be executed very well, but instead, it feels like the result of too many creative and technical compromises. Honestly, it has us questioning our April 2015 pre-order...