There's nothing like clambering over a snow-capped mountain while exploring the hallowed lands of the Norse. Assassin's Creed Valhalla makes this experience, and many more, nothing short of breathtaking.
There's no compromise on scale, though as you travel around you'll notice the odd bit of texture pop-in. Performance is fairly solid on the whole, though we did get stuck in the environment once or twice while searching for goodies in the wilderness.
The approach to uncovering those goodies is fairly unforgiving, with only a vague spot on the in-game map to shoot for. It's a difficult balance to strike, since players tend to roll their eyes at unnecessary hand-holding, but the odd understated voice line to suggest you’re getting colder or warmer would be beneficial in some of the more complex areas.
Valhalla can suffer from a lack of direction at times, but its Nordic influence seeps into every pore, leaving plenty to get excited about.
Environments are very much divided into things you can interact with and things you can't. You can pick up health from odd pots of food that the locals seem to have absent-mindedly left simmering, but a pile of fresh apples and other fruit in a barn aren't deemed edible, for example.
Elsewhere there are more inconsistencies, with Eivor being able to climb mountains endlessly - no stamina needed, à la Breath of the Wild - yet a few consecutive dodges during combat will quickly tire the protagonist.
Fortunately, combat as a whole is reassuringly savage and satisfying. Lower level enemies are entertaining fodder, but more advanced foes require you to keep your wits about you.
Assassin’s Creed Valhalla can suffer from a lack of direction at times, but its Nordic influence seeps into every pore, leaving plenty to get excited about. Strong characters, choice of approach and presentation make it a great choice for those breaking in a new next-gen console or sticking with an older platform.
While we're not quite living in the dystopian future that Watch Dogs: Legion predicts, Ubisoft Toronto couldn't possibly have imagined the world it was releasing its latest game into.
Firearms are sparse, as you'd expect in England, which favours the tech-orientated culture this series is known for. Drones of all shapes and sizes are everywhere and vehicles, as in previous titles, can be diverted with a quick hack. Environments are so interactive, in fact, that it's often difficult to focus on the small keypad in front of you as opposed to items in the surrounding area.
An option which helps to set Legion apart from the swathe of similar Ubisoft games is permadeath; if operatives die with this setting enabled, they're gone for good. Problem is, recruitable characters lack personality, so rather than hitting on a personal level it’s just annoying to lose whichever special skills or items they had access to.
Connections between characters raise questions like "Why is that construction worker being targeted by a hitman?"
One nice feature, which admittedly has the potential to get out of hand, is a HUD element that displays connections between existing recruits and recruitable characters. It raises questions like "Why is that construction worker being targeted by a hitman?" and encourages you to start to build out a wider team, members of which are connected by emergent stories. When you get into recruitment itself, however, the variety of missions is fairly limited.
Characters in general have a few shortcomings. Animation transitions are abrupt and occasionally wonky, while speech seems very skewed towards British stereotypes. That isn't necessarily a surprise, but, since you're hearing the same voice line or two whenever you get into a conversation, it gets old quickly.
While cosmetic customisation is possible via numerous shops, some of the initial character designs clash with their intended roles. It isn’t a major issue, but it is another thing that highlights the shortcomings of procedural generation in Watch Dogs: Legion. It’s much harder to care about these characters than it would be a lovingly hand-crafted cast.
Watch Dogs: Legion’s core gameplay is good fun for the most part, but its procedural cast of soulless characters don’t lend themselves to helping players be absorbed by alternate London. Still, the sights and sounds of Blighty’s capital are exciting to explore - especially in lieu of being able to amble around the city in person at present!
Pillars of Eternity II: Deadfire reached its crowd-funding goal within one day of the campaign's opening. Two years after a successful PC release, Pillars of Eternity II - Ultimate Edition has now landed on consoles, including three significant DLC expansions and a host of smaller additions.
PoE II’s story can unfold in numerous ways depending on your decisions, with characters divulging more information if you pursue the right line of questioning or pass skill checks. Scripted Interactions (small text-based segments) play out similarly, awarding loot or opening up shortcuts to those who possess a high enough level in one or more relevant skills.
A new combat scheme was introduced to PC post-launch and is present on consoles from day one, offering players the option to either engage in standard real-time-with-pause encounters or alternate turn-based battles. The latter is much slower in pace, making gameplay more akin to something like Mutant Year Zero or Mario + Rabbids: Kingdom Battle.
Pathing is an issue in smaller maps, however, which can make turn-based mode a chore. When faced with a choke point, characters may decide to take the long way around, attempting to circumnavigate the globe and attack enemies from behind, in the process wasting multiple turns and leaving the party exposed. This persistent niggle, along with the excruciatingly slow pace, caused us to abandon our first playthrough after around 20 hours and start again using real-time-with-pause. No, you can’t switch mid-playthrough.
This actually proved to be a blessing in disguise; literally, as each achievement earned will award a specific number of Blessings to be used for a head start in subsequent playthroughs. By leveraging windfalls like cash and increased stats, we managed to catch back up fairly quickly and the combat experience was a lot smoother.
You'll gain access to a ship fairly early on, which not only provides the means to travel throughout the eponymous Deadfire Archipelago, but also allows for ship-to-ship combat. Multiple vessels are available to purchase, each with differing stats, and can be upgraded to provide you with extra firepower, stronger sails and a more durable hull. Every victory on the high seas awards experience to you and your crew, increasing your captain level and your crew's abilities. It's a fun little addition that’s easy to get to grips with, though it can be bypassed entirely by boarding enemy ships and engaging in traditional combat instead.
Not everything is quite so plain sailing, though. Every now and then an exit would bug out, forcing us to reload a previous save. In addition to this, ability names aren't shown outside of the skill trees and you'll spend the majority of your time in a party of five. That accounts for a lot of available abilities at any one time and, as such, necessitates a particularly good memory unless you want to fall back on guesswork.
Issues aside, Pillars of Eternity II: Deadfire has a rich story with branching narratives, an incredibly in-depth party AI system and endless replayability thanks to its Blessings and multi-class mechanics. It’s a game that any self-respecting RPG fan will enjoy, regardless of whether or not they’re familiar with the original.
Arnold Schwarzenegger recently returned to the big screen in Terminator: Dark Fate, showing audiences a softer side to the relentless Cyberdyne Systems Model 101. That nostalgic entry is perhaps the best film in the long-standing action franchise since T2: Judgement Day, and similarly, Terminator: Resistance puts the series’ video game output on sturdier ground than most previous efforts. That being said, getting pegged as the best pick of a bad bunch isn’t necessarily worth much.
Resistance is a first-person shooter in which shooting is a weak link.
Unfortunately, a lot of good will towards the level design evaporates when you begin to notice frequently recycled assets and even complete area retreads. In these instances you can switch vision modes in order to see through walls and very easily sneak past enemies, though in the process you’ll be sacrificing experience and the associated skill points required to upgrade abilities from three basic skill trees.
Visually, it’s about passable – outside of the distracting lip sync and facial animations that further detract from wooden conversations. Aurally the game fares even worse, with an odd bootleg of the iconic main theme being the best element for its inherent novelty value.
If you’re a Terminator fan that can embrace mediocrity with open arms - you’ve had plenty of practice, after all - spending a tenner when the price drops and around six hours of your time completing Resistance isn’t the worst idea. For everyone else, occasional flashes of a good game are likely to cause frustration as you wade through its variety of just passable game mechanics.
If you've heard anything about The Outer Worlds it was likely in the same breath as some other properties, such as The Elder Scrolls: Oblivion, Fallout: New Vegas, Star Wars: Knights of the Old Republic and even titles without a colon in their name like Mass Effect or Bioshock. Those games appear to have influenced the developers (Obsidian themselves having worked on some of them) but it would be disingenuous to claim there's nothing to set this new IP apart from the precursors that were instrumental in its construction.
As is the fashion, quests can be completed in a number of ways. If you aren't built for stealth or wish to avoid stealing, a silver tongue may grant access to restricted areas or there's the standard RPG trope of a quid pro quo arrangement. Failing that, most folks won't argue with a flamethrower. At least, not for very long.
Many of the faces you'll meet are exaggerated caricatures, some endlessly parroting the company slogan through fear of punishment, others holding a genuine belief in the propaganda. Whilst this could wear thin, it's well-written satire that’s wonderfully performed by the voice actors, and serves to illuminate the "real" characters that have a more prominent role. Parvati, a companion you'll encounter early on (and one of our favourites), is a pleasure to travel with, not only for her combat and passive abilities, but her wholesome, innocent charm.
Your party will often run into trouble, even if it's a conscious decision made only to test out the whacky Science Weapons hidden around Halcyon. Fights are fast and frantic with smooth gunplay, which will feel familiar to anyone who's played a recent Fallout or Borderlands, but they're over a little too quickly on the easier difficulties. On hard mode and, presumably, Supernova (where food, water and sleep become necessary) a bit of forethought is required.
Tactical Time Dilation is a more skill-based V.A.T.S which slows the action to a crawl, allowing you a few free shots to damage and debuff the biggest threats, while each companion has a special ability to both damage and stun foes. Utilising these abilities will give you an edge, though it's important to regularly update your loadout and use the correct damage types. Consumables can be mixed in with your standard health packs, giving short-lived bonuses to stats. So ubiquitous are these items, that we found ourselves using them before, during and after engagements, yet still our pockets were overflowing.
An, albeit minor, sticking point is the game’s Flaws mechanic. After taking enough of a certain type of damage, say, from a specific enemy or too much head trauma, you'll be prompted to accept or decline a Flaw, a permanent condition that negatively impacts your stats in exchange for an extra Perk. Up to four Flaws can be accrued on Normal Mode, while higher difficulties feature more. It's a great idea for those fully committed to the role-playing aspect, whereby too many encounters with a certain type of foe could trigger ‘anxiety’ (read: debuffs) when near that enemy, but the hit to your stats rarely seems like a fair trade as the Perks, whilst providing concrete benefits, are largely unimaginative.
With that said, there's nothing that really detracts from the experience as a whole and our biggest gripe is having to wait years for the inevitable sequel. The Outer Worlds is a better Fallout than Fallout 4 and the shorter runtime (around 20 - 30 hours) is offset by having more replayability than its contemporaries. The fact that it's also free for Xbox Game Pass subscribers is just icing on the cake.
Breakpoint is the moment at which the tables are turned or the tides change in a conflict, forcing defenders to become attackers. For Ghost Recon, this could be the series’ last stand.
Adding in these elements has had another unfortunate consequence: an overabundance of systems. Whether it’s gun upgrades, customising clothing or crafting, every area of the game has its own system, some of which build on one another clumsily. It’s quite easy to get lost in the mission selection screen alone, which separates different types of mission by colour, as they show as little circles on the map, but you can pin several missions at once, making your mini-map a flurry of markers most of the time.
Individual weapons and gun upgrades are particularly at fault here, with the gunsmith view - heralded as a flashy innovation back in 2012’s Future Soldier - now an uninspiring slew of upgrades which make negligible difference to gameplay, and even locking higher tiered crafting a number of skill points deep into a specific shooting skill tree. The skills as a whole give you a class ability, either medic, assault, panther or sharpshooter, but it is understated and nothing like the sort of flamboyance you’d get in more deliberately class or character-based experiences.
Otherwise, the gunplay itself is one of the areas which feels sharp, and more immediate than its older sibling. AI enemies don’t pose much of a challenge however, even as they wander around the map fairly aimlessly in groups of three or four. Others will be clustered around a lone vehicle, waiting to be picked off by a well-placed sniper shot (or a not-so-well placed shot, as a round in the arm seems to do the trick).
It’s the drones and autonomous vehicles where the ante is well and truly upped, since they are ruthless in their pursuits and pack a heavier punch than mere mortals. The new prone camouflage can occasionally be used to evade these foes, but in most areas, aesthetically the effect is pretty pathetic, just a few blobs of dirt strewn across your characters arms as they lie motionless.
The rest of the visuals have their flashes of brilliance, with the sunrise breaking through the trees as the day/night cycle transforms the landscape, but otherwise it’s largely as expected for the current generation at this stage, and doesn’t leap forward in any particular area from Wildlands.
Ultimately, Ghost Recon is suffering an identity crisis. Last stand or not, the team doesn't seem exactly sure where they want the series to go, or what story they are trying to tell. A linear narrative might have been more effective in holding our attention on the journey of this character, and we get a few glimpses into what that narrative might have been through cutscenes (albeit with decidedly dated and distracting lip-sync), as it’s those images that stick in our minds more than trekking across endless kilometres of fairly samey terrain to reach another bad guy to fight or side mission to be distracted by.
Instead, the open world seems unfocused, and far from the concentrated, dense, and varied landscape we’d hoped for in a (slightly) smaller map compared to Wildlands. We find ourselves longing for that game’s open spaces so at least we can drive vehicles without bouncing them off rocks every few minutes. Guns are disposable and so upgrading them seems futile, even more so given rarity seems to make little difference to their effectiveness in combat. There’s a few nice elements on show here, but not enough to keep our attention from half a dozen other games which do all of them better, not only with more originality, but with more character of their own, and that’s what Ghost Recon sadly lacks.
Gears 5 continues the story thread that was started in Gears of War 4, dropping Kait into the role of main protagonist supported by Del and an upgraded Jack bot – the latter being playable for the first time in Gears' history – in both the co-op campaign (for up to three players locally or online) and returning Horde mode.
Jumping into Versus mode, the game’s multiplayer offering, for the first time can be daunting. Arcade is casual, class-based fun with loadouts unique to each character, which in no way prepares you for the competitive scene. At the other end of the scale, there's the Ranked playlist. Even with cross-play disabled, and those pesky mouse and keyboarders kept at bay, you'll occasionally run into God-like players who are capable of carrying their (and hopefully your) team single-handedly, especially in King of the Hill and Escalation. The non-ranked versus is more accessible and co-op against AI is a good way of learning map layouts and weapon spawns, while providing a safe environment in which to practice with the Gnasher, though the difficulty can be ramped up to suit all skill levels.
Horde and Escape, though very different, complement each other. The former, a mainstay of the franchise, tasks five players with surviving 50 waves of increasingly difficult enemies, whilst the latter offers a more bite-sized co-op experience. Your three-person team, having infiltrated a Swarm hive and planted a Venom bomb to destroy it from within, must escape before the deadly gas kills you, too. Beginning only with a sidearm and limited rounds, you'll want to be conservative with ammo until your party has tooled up.
In both modes, duplicate characters are forbidden, which can cause problems when matchmaking. Levelling up and completing matches will award Skill Cards to further raise your damage dealing and survivability. These Skill Cards will allow you to hold your own on higher difficulties but if someone has already bagsied your main, you're left with the choice of using an under-levelled character or re-queuing. Regardless, there's no barrier of entry and all of our encounters through matchmaking have been positive, though not always successful.
Despite a few minor issues, the new Gears recipe is the best yet. The story has enough presence without overstaying its welcome, open world areas are a nice addition and there's adequate co-op activities outside of the campaign to complete the package for anyone averse to PvP.
Bloodstained: Ritual of the Night is a triumph. Crowdfunded to the tune of more than $5.5 million at the height of the Kickstarter craze, many of its peers released to lukewarm critical and commercial reception, but Koji Igarashi and company took the extra time to produce something truly special.
Igavania? More like egovania, amirite? ... Seriously though, Igarashi (above) is one of the greats!
Gameplay has always been the bread and butter of metroidvania games, and Ritual of the Night certainly doesn’t disappoint on that front. Largely it’s very familiar in that you travel an enormous, satisfyingly interconnected map collecting new abilities - such as the power to fire yourself through narrow gaps like a ricocheting bullet - which in turn grant access to new areas. The well-established gameplay loop is incredibly moreish when executed in exacting fashion, as it is here, almost defying you to leave any small segment of the map unexplored.
From torchlit castle halls to moonlit cathedral towers, to dank sewers and myriad exotic locales beyond, a wide range of seemingly disparate areas are convincingly tied together by a unified aesthetic and intelligent, looping shortcuts. You’ll get to know the world of Bloodstained quite intimately as you backtrack to solve puzzles you’ve since discovered the answers to, or to reach designated save and fast travel rooms, which never becomes a chore.
That’s thanks not just to the exquisite 2.5D level design, but the tight platforming and deep combat systems you’ll engage with along the way. Miriam can acquire and equip outfits and weapons throughout her journey, the former of which offer various stat boosts and aesthetic changes when items are worn on the head, while the latter can completely change how the game plays.
Depending on preference you might opt for the greater range of a whip or a spear, the close-quarters finesse of a dagger, the balance of a one-handed sword, or the brute force of a laboured greataxe swing. That’s not to mention firearms and their different ammo types. Every harebrained enemy - be it a frog, a dragon, or a scissor-handed marionette straight outta Devil May Cry - has their share of quantifiable strengths and weaknesses, so it makes sense to switch things up on the regular. If you can master enemy attack patterns and Miriam’s graceful backstep dodge, as well as the necessary timing and spacing for your favourite weapons, hostile encounters become akin to dance.
An undisputed retro classic made modern, without sacrificing an ounce of appeal or introducing current industry ailments.
Combat has incredible nuance for those who seek to discover it, be that in hidden techniques for specific weapons, attack hit boxes that extend behind and/or directly above your person dependant on the animation, or the realisation that a weapon might be doubly efficient when used while crouched. A small complaint would be that once you do grow proficient, due to normal difficulty being the only option available on an initial playthrough, bosses especially go from an engaging challenge to a complete cakewalk. That and the game's technical performance can take a big hit when your screen-filling, death-dealing prowess matches theirs.
If you’re all about preserving the challenge, limiting your selection of Shards would be a good start. These crystallised forms of demon power randomly drop from enemies and tend to either grant access to one of their abilities or allow you to summon the relevant beast to fight alongside you temporarily. You can equip quite a few at once and they’re more often than not very potent, theoretically balanced out by limiting their use with a mana resource, but, unlike health, mana automatically regenerates over time so there’s little reason not to make liberal use of them.
Familiars are ever-present AI helpers that don’t consume mana, even auto-levelling alongside the leading lady, whilst elsewhere upgrades are carried out via a vendor at a peaceful hub location. Here you can buy/sell and cook/craft using materials most often discovered in chests, dropped by defeated enemies, or gifted as rewards for completing optional side quests.
With Hideo Kojima's Death Stranding also releasing in 2019, we wonder if Konami are feeling ashamed of their words and deeds...
Somewhat uncharacteristically, we’ve been loving the grind to gather ingredients, cook and consume all of the game’s recipes in order to claim their permanent stat increases, perhaps because it’s a simple pleasure to spend time in the Bloodstained universe. Another uncharacteristic find, at least for me personally, is the appreciation of quite an anime visual style; I’m coming around to the character models, but the colourful backdrops evoking the game’s stained glass motif I universally adore! More predictable is our love of the orchestral soundtrack, looping and grandiose in its modern interpretation of catchy retro classics.
In fact, that sums Bloodstained: Ritual of the Night up pretty well - an undisputed retro classic made modern, without sacrificing an ounce of appeal or introducing current industry ailments in the process. There’s a lot of game here, and it’s so compelling in its mechanics and audiovisuals that you’ll want to drain every last drop from the experience like a vampire affixed to its succulent neck.
The original RAGE, released back in 2011, was a bit of a technical marvel; it utilised innovative ‘megatextures’ to hit 60 FPS on console and accommodated that trademark id Software freneticism on last-gen hardware. It played beautifully, but everything surrounding that was pretty monotone, resulting in an ultimately forgettable experience. RAGE 2 looks to remedy this by spray-painting the wasteland neon pink and partnering with Just Cause developer Avalanche Studios to inject some vigour.
It’s familiar and largely uninspired stuff, but, to be fair, better implemented than in its peers. Speaking personally, I’ve never been a fan of Borderlands and I tapped out on the increasingly tedious Far Cry series years ago, both of which share structural similarities to RAGE 2, yet here I am happily playing Bethesda’s latest for the gross number of consecutive hours which are required for the TV to assume I’ve fallen asleep.
So what’s different here? id Software, to put it plainly. The originators of the FPS are still doing it best, crafting on-foot combat encounters that are giddily exciting. Action is supremely fluid at 60 FPS (which does come at the cost of 4K support on enhanced consoles), allowing for the necessary precision to utilise the wide array of tools at your disposal whilst staying on the move. As in DOOM, defeated enemies drop time-limited health pick-ups, so it pays to remain in the thick of a fight in the absence of fully regenerating health.
The originators of the FPS are still doing it best, crafting on-foot combat encounters that are giddily exciting.
Whether using the exquisite shotgun or one of RAGE 2’s more unique firearms to pop heads with a satisfying squish, devastating active abilities like a ground pound and an essential force push can also be executed as often as their cooldowns dictate, fully encompassing the supersoldier power fantasy. There’s a frankly massive amount of maneuvers to unlock, to the extent you probably won’t remember to implement them all, though they’re gradually introduced in an effort to avoid that and also maintain a constant feeling of growth throughout the reasonably-lengthed campaign and much longer road to 100% completion.
While there isn’t any concrete incentive to do so, at least beyond boosting your own ego by looking damn cool, experimenting and discovering effective combinations of abilities allows for immense showboating on the level of Bulletstorm. Stringing kills of any fashion together in quick succession will increase your combo and more efficiently charge the Overdrive meter, which can then be activated to massively boost the effectiveness of all your other offensive and defensive capabilities for a short period, filling the screen with a psychedelic techno haze as you go ham.
Outside of Overdrive you can’t always afford to be so reckless, as different factions and the enemy types within them pose different levels of threat, encouraging slightly altered tactical approaches. Using the Focus ability lets you see through walls to formulate plans of attack, which can then be executed against clever AI which appear in numbers and play to their strengths in order to quickly overrun overzealous players. We particularly like the fact that throwing an uncooked grenade at an enemy can prompt them to intercept it and return to sender, then, with a well-timed melee strike, you can even volley it right back at ‘em!
RAGE 2’s first-person firefights are honestly worth sticking out any of the game’s hardships for, and to a lesser extent, so too are the third-person vehicular combat sections. These only really come into play when you encounter and engage a convoy in the open world, which visually plays out like one of the best scenes from Fury Road, but is less exciting to actually control. Ramming riders from their bikes and quickly dispatching the smaller four-wheelers at the rear is explosive fun, but the leading boss vehicles are comparatively uninteresting since you can mostly just hang back, automatically lock-on to their weak points as they’re periodically exposed, then hold down the fire button to win. Convoys were far more involved in Mad Max, where you might need to remove armour plating with a harpoon in order to expose a weak point, then use a specific ammo type to destroy it.
Swapping out vehicles would help to spice things up a bit, but we’d go as far as to say switching is actively discouraged, despite being able to hijack and even unlock a variety of transports directly to your garage. Similar to the Magnum Opus in Mad Max, only minus any of the context, the Phoenix is your starting vehicle and the only banger capable of being repaired and upgraded.
RAGE 2 ’s first-person firefights are honestly worth sticking out any of the game’s hardships for, and to a lesser extent, so too are the third-person vehicular combat sections.
One benefit of opting out of upgrades would at least be avoiding RAGE 2’s painfully sluggish menus, which hang momentarily whenever you switch between the numerous tabs. Elsewhere there’s graphical pop-in (not great considering the so-so visuals in general), invisible and unresponsive NPCs, we’ve fallen through the floor and had to reload a save, and the audio can cut out completely or persist where it shouldn’t (hearing continuous gunfire from a dead enemy, for example). In fact, the audiovisuals are disappointing on the whole, falling well short of the colourful, Andrew W.K. party atmosphere RAGE 2 was made out to feature and instead sticking closer to your archetypal post-apocalypse.
Still, if you’re looking for a substantial shooter to enjoy in all its gory single-player glory, RAGE 2 most definitely fits the bill. The game achieves its main goal in being sheer and unadulterated fun - it doesn't take itself even slightly seriously and favours gameplay above all else, to the extent that tackling what’s essentially the same side mission for the tenth time isn’t any bother, because along the way you can spartan kick a dude and then decapitate him with a boomerang as he sits up. What, pray tell, is not to like about that?
It's been a busy winter release schedule and things aren’t about to let up any time soon, yet that's not the reason you're only just getting our thoughts on Crackdown 3. That first reveal, way back at E3 2014, showed off an exciting level of destruction in what would surely be a triumphant return for a mistreated franchise. Surely. Right?
That skyline is peppered with large green orbs, which can be sought out in order to improve your character. Ah yes, the orbs. Probably the most compulsively addicting aspect of the series, these guys are super satisfying to jump around and collect, all the while increasing your agility level to allow for access to even more.
Other forms of experience are awarded when you perform their relevant actions. Fancy some fisticuffs? Smaller red orbs will spill from enemies and boost your melee damage, as well as periodically unlocking new abilities like a ground pound. If blowing things up is more your speed, then you'll begin to gobble up yellow orbs, and so on. The additional skills in each upgrade path are fairly elementary at first, but do start to add a little depth later on, so it’s worth adopting a varied play style despite nothing being supremely memorable.
Gunning down goons comes courtesy of a satisfyingly snappy lock-on function, which makes it easy to bound about as you wreak havoc and zip away from hostile fire.
Core gameplay basically just involves clearing out enemies from specific locations, veiled in a number of different ways. When the locales are all pretty similar and their objectives rarely differ, the overall mission structure quickly gets repetitive.
Gunning down goons along the way comes courtesy of a satisfyingly snappy lock-on function, which makes it easy to bound about as you wreak havoc and zip away from incoming hostile fire. At the same time it does also remove an element of skill, which, coupled with foes that are pretty standard fare, makes the level of challenge on standard difficulty fairly low.
Crackdown 3’s most fun aspect is probably traversing the world, scaling buildings at will, though even that isn’t without issue. Jumping will feel too floaty for many, plus there’s the odd and inconsistent inclusion of fall damage, which seems to either not occur at all or cut you down in a heartbeat. It can also be a grind to get to the point where you feel truly agile and/or powerful, in spite of there being an element of instant gratification here.
Multiplayer comes in the form of the standalone Wrecking Zone package, which shares the campaign’s flaws, only while presenting more intense firefights fought across compact maps with a focus towards verticality. The lauded cloud-powered destruction is frankly nothing to write home about and the pair of available modes won’t do much to keep you around for long.
As a somewhat throwback gesture you can also play the campaign cooperatively, but only with one fellow Agent, instead of three as was initially promised.
In the end, the Crackdown experience is much the same now as it ever was, even after countesses games raised the bar considerably in its absence. If you're picking this up as an existing Xbox Game Pass subscriber, there’s fun to be had without an associated fee, but it's certainly not worth buying the game itself or even subscribing to the Game Pass service specifically for.
Crackdown 3 is a disappointing end to a years-long saga fraught with anticipation and disappointment, and one which will hopefully be the final of Microsoft’s misfires this generation to hit the Xbox One.