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.