![]() The wonderfully dry narrator is back on form, pumping biting one-liners and obscene encouragement into my ears as I turn one of Niemand’s henchman into mulch. ![]() It feels like Crackdown 2.5, and luckily for those of you still interested, what worked then feels even better now. Perhaps this was a commitment to the voiceless protagonists that have headlined prior Crackdown games, but in a world of Arthur Morgans and Kassandras, perhaps giving the player character some personality would have been useful in showing that this is a new and improved Crackdown game, and not just a souped-up reskin of what worked last time. Think of Jaxon like a Terry Crews action figure with an automatic drawstring. "Think of Jaxon like a Terry Crews action figure with an automatic drawstring" He pumps out a few cheeky Boomshakalakas every now and then, but I was lucky to hear him over the sound of the chaos I was creating. He doesn’t really chide back at the villains or provide any commentary on the chaos. Did I mention you can play as Terry Crews? This is a clever stroke, but, like the villains, Terry, or Commander Jaxon, is sorely underutilized in the main game beyond pure aesthetic value. One refreshing series of missions were the Propaganda Towers - optional agility tests that had you floating around lasers and shifting platforms to reach the summit of a beacon, which you transform into an inspiring radio station pumping out delightful Terry Crews quotes. The limitless clones of the agents in Crackdown means it's quite fun to get spanked by a rocket in mid-air, so seeing only the occasional ragdoll when I made a fatal mistake hampered some of the usual comedy. Even during the slightly more scripted and bombastic boss battles, the game throws enough checkpoints and supply points at you to ensure you never hit a brick wall. The best missions in the game dare to offer you one more layer of difficulty, which involves planting or ejecting a generator to unlock the path to a hackable keypad. It’s a hell of a lot of fun to pull off, but overall, Crackdown 3 doesn’t ask a lot of the player, and the house of cards start to fall if you tease the boundaries a bit. I’d pick up a car and lob it off the nearest enforcer, nick his homing rocket and glide off into this distance, grinning with glee. Character development is non-existent, despite the interesting premise behind each of these inspired villains, which feels like a waste.Ĭheck out our essential Crackdown 3 tips (opens in new tab) that will guide you through the must knows before you start playingĪs for side content, I was surprised to find that simply landing on a supply point unlocks it, no matter how many difficult enemies are there. I fill them full of holes and that’s about it. More often than not, they appear clad in a mech suit, angry at my mute self for breaking up the party. These characters and their nefarious ambitions are introduced by a suite of gorgeous anime-style cutscenes, but once that’s over, I never saw them again outside of the occasional audio taunt and their corresponding boss battle. Your enemies, the leaders of the various divisions of TerraNova are all immediately interesting, from the robotic jaw of Alois Quist to the decorated enforcer Kuli Ngata. Whereas in Crackdown you had gang-controlled islands and locations with a discernible sense of character, in Crackdown 3 there are different icons and goons scattered everywhere and barely any room to breathe, which doubles down on the chaos in its finest moments, but makes it so I can’t creep down the block without my car getting blown to smithereens. The environment is cramped but devoid of life, especially for an action game in 2019. Despite the fact that New Providence is double the size of Crackdown’s Pacific City, it feels significantly smaller.
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