Crackdown 3 multiplayer hands-on preview: Cloud, fighting and worries

Eventually, we were able to deal with the Crackdown 3 multiplayer that runs on Xbox Live, several years after its initial announcement. First of all, I like to report that the destruction of the cloud is as respectable as all the old trailers have avoided. Our demonstration was not in closed network conditions, it went live on the same Xbox that we all use, and technical success in the offer is undeniable.

Where crackdown 3 multiplayer can be unsuccessful, it is based on gaming systems superimposed on the top of this crackdown, which have a relative lack of depth so far. Microsoft has emphasized that the game is still four months after the launch, which is scheduled for debut in February 2019, so read it as a preview of the preliminary feedback, not a final look at the final product.

Despite some concerns, I had a blast with the Wrecking Zone. Physical rendering based on cloud technology is stunning and has wide implications for the future of games.

Note: Unfortunately, our capture card has lost some color information during the export process, which is why some of the visuals in this work may look a little odd. Make sure the Crackdown 3 looks as vivid as it is shown in all its trailers.

How Lost Zone Works

Crackdown 3 is a multiplayer "Wrecking Zone" is divided into various game modes, "Agent Hunter", which is similar to Kill Confirmed-style gameplay on subtitles like Call of Duty. Territories where teams are fighting for control over large block areas that spill randomly across the map, and Team Deathmatch, which is a matter of course. The battles take place on three giant maps that are lined with huge skyscrapers, high-performance jumpers, and clusters of explosives.

You can choose the look of the 21 archetypes of agents that are also in the campaign. In the full game there will be "a lot" of weapons to choose from, but for our demo we have had a practical time with a gun, shotgun, rifle and pistol, as well as a range of explosive weapons destined for maximum destruction of the environment. You can also reap several useful benefits, including overlay and holographic killer.

Multiplayer Crackdown 3 does not deal with exact shooting or snapping, due to its blocked mechanics. Instead, emphasis is placed on movement, environmental awareness, and mapping. The red line indicates when an enemy agent is locked, the gray line indicates when his field of vision was disturbed. Health is slowly regenerating over time, and you are encouraged to avoid falling into buildings, towers, and other forms of protection to avoid and persecute your enemies.

Crackdown 3's Wrecking Zone is also tied to the story of the game. The agency uses the Zone to train its agents in "virtual" competing city simulations, and while Microsoft is not yet able to talk about progress, we have been told there are no plans for loot boxes or microtransactions at this time.

Good: Fight in the Cloud

The first thing to note is that we now know for sure that Microsoft has finally delivered these cracked buzzwords of today with Crackdown 3. It is likely that the overwhelming "cloud" says dedicated servers for titles such as Halo 5 and A.I. crowds in Titanfall, but Crackdown 3 is the first time we've seen a cloud calculation that has been used to real-time physics calculations, thanks to the performance of up to a dozen Xbox One X consoles over an Internet connection.

Microsoft's technical achievements in Crackdown 3 can not be underestimated.

The good news is that you do not need any super duper Internet speed package to do it, or require any data requirements beyond the average multiplayer name. Crackdown 3 works exactly like any other multiplayer game you're used to.

Microsoft's technical achievements in Crackdown 3 can not be underestimated. In order to print hundreds, maybe thousands of real-time pieces, synchronized for each player in the game, it's not only amazing, but they do some really epic gaming mechanics.

As mentioned, shooting Crackdown 3 is a firm matter. With double jumping, antenna and flying strokes, you can quickly navigate through large vertical maps. Tackling terrain is an important part of the challenge. Need to escape enemy locks? Break the wall and hide on the other side of the building. Do you see a player running over a crossing? Rinse it underneath it and create cascades of falling debris.

Inherent dynamics in the destruction of the environment creates a fast and frenzied pattern of play that rewards those who stay on their fingers, jump, arched, and cross the whole urban scene.

The game rewards aggressively. Once you lock someone in an open place, kill him or kill him. When players slide behind buildings, you switch to their explosive weapons, which often travel too slowly to reach fast-moving players but deal with huge wall damage. In line with the classic Crackdown game, overloading powerups evolves along the map and rewards you for reinforced weapon wounds, melee power or explosive force when it exhausts and runs.

The experience of destruction at the physical level in this scale is real joy. That is, I have a lot of concerns that hopefully will be resolved before February 15, 2019.

Concerns: And what about the depth?

My greatest interest in the Wrecking Zone is the lack of depth in the general combat experience. Cloud Restoration is a fun and incredible experience, but the gameplay stacked on the top still seems to need a lot of work.

I tried to play every available weapon during my game, including a gun, magnifying guns, assault rifles and shotguns. The fact that the game eliminates the need to focus with its lock on the system prevents the feeling of weapons in some respects. It's the first time I can say that "heavy" drilling pistols felt almost indistinguishable from the use of the assault rifle as a result. The spinning time of the weapon was practically the only thing that distinguished them from the gaming perspective that seemed a little gone.

I feel like I can handle multiplayer after the third game, which usually casts doubt on me in its form. I set myself up to jump around, run my overshield powerup in the attack and return the fire as quickly as possible. The "overload" system does not even feel very exciting in practice. Catch for some glowing effects on your character, right now it's a bit difficult in general feel the further impact of your abilities. She would like to see more work in these areas.

Concluding thoughts: A promising look at the future

While I'm worried about the umbrella gaming experience in the Wrecking Zone, the implications for cloud-based physics that Microsoft is launching is pretty unbelievable. Imagine the Gears of War Horde mode with hundreds of enemies, rather than dozens, imagine the Halo Warzone mode with a devastating environment. Unfortunately, Crackdown 3 is a problem: I'm more excited about the possibilities of the future than about what we were playing.

This means that Crackdown 3 is four months after the release of the script, set for the debut on Feb. 15, 2019. The extensive Ruffian Games and other Crackdown 3 co-workers that they built for the game are wonderful, they are even exciting when you tear them explosion. I just hope they will not be released into trick because the multiplayer systems designed at the top that are at least for the moment are really infectious fun, but potentially lacking in the retention of power.

It is true that we have not seen many weapons or advanced mechanics yet, which gives me a sense of optimism. We'll have to see what's going to happen to the Wrecking Zone.

Crackdown 3 is aimed at the launch date on Xbox One and Windows 10 on February 15, 2019.

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