


Crackdown 3 almost never lives up to this expectation of a unique experience. It’s hard, but playing through older games which provide a more unique experience, like The Witcher 3 which was released back in 2015 for instance, create an expectation for the player moving forward. They rarely take note of which sex you are, how developed you are, or which of the bosses you’ve taken out thus far. The two main narrators – one of them being the familiar agency boss of the first two games which is great addition – constantly repeat the same lines to you as you’re playing. Small details hinder Crackdown 3 greatly in making the experience feel generic and the same to that of your friend playing through the game. They provide a nice break from punching, throwing, exploding, driving and jumping your way through pretty much anything that gets in your way, but they don’t deliver on their aimed execution of getting anyone to care about the Terranova organisation. Take the 2d motion animation cutscenes for instance. This is a shame since the effort to create story and characters in this game is clearly shown and illustrated during various moments. The collectibles themselves, while attempting to provide context and character to the crime bosses and overarching plot of Crackdown 3, do little apart from confuse further, from being able to tell which crime bosses were talking to one another. Having to zoom in to see some collectibles makes it very difficult to find which ones are missing. Moreover, the map navigation is terrible. When exploring fairly distinct areas of New Providence – one of the positives of Crackdown 3 – I want the option of music cues to come in more often (in the same way Assassin’s Creed Origins presents this option) as jumping around isn’t enough of a distraction for me on its own. This is a small but noticeable change, especially since there are rarely any musical cues and/or original music to back-up your creatively catastrophic ways. Ever more bitter is the fact that there are only 10 bosses in the whole game, compared to the 14 in the original.įurthermore, you can’t play licensed music in your car whilst driving around New Providence. They do occupy their own section of the Terranova corporation, which tries to make things interesting, but that is the only thing setting them apart from one another. They aren’t bad per se, but they don’t add anything to the game, nor provide any motivation to take them out because of their wicked ways. The only one which stands out in my mind is the AI crime boss Roxy, literally because she is the only boss that isn’t human. The game does do things differently to the first game, which of course you’d hope considering it’s been more than 10 years since Crackdown burst onto the scene, but it also doesn’t even fulfil some of the basics that were laid out in the original.įirstly, most, if not all, of the bosses are forgettable and generic. Sadly though, there are many flaws with Crackdown 3, both as a sequel and as a standalone title.


You can also play in co-op which is usually more fun than on your own. I can thankfully say that the core game experience of Crackdown 3 resembles that of its predecessors in the sense that it is a damn fun game to play: the shooting feels great, exploding cars rarely gets old, and hearing the sound of collecting an agility orb will never cease to be one of the most satisfying sounds in video games. Taking on various objectives whilst developing your five core skills through experience, you will eventually come face-to-face with each crime boss with the aim to demolish the entire criminal hierarchy. Created, maintained, and lawed by Terranova and its web of crime bosses, you begin to unplug their control across the island to prevent further damage to the rest of the world. After a slightly disjointing and confusing start, you begin to explore the newly developed island city of New Providence.
