Xbox One Review – ‘Crackdown 3’

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Agility is an issue because as you make your way up the towers, elevators don’t always continue to function once the game marks you as having moved past it. I had to reload because a blast knocked me back down a floor, and there was no way to get back up since the elevator platform was already raised.

Small rough edges like this are seen throughout the game, with the aforementioned enemies that just stand there while you pick them off from afar, sound that momentarily drops (both using headphones via the controller and via an external amp), or even the subtitles that suddenly change in font and size when you trigger the end game.

Perhaps the biggest miss in the single-player game has to do with the Monkey Moonshine missions. Whoever thought it was a good idea to have a black NPC be the one staffing the Monkey Moonshine locations was either running an epic troll or epically clueless. It’s hard to believe that no one at Microsoft or Sumo looked at this and said, “You know, maybe this isn’t the best look, especially for a game that’s releasing in the middle of Black History Month.”

Crackdown 3’s multiplayer mode had the potential to lift up the game, especially since the level of destruction in the campaign was pretty much nil, but it also feels rushed and unpolished.

The biggest miss here is the relatively mild level of destruction that is available. When you compare this to Red Faction: Guerrilla, the difference is night and day. Yes, the construction is more compact here, but the destruction is, for lack of a better word, basic. In Red Faction: Guerrilla, you actually could bring down a building (or buildings) by taking out the supports. You could crush someone by dropping a building on them. In Crackdown 3, you can’t do that in campaign, and in multiplayer, you can … knock large chunks out of walls, so you can shoot through them.

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