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However, when I sat back, picked my target, and swooped in for the kill before retreating back up out of reach and repeated the process, dominating the field was a piece of cake. It demands a different kind of strategy than you’d expect: When you’re in the middle of a fight and the building starts breaking or someone locks on from off-screen it can be chaos, especially when you consider how tough it is to spot people when all three maps are so gaudily lit in neon and swinging the camera across so much color can be jarring. Additionally, there’s a player-killing, building-breaking Flying Fist melee charge attack or a ground-pound slam that recharges a few seconds after use.
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To promote this idea of climbing to an advantage position, everyone has two air jumps and two air dashes to use before needing to touch a solid surface again – and that’s not even counting the tons of man-cannons ready to fling you into the sky. As long as you delay a lock-on and pull the trigger the second you have an effective line of sight, it’s almost hard to lose a one-on-one gun fight.īecause the auto-lock gunplay is so incredibly simplistic and skill-free, just like in the campaign, the most important part of staying alive is positioning and fast movement. The bigger problem with both modes is that while there are subtleties to be learned with regard to weapon effectiveness at range – shotguns and machine pistols require close range, for example – most fights in Wrecking Zone boil down to guerilla tactics wherein whoever sees the other person and starts shooting first usually wins. Wrecking Zone has an anemic pool of nine weapons, compared to the dozens in the campaign. It feels like a clash with Crackdown 3’s fundamental mechanics. But where Agent Hunter feels designed to make use of everybody bouncing around like ping-pong balls with guns, Territories is the opposite: babysitting a point waiting for the next wave of opponents to arrive can feel like a long, isolated pause in the rapid combat. Each zone only has so many points to give, and once one is exhausted another spawns for capture. Territories, meanwhile, is essentially King of Hill with multiple points, where two neutral zones must be captured by standing in them for a few seconds without enemies around.
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It’s a smart decision that makes you focus on one of Crackdown’s best qualities: its constant movement. It’s essentially Kill Confirmed from Call of Duty, where standard Team Deathmatch rules apply with the added caveat that you have to collect your opponents’ token after killing them to bank the point. Of the two basic modes in Wrecking Zone, I preferred Agent Hunter.
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Wrecking Zone is like a tech demo in this way, where you’re supposed to admire what’s going on behind the scenes and ignore the fact that it doesn’t really matter. It’s so separate from everything going on that if you were to somehow time it perfectly so that the statue were to fall directly onto an enemy, they wouldn’t take any damage. But the problem is that for as cool as it is to see building shrapnel rain down from the sky or a structure lumber toward the ground under its own weight, it’s shoehorned into a multiplayer mode that does little to make use of it. With each breaking piece, there’s a crunchy shudder and boom, and it made me imagine how much more entertaining the single-player/co-op would be if I could bring down skyscrapers on that map. And it is genuinely impressive to barrel a rocket toward the ankles of a massive granite statue and watch in the unfolding seconds as the weight and mass of the stone humanoid force it down, cracking the floor into chunks as it makes contact. For as cool as it is to see building shrapnel rain down from the sky, it's shoehorned into a multiplayer mode that does little to make use of it.ĭestruction is the absolute high water mark in Wrecking Zone.