![]() ![]() It’s intense, highly completive, and definitely has that “just one more match” hook.Īt the preview event, I had the opportunity to speak with the Creative Director of Microsoft Global Publishing, Joseph Staten. Victory relies solely on the use of your selected arsenal and ability to alter the layout of the map to your advantage. Though I’m all too familiar with the game mode, it’s quite thrilling to wipe out players while dashing through massive structures and leveling anything that stands in your way. I played several rounds of the Agent Hunter mode which isn’t unlike Kill Confirmed from Call of Duty. Occurring on three wildly diverse maps in two game modes, two teams of five players face off with their weapons and abilities of choice in fully destructible arenas made possible by Microsoft’s Azure Cloud. Eliminating bosses affects others and completing specific objectives may reward you with intel on another.Īll of that being said, I had a blast with Crackdown 3’s competitive multiplayer mode “Wrecking Zone.” If you enjoy mass destruction, you’ll find plenty of it here. The network of bosses is presented similarly to Shadow of Mordor’s Nemesis system. The fight was pretty fun while bombing Khan’s giant mech suit and simultaneously bringing down the core of his facility. During my playthrough, I managed to duke it out with Reza Khan, one of TerraNova’s goons controlling the harvest of the deadly mineral Chimera. Completing objectives within a district collects intel that leads to the final showdown with the boss. The enemy factions of the districts are led by bosses with their own motives and characteristics. The action is relentlessly chaotic, and I genuinely had an unexpected amount of fun participating in it. One minute you’re sabotaging power units across the side of the building while wrecking waves of gangsters the next. Each mission presents you with multiple objectives and enemy variants to tackle. I destroyed facilities housing armored vehicles, tarnished massive drills collecting deadly chemicals, and wiped out missile arrays. There's a journey you have to go through as a platform holder.During my hour spent with the campaign I ran, leapt, and drove all over New Providence completing a variety of missions. I think that's what I hope to show with Crackdown. As part of that, I also get to sit in a leadership role at Xbox thinking about how Xbox, not just as a publisher but as a platform holder, is a great partner for developers. I work with the best developers around the world. With Crackdown 3 around the corner (and having ), it certainly seems like those original promises are about to bear fruit.I also spoke with Stone about whether Microsoft was right to have talked cloud so early on in the Xbox One messaging:It maybe wasn't clear back then, but one of the big audiences we were speaking to was not necessarily consumers but developers. Back when Microsoft originally announced the Xbox One in 2013, the 'power of the cloud' became a sort of meme detractors claimed to be nothing but buzzwords or vaporware. Stone gave us some further insight into how the tech works, and a glimpse at the depths of complexity Microsoft's team had to deal with in order to get these features to work.īut absolutely, my hope is that when we've proven that this is possible, not just show it, that other developers will pick it up and run with it. Today, we have towering neon skyscrapers with fully destructible building blocks, right down to the foundations.Stone impressed the technical grind required to get Crackdown 3 to where it is today, and how Cloudgine, Ruffian Games, Reagent Games, Sumo Digital, and Certain Affinity all collaborated at various stages of the project on a very particular vision: completely destructible environments, offloaded to Microsoft's Azure cloud.Microsoft encountered a range of unforeseen technical challenges as a result of that vision. The original prototype showcased grey isometric shapes spilling out of a featureless, monochrome building. We spoke to Brian Stone, Microsoft Studios' head of engineering, to learn a bit more.Crackdown 3 has traversed various incarnations since the early demonstrations in 2014. Getting Crackdown 3's Wrecking Zone into a playable state sounds like it has been a gargantuan task for Microsoft. Last week, we talked to Microsoft about how it all works, and the implications it could have for the future of gaming. Notably, every chunk of these arenas can be destroyed by players, offloading physics computations to Microsoft's Azure cloud.Leveraging Azure, multiplayer matches in Crackdown 3 utilize massive amounts of additional processing power beyond your base Xbox or PC, bringing persistent, dynamic physics-based destruction across sizeable urban-industrial-style maps. ![]()
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