One, called Agent Hunt, is a standard team deathmatch mode with a twist: dead agents drop their Agency badge, and you have to collect it to score. During a pre-release session, and then a little more after release, I played two game modes. Teams of agents pile into a training simulator to duke it out. The attached multiplayer mode, called the Wrecking Zone, is actually more interesting than the campaign itself. When I attack monorail stations, I have to do enough damage to the security forces there to draw out the station chief, a high-powered robot equipped with a shield. The ore processing pits, for example, can only be destroyed by tossing boulders into huge hydraulic mashers to clog them. ![]() I appreciate that each installation type demands a different strategy. Roxy is the only artificial personality, while the rest are a diverse group ranging from prize-winning chemists to decorated former army officers. To Crackdown 3's credit, the boss characters are varied and fighting them is a good change of pace. Weakening the middle managers makes their bosses more vulnerable, and so on up the corporate ladder. Attacking mines and destroying machinery, for example, weakens the middle manager in charge of mining operations. I fight to make the CEO vulnerable by attacking company assets. Instead of fighting gangs or terrorists as in the previous Crackdown games, Crackdown 3's baddie is an exploitative capitalist megacorp.
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