![]() This is my cue to trade, say, my electric rifle for a toxic sludge gun. Enemies flag their own resistance to certain weapon types, with big letters that say “RESIST” appearing in front of them. I choose my own combat loadout of various firearms, but the battles themselves tend to yield plenty of alternatives. Wherever I am in the city, I can jump into random cars, à la Grand Theft Auto, or I can summon my own ride. Sumo Digital/Microsoft Studios Firearms loadout I work my way up through a hierarchy of mob lieutenants and capos, until I take out the top bosses. Missions are color-coded according to specific criminal organizations. Sometimes I go in specifically to take down a bad guy, or destroy enemy resources. This is a soft-gating technique that allows me to sample higher-level enemies, if I really want to.ĭuring my time with Crackdown 3, the missions I choose tend toward attacking packs of enemies, accessing a terminal, and initiating some sort of computer hackery to release prisoners or whatnot. In reality, the game checks my stats and gives me a percentage probability of surviving each enemy location. The map is fully open, meaning I can go anywhere at any time and take on any enemy, including the ultimate boss. While I begin with a feeble jetpack that has all the power of a kitten’s sneeze, I am able to build it up to something more impressive, allowing me to scale large buildings or hurl myself at enemies. In the single-player campaign, environmental destructibility barely exists
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