Crackdown 3

Quirky visuals, super-powered crime fighters, high octane action, a traversable city full of enemy grunts to fill full of lead; when you break it down into its constituent parts, the similarities between Crackdown 3 and Agents of Mayhem are strong and many, and with that in mind it’s no surprise that Microsoft decided to put the brakes on their upcoming open-world shooter and give it some space following the recent release of Volition’s similarly themed crime-fighting third-person action-adventure. Of course, there will have been additional reasons for the delay, but giving Crackdown 3 room to breathe seems reason enough, regardless of what else may or may not have pushed the game into 2018.

That’s not to say that they’re exactly the same, because they’re not. Most notably Crackdown 3is looking to the Cloud to power certain parts of its explosive experience (although the multiplayer-focused Wrecking Zone wasn’t something we were able to see for ourselves at Gamescom), but there are other things that set them apart. You can, for example, pick up a lot of things in the world and fling them around, and that’s something we did many, many times during our two playthroughs of the Gamescom demo that Microsoft hosted at its booth in Cologne. If a car door was blown off, we picked it up and hurled it at a bad guy, and when a civilian slumped to the floor after a misplaced grenade ended their innocent existence, we picked up the corpse and sent it hurtling into a crowd of advancing security guards (which, when you think about it, is a bit grim). We wasted no time in grabbing anything and everything that dropped around us, and used these makeshift projectiles to take out as many enemy grunts as we possibly could.

There’s a lot of verticality in the world too, and collecting orbs lets your character improve various abilities, for example, letting us jump to new heights and explore the city above the streets. Buildings are also constructed with helpful ledges perfect for a jet-powered agent to grab hold of as they look to find a vantage point from which to survey the area. We struggled to find finesse as we climbed up to the tops of towers, but it’s possible to use the hand holds to climb up pretty high, combine that with the jetpack and double jump, and then use that elevated position to gauge the challenges below. Jumping down from a lofty perch also allows you the pleasure of hitting the ground at high velocity, the resulting shockwave sending anyone caught in the area of effect flying in all directions.

One thing we did like was the fact that you can pick up the weapons your enemies drop, and we found ourselves regularly mixing things up, particularly when the heavies showed up; the shotgun seemed a much more efficient way of dispatching these more stubborn adversaries than the assault rifle, although a handy lock-on feature allowed us to concentrate rapid fire attacks before moving onto the next. During our demos we focused on taking out a couple of enemy strongholds and clearing them out as quickly as possible before heading off in search of even more adventure. Destruction is a keyword, and it’s thanks to weapons like the Singularity Gun (which fires a black hole that in turn sucks in items nearby, often to explosive effect) that players will be able to really make their mark on the city.