Crackdown 3 review | Crews Control

Crackdown 3 review | Crews Control

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Language: English

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00:00
by the time the credits rolled on crackdown 3 solo campaign I taken my agent from slim jumpsuit wearing respawn to tank throwing heavily element badass by the colorful of bombastic mediums of controlled mayhem and wanton destruction I'd switched bodies two dozen times collected 400 of the 750 jelly orbs on offer and take down more bosses in mech suits than I care to remember but and this is crucial I'd had a ridiculous amount of fun doing it crackdown 3 is arguably 5 years late to its own party
00:30
arriving to find that everyone's already leaving the DJ is bladdered and there's no sausage rolls left the weird thing is that it doesn't seem to care and it's instead stubbornly insisting on making its own fun cranking the music back up and dancing like there's no tomorrow it all but ignores the misfiring 2nd game instead presenting what amounts to a straight-up remake of the 2007 original the agency's finest led by Terry Crews enthusiastic and Marley's psychotic commander Jackson are attacked in the opening cutscene as a biological weapon donates over the city spreading deadly toxins an organization
01:02
called Terra Nova soon steps in to take over led by CEO Elizabeth neimand and immediately imposes martial law only Jackson or any of the initial nine agents you can choose from can save the day by shouting ground pounding and punching cars and half apparently there's no mistake that Terry Crews is the face of crackdown 3 bringing his trademark muscle-bound charisma to the role of Jackson in a story that to be perfectly fair struggles to do anything particularly original without a doubt you will have seen everything crackdown 3 offers elsewhere but this time it's cel-shaded and dull past eleven as
01:34
before you'll begin fairly underpowered and certainly outgunned but within a few hours you'll feel your power begin to grow your agent has five core skills strengths firearms explosives agility and driving the first three are the easiest to improve as 70% of crackdown 3 is combat agility can be boosted by finding the orb stashed in lofty positions around the city while improving a driving skill you just need to pull off handbrake turns nail stunt jumps and commits vehicular manslaughter at every available
02:03
opportunity everything you do earns orbs and as you increase the level of each skill you'll unlock new abilities tied to it for example agility gives you a double than later triple jump rocket booster while also reducing full damage and increasing jump high and running speed at a certain point you'll begin to feel overpowered the game will attempt to throw more mindless enemies at you and you'll certainly die only to respawn at the nearest supply point having lost a few orbs but you'll be so busy leaping small buildings throwing cars at people and generally dispensing weaponized justice that you won't care
02:34
crackdown 3 is a playground of destruction and it's hard to worry about anything much when you're in the zone which is a good thing because despite the map fairly heaving with things to do there are times where crackdown 3 begins to eat itself the missions very commendably even within their own archetypes but the manner by which you go from A to B is largely the same you just shoot stuff over and over there are a few side concerns that require you to do things like climb platforming puzzles called propaganda towers or perform checkpoint races either on foot or on vehicles but by large you're a bullet courier and
03:05
nothing more that said it's not a bad thing all the time since whenever crackdown 3 tries its hand at something other than destruction there's a sense that something isn't quite right the platforming is just a little off as you'll constantly be attempting to find the very thin line between over jumping and under jumping and then land on it the laws of physics are party poopers in crackdown three's colourful sea and you spend most of your time where there are odds with them or ignoring them completely I had countless moments of genuine rage trying to land on a particular platform I need to achieve this and an immediately panic roll off the edge
03:35
there are checkpoints at certain stages of the propaganda towers and the races are mercifully bite-sized affairs but neither your vehicles no your agents handle all that well in a pinch you can switch out your body vehicle and weapon load our captured supply point which is also where you go to reduce your wanted level the first time you pick up any gun or gadget or jump in a new vehicle you'll claim it and it'll be available for you later the guns and gadgets are many and varied and that your loadout to suit any situation some of the guns are pretty cool too such as a multi rocket launcher a singularity cannon and a
04:06
rifle that fires explosive poison rounds perhaps the most disappointing element of crackdown 3 is the top tier of Nieman's organization who formed the lineup of bosses polishing off objectives dotted around the map will destabilize the pillars of Terra Nova including industry security and transport once you've done enough to disrupt any branch the executive officer thereof will challenge you apart from two or three deviations most of these result in a rocket fight with the human in the mech suit by the time your agent is pushing level 5 in a few skills these engagements will be tediously simple on the standard difficulty it's a
04:37
shame that is actually more fun blasting and climbing to the fight than engaging in the fight itself points are earned with the inclusion of a co-op mode though some are lost because you can't match my cancer to force to invite your friends which is great as long as your friends are playing tearing about the streets with a buddy is great fun though throwing each other through vehicle stunt rings and doubling down on the destruction but it desperately needs a simpler drop-in dropout system in place it all runs super smoothly though with only the occasional stutter during autosave and no real technical issues beyond the odd bow of overexcited
05:08
physics graphically it's a pretty game the environments are rich and colorful sprinkled in neon and twinkling lights at night and then dredged in bright deceiving sunshine in the daytime the agents are all physically unique there they only differ under the hood in terms of which skills they improve fastest but the enemies of pure cookie car cannon fodder likewise the citizenry is so dull an identikit that you won't care if you accidentally mowed down a street full of people the rioting suffers from the same issues as relations ages of mayhem and then it feels very much like a game out of time putting aside the gleeful joy of
05:39
blowing stuff up the human never really feels part of the DNA instead coming across as a little forced and tacked on but there's no denying that this is a fun game I'd seen it all before in one form or another Shore and I was rarely wowed by anything sumo digital is offered but I was always entertained always occupied by climbing the tower trying to clear that stammering with more and more loot shooters or expansive RPGs hitting the shells in a world where every first-person shooter will soon have a battle royale mode attached crackdown 3 almost feels like a breath of fresh Gunsmoke it may at times for
06:10
like a magic mirror back to 2007 but its simplistic unpretentious approach to good old-fashioned mayhem means it's never less than a blast to play you

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