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If you want to play by yourself or with a close friend, if you just want to have a relaxing story experience, great. I think the more games can satisfy all of those different player moods, the more successful they’re going to be.Ĭrackdown has a decent menu.
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Sometimes I feel like not talking to anybody. Some days I feel like being super social. Depending on the day, everyone has a different mood. The way I look at it these days, the reason you put a campaign in any game is because players are different. It’ll also just give you fictional context for the world, that kind of thing. It’ll get your skills sharp enough to be competitive in multiplayer.
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Staten: It’ll certainly train you in how to play the game. GamesBeat: Is the campaign there to inspire you to play for a long time, to keep you in it? That’s really the goal, to make the best Crackdown game ever. By the end, five or 10 hours in, hopefully you end up feeling like a superheroic agent of justice ripped out of a comic book. It feels like a modern open world game, but it still has this classic Crackdown pulpy sandbox of fun that doesn’t take itself too seriously. The game design is always just waiting in the background, watching what you do, encouraging you to do more of what you love. If you want to go right after the central tower, right after the main bad guy, there’s no linear story that stops you from doing that. In an interesting way, I think it has a bit of kinship with Breath of the Wild, the latest Zelda, inasmuch as from the moment you start Crackdown’s campaign, the whole world is open to you. I think it has some similarities to a lot of other open world games. Staten: I’d call this an action platformer, a third-person action platformer. GamesBeat: What’s the context where you think this fits, the kind of genre it fills? But I always do have that same perspective, that background. Staten: Over the years I’ve had to take on more stuff. GamesBeat: A story guy working on bug-killing? And I do bug triage every morning, five or six days a week, three hours. Standard creative director work at the end. I’m not living in Sheffield working for the Sumo guys, but I’m serving in that job of trying to bring the game together cohesively, and also working with our marketing partners to promote the game. But in Crackdown’s case I’m serving as, really, creative director for the whole game. I work with other talented designers, overseeing all the projects from a design point of view. Staten: What I do in publishing now is I head up the design group. I’ve spent more than 50 percent of my workday on this game. I definitely got more involved in the last year, just as we’ve been moving toward lockdown and launching the game. Publishing is either a light touch or a heavy one depending on the partner. Joe Staten: Well, I went to publishing in 2014, right as this game was announced, the early days. It’ll be for your own benefit when the game comes out, after all.GamesBeat: How long have you been working on this? Just don’t forget to report any bugs or issues through the Insider app.
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Those who do download the technical test will be able to play the Blackout Zone map and Agent Hunter mode, where Agents compete to kill each other and collect the badges of the fallen. More test sessions will be live during the weekend, so make sure to stay tuned on the Crackdown 3 social media pages for more details. The beta will be available to download from 9am PST/5pm GMT, with the first test going live from 12pm/8pm GMT through the Xbox Insider App. With that in mind, it’s been announced that a technical test will be available to Xbox Insider members from tomorrow. We’re just over a week away from Crackdown 3 finally launching, but it looks like the developers are looking to iron out some kinks in the Wrecking Zone mode before the game releases on February 15th.