Crackdown 3 Reviews
Check out Crackdown 3 Review Scores from trusted Critics below. With 23 reviews on CriticDB, Crackdown 3 has a score of:

The promise of cloud powered physics just fails to deliver on practically all fronts, worst of all being that it just adds nothing to the gameplay. The buildings all fall apart with just the slightest tap and there’s no real weight to what you’re doing; that’s not to mention that not all of the arena is destructible, just parts of it and the debris disappears as quickly as it came apart. Add on top of this the world’s sort of Tron-esque aesthetic. It’s a lot less fun smashing buildings apart when they just look like polygons or in some cases...
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It has been years in the making and it may not be all that it was cracked up to be but Crackdown 3 is still a solid sandbox game.
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Crackdown 3 is forgettable, broken in places, extremely short and set in its ways. Still, I'd be lying if I told you I didn't have a hell of a lot of fun playing it.
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Five years in development and this is the game we got? In 2014 we got a tease for Crackdown 3 that promised a lot in the form of a new technology. A technology that would harness a combined power of up to twelve Xbox One’s. We witnessed some of the most impressive destruction physics ever and the wow factor was the fact that an online server was calculating it and not your local hardware. Anyway, five years later, multiple delays, development hell that saw multiple developers giving input,...
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All these years later, Crackdown 3 delivers on what made the original an enjoyable game, but never much more. Though the compulsive hunt for collectibles can be satisfying for a time, its overall campaign doesn't evolve beyond a mostly bland auto-lock shooting gallery. Its tacked-on Wrecking Zone multiplayer highlights some neat cloud-powered destruction that's never used to great effect in this tiny and woefully barebones mode.
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The gaming landscape has entirely changed since the original Crackdown released in 2007. The rise of Call of Duty, the historic peak and slow decline of World of Warcraft, the FGC (fighting game community) resurgence, the advent of MOBA and Battle Royale games. The world Crackdown 3 launches into is so far removed from the games it was built to compete and innovate with it's like jumping into a time machine. And yet, this is a game which is faithful to a fault to the design of the original game. This is a direct sequel, no doubt about it, and...
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We’ve done our waiting, five years of it! Five years that unfortunately have me questioning if it was all worth it. Admittedly, this is the first Crackdown game I’ve sunk more than a few hours into, so I can’t attest to whether or not it’s the proper follow-up to the original from 2007. The good news is I’ve genuinely had some mindless fun with Crackdown 3 as I’ve leapt across the rooftops of skyscrapers, blasted thousands of goons, and massacred the infrastructure of a vile corporation. However, the colorful world, level of freedom, and even Terry Crews can’t remedy the...
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Crackdown 3 offers an amazing feeling of power with a great selection of weaponry to make use of during chaotic firefights as well a decent looking but anemic world to explore but fails to grow beyond the original dated formula.
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Crackdown was a surprise hit back in 2007, giving Xbox 360 players who may have only been in it for the Halo 3 demo a chance to be a superhero. Dismantling Pacific City’s criminal network – or even puttering around town – was a blast, with an arsenal that included high-flying acrobatics, super strength, and a kit of exotic weapons that let you turn traffic jams into smoldering lines of debris. A disappointing sequel followed, which added little and ultimately failed to innovate or capture the spark of the original. Now, a dozen years later, the series is back in...
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Even with Terry Crews, Crackdown 3 fails to reach the highest agility orbs.
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I’m sure you’ve heard this by now, but Crackdown 3 has had a pretty troubled development cycle over the last few years. Initially revealed almost five years ago, there were times when the game almost seemed like it might not happen at all, but a clever campaign with the charismatic Terry Crews getting involved gave it a bit more life, and finally, it’s here.
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It’s been a while since I’ve played something as refreshingly uncomplicated as Crackdown 3. You’re a big dude (or lady) with genetically-engineered superpowers and a whole lot of guns. Out there is a futuristic city stuffed with militia and hostile robots. And after the briefest preamble, you’re free to absolutely go to town on it.
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Crackdown 3 makes no sense on paper. Its story is nonsense, you spend way too much time searching for hidden orbs and leveling up, and the presentation isn’t anything spectacular. And yet, the over-the-top madness and hilarious, memorable moments it brought me made it impossible to put down. While the PvP multiplayer mode falls short of what it’s trying to achieve, there’s a lot to love about Crackdown’s long overdue return.
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Crackdown 3 is bonkers chaotic fun but also a case of wasted potential. The series deserved an iterative revival but instead, we have the tried-and-tested Crackdown backbone with remastered visuals and a touch more chaos, sadly squandering the promise of its few interesting additions in the process
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Crackdown 3 manages to escape its troubled development in style, offering up a somewhat safe return to the superhero cop action of its predecessors in a bright and unpretentious campaign. It feels like the perfect antidote to some of the more bloated open world experiences of recent years. You can also briefly revel in the Wrecking Zone’s glorious destruction, even if all that fancy cloud tech simply leaves you hungry for what the game could have been.
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Crackdown 3 is probably not the sequel you were looking for, but it definitely has some thrills. Our review...
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In an ideal situation, so much isn’t riding on Crackdown 3 to be a huge hit both critically and commercially. The current state of exclusive games on the Xbox One puts an enormous amount of pressure for Crackdown 3 to be something that can stand up to the mega-AAA games Sony has produced in recent years such as God of War, or the beloved franchises seen on the Nintendo Switch.
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Crackdown 3’s story shortcomings extend to Wrecking Zone, the game’s multiplayer mode. Wrecking Zone may seem ambitious with its crumbling destructible cityscapes rendered by Microsoft’s Azure Cloud, but it currently only features team deathmatch and a mode where you have to hold a piece of territory, the sort of basic distractions that would have been in a launch game on PlayStation 2 decades ago. Most galling of all: you can’t play with friends in a party, relegating online friends to the co-op campaign. Wrecking Zone is conceptually interesting but lacks staying power.
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There's obviously a long and sad story to be told here. The tales of how it swapped development studios, of how it was supposed to be an Xbone launch title, why it never became the promised technical masterwork that made cloud-based processing a part of gaming. It reeks of development hell, as demoralising to play as I imagine it was to make. Yes, clearing a map of its icons can be readily distracting, and it fulfils this role at least. But that's no longer nearly enough. Although I'll say one thing for it, that shouldn't be underappreciated. It's fast travel...
Read Full ReviewFor context, when the third game in the Microsoft-exclusive open-world crime fighting series was first unveiled, most people would have assumed Brexit was a cereal, analysts were predicting the death of Nintendo, and Roy Hodgson was the England manager.
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Competent, with enough fun weapons and silly spectacle to make it inoffensive entertainment. While a half-decade of development hell could’ve ended with worse results, it’s tough to muster much excitement for what’s here.
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Before you go after anybody though you will want to reclaim some Agency Supply Points, or else you'll keep having to start over from the Agency Tower. The Tower's not so bad - there's the supercar, an awesome drive-over-anything SUV and a truck cab on permanent standby for deployment, along with tunnels to each of the three ganglands - but supply points are nearer to the action, not to mention more, er, vertically exciting. When you're close to one, it shows up on the mini-map and needs to be reclaimed from a token enemy force. Claim it and you can...
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