Oh my.When I was talking to the guy at fanfest he said they had to take them out temporarily because they completely brake the game with the new forward boost.
Also Keys to the City is coming back!
Oh my.When I was talking to the guy at fanfest he said they had to take them out temporarily because they completely brake the game with the new forward boost.
Also Keys to the City is coming back!
https://youtu.be/XSt-bqwS0zY
Crackdown 1 footage.
If you honestly think 3 looks like a last gen game, you either are a troll, or you need to see an eye doctor.
Looking better but im still having a hard time with those animations. I understand the 1st game had this, but it was annoying even then but i reluctantly tried to ignore it, but it did bring the game down imo . 3rd game now, that twichy moonwalk-skating destroys the feeling of heaviness and power.
The boost jump, its lucklaster in its execution, theres no momentum to it, you just move forward faster, theres no feeling of propulsion transition in weight. Compared to something like Athem, which illustrates this perfectly.
Im not expecting this level of detail, but please put some effort in Sumo, it looks half arsed.
Popped back to see what folk were thinking now some actual gameplay footage is out there!
See this is interesting. Whenever we work on a classic IP we always try to capture the spirit and make it look how you remember it, we did this on Transformed and we are attempting to do it here.
In a way its great people think it looks like Crackdown as this is what we're aiming for!
It was always a bit comic book, hence the choice to go a little more stylised with the look. I think as we reveal new areas you'll see we've tried to make a much more diverse city than you've had in previous Crackdown games, but of course, this is the initial reveal so we dont want to ruin too many surprises...
I've seen a few comments on this. The first point to understand is we've tried to make a very reactive character, you can change direction almost instantly both on the ground and in the air, its more akin to making something more Japanese in nature. So we've tried to find the right mix between stylised poses, quick movement and try and avoid animation slowing down the ability to react quickly.
Its a challenge, not least when you can accelerate up to 60mph on foot and still need go be able to stop and turn on a dime.
The air-burst 'double jump' isn't actually designed to greatly extend your jump height or distance, its more of a saving throw when you're at low level to 'just make' a jump you may otherwise miss. As you level up you can use it to get further due to the increase in height, but this is still a platformer and about using the environment, not the means to fast travel ala Anthem. Thats not immediately apparent granted in videos, but it makes sense when you are hands on.
As with all things though, bear in mind the game is still very much in development, so everything will get more polished before we're done.
As I keep seeing people ask, yes the whole of Campaign can be played in 4 player Co-Op too. We're trying to bring the best parts of Crackdown back, we know folk love to play through the game together, so its a major part of the effort we're doing.
Nice to see people getting excited though. We have a genuine passion for the game, we've been working pretty hard to get this out in front of you and we're pushing like maniacs to make it worthy of the series.
I know the guys working on the 'other' side of the game are eager to show that off too, sorry to keep you all waiting on that front, but it was Campaigns turn this time!
Popped back to see what folk were thinking now some actual gameplay footage is out there!
See this is interesting. Whenever we work on a classic IP we always try to capture the spirit and make it look how you remember it, we did this on Transformed and we are attempting to do it here.
In a way its great people think it looks like Crackdown as this is what we're aiming for!
It was always a bit comic book, hence the choice to go a little more stylised with the look. I think as we reveal new areas you'll see we've tried to make a much more diverse city than you've had in previous Crackdown games, but of course, this is the initial reveal so we dont want to ruin too many surprises...
I've seen a few comments on this. The first point to understand is we've tried to make a very reactive character, you can change direction almost instantly both on the ground and in the air, its more akin to making something more Japanese in nature. So we've tried to find the right mix between stylised poses, quick movement and try and avoid animation slowing down the ability to react quickly.
Its a challenge, not least when you can accelerate up to 60mph on foot and still need go be able to stop and turn on a dime.
The air-burst 'double jump' isn't actually designed to greatly extend your jump height or distance, its more of a saving throw when you're at low level to 'just make' a jump you may otherwise miss. As you level up you can use it to get further due to the increase in height, but this is still a platformer and about using the environment, not the means to fast travel ala Anthem. Thats not immediately apparent granted in videos, but it makes sense when you are hands on.
As with all things though, bear in mind the game is still very much in development, so everything will get more polished before we're done.
As I keep seeing people ask, yes the whole of Campaign can be played in 4 player Co-Op too. We're trying to bring the best parts of Crackdown back, we know folk love to play through the game together, so its a major part of the effort we're doing.
Nice to see people getting excited though. We have a genuine passion for the game, we've been working pretty hard to get this out in front of you and we're pushing like maniacs to make it worthy of the series.
I know the guys working on the 'other' side of the game are eager to show that off too, sorry to keep you all waiting on that front, but it was Campaigns turn this time!
I don't understand how we got the trailer we got, when the game does like this.
I'd still rather have seen MP footage but this is Crackdown.
These GIFS alone are ten times better than that e3 campaign trailer.
A question on the game systems though - in the original game taking each boss down had an effect on all of the other ones. So take the vehicle boss down and enemy vehicles were downgraded. take down their weapons guy and you got a similar result.
Is that kind of system still in place with Crackdown 3? I know about the gangs-fight-back systems, but does dismantling each boss have those kind of larger scale effects?
I think that there being no online/destruction only escalated the "hate" for the trailer further. I mean when Terry starts it off saying something about dropping buildings I was waiting to see some crazy destruction and it ends and I'm just like "Huh?"I don't understand how we got the trailer we got, when the game does like this.
I'd still rather have seen MP footage but this is Crackdown.
I felt XB1X, SoT and SoW went on for far too long, they should have cut them all in half and gave Crackdown SP and MP a few minutes each.It deserved a full walkthrough during E3 over SOT In my opinion. Im glad they're uploading videos on it now, but I was completely disappointed how they skimmed over it during the conference. Im there day 1 because Ive always been a fan, but I wanted to see what they've improved upon/have been working on since its announcement.
Good yes good. This is good. So much better than the conference showing.
Hopefully we get batshit transforming cars confirmed. I presume there is daytime it's just not shown in the demos? At least the ones I've seen.
I think that there being no online/destruction only escalated the "hate" for the trailer further. I mean when Terry starts it off saying something about dropping buildings I was waiting to see some crazy destruction and it ends and I'm just like "Huh?"
Never played the first 2 Crackdowns so can't really compare but the only reason I was really interested in the game was the cloud stuff and I'm sure I'm not alone in that. Definitely a mistake not showing it off IMO
I felt XB1X, SoT and SoW went on for far too long, they should have cut them all in half and gave Crackdown SP and MP a few minutes each.
Popped back to see what folk were thinking now some actual gameplay footage is out there!
See this is interesting. Whenever we work on a classic IP we always try to capture the spirit and make it look how you remember it, we did this on Transformed and we are attempting to do it here.
In a way its great people think it looks like Crackdown as this is what we're aiming for!
It was always a bit comic book, hence the choice to go a little more stylised with the look. I think as we reveal new areas you'll see we've tried to make a much more diverse city than you've had in previous Crackdown games, but of course, this is the initial reveal so we dont want to ruin too many surprises...
I've seen a few comments on this. The first point to understand is we've tried to make a very reactive character, you can change direction almost instantly both on the ground and in the air, its more akin to making something more Japanese in nature. So we've tried to find the right mix between stylised poses, quick movement and try and avoid animation slowing down the ability to react quickly.
Its a challenge, not least when you can accelerate up to 60mph on foot and still need go be able to stop and turn on a dime.
The air-burst 'double jump' isn't actually designed to greatly extend your jump height or distance, its more of a saving throw when you're at low level to 'just make' a jump you may otherwise miss. As you level up you can use it to get further due to the increase in height, but this is still a platformer and about using the environment, not the means to fast travel ala Anthem. Thats not immediately apparent granted in videos, but it makes sense when you are hands on.
As with all things though, bear in mind the game is still very much in development, so everything will get more polished before we're done.
As I keep seeing people ask, yes the whole of Campaign can be played in 4 player Co-Op too. We're trying to bring the best parts of Crackdown back, we know folk love to play through the game together, so its a major part of the effort we're doing.
Nice to see people getting excited though. We have a genuine passion for the game, we've been working pretty hard to get this out in front of you and we're pushing like maniacs to make it worthy of the series.
I know the guys working on the 'other' side of the game are eager to show that off too, sorry to keep you all waiting on that front, but it was Campaigns turn this time!
The level of detail in the city is so low. It looks like an open world from two generations ago.
Popped back to see what folk were thinking now some actual gameplay footage is out there!
See this is interesting. Whenever we work on a classic IP we always try to capture the spirit and make it look how you remember it, we did this on Transformed and we are attempting to do it here.
In a way its great people think it looks like Crackdown as this is what we're aiming for!
It was always a bit comic book, hence the choice to go a little more stylised with the look. I think as we reveal new areas you'll see we've tried to make a much more diverse city than you've had in previous Crackdown games, but of course, this is the initial reveal so we dont want to ruin too many surprises...
I've seen a few comments on this. The first point to understand is we've tried to make a very reactive character, you can change direction almost instantly both on the ground and in the air, its more akin to making something more Japanese in nature. So we've tried to find the right mix between stylised poses, quick movement and try and avoid animation slowing down the ability to react quickly.
Its a challenge, not least when you can accelerate up to 60mph on foot and still need go be able to stop and turn on a dime.
The air-burst 'double jump' isn't actually designed to greatly extend your jump height or distance, its more of a saving throw when you're at low level to 'just make' a jump you may otherwise miss. As you level up you can use it to get further due to the increase in height, but this is still a platformer and about using the environment, not the means to fast travel ala Anthem. Thats not immediately apparent granted in videos, but it makes sense when you are hands on.
As with all things though, bear in mind the game is still very much in development, so everything will get more polished before we're done.
As I keep seeing people ask, yes the whole of Campaign can be played in 4 player Co-Op too. We're trying to bring the best parts of Crackdown back, we know folk love to play through the game together, so its a major part of the effort we're doing.
Nice to see people getting excited though. We have a genuine passion for the game, we've been working pretty hard to get this out in front of you and we're pushing like maniacs to make it worthy of the series.
I know the guys working on the 'other' side of the game are eager to show that off too, sorry to keep you all waiting on that front, but it was Campaigns turn this time!
I'm optimistic for this game, and I want a Crackdown 4, but I do wish the animations were better than they are, and I'd like to see some more variety in climbing buildings, e.g. wall running and jumping and punching to create crevices and footholds.
This game looks gorgeous and like a lot of fun, and I hope it does well.
Stupid question, but if I buy this on PC and my friends on the bone, can we play together or are they separate communities?
I don't know for certain, but considering it is Play Anywhere I would guess that it is cross play.
Stupid question, but if I buy this on PC and my friends on the bone, can we play together or are they separate communities?
https://www.youtube.com/watch?v=oQbAPLwWoCA
interview with shacknews
says they're bringing a LOT more to the transforming cars as they felt it was sort of 'forgotten' as you level up...
hmmmmmmm
That looks a lot better. I'm also seeing some daytime in there which is nice.
Seeing actual gameplay makes the game seem a lot better but I still think it's missing something visually.
As the MP and SP are made by different teams are the engines/tech and feel totally different? I'd hate it if the campaign didn't feel (movement, combat and other stuff) the same to MP.
They are talking about the Xbox games on the GiantBomb stream right now, and the MS Studios Design Director for the game mentioned that they made sure that the sandbox (movement, combat, etc) was the same across the campaign and MP despite it being made by different studios.
3 hasn't even released yet...
Popped back to see what folk were thinking now some actual gameplay footage is out there!
See this is interesting. Whenever we work on a classic IP we always try to capture the spirit and make it look how you remember it, we did this on Transformed and we are attempting to do it here.
In a way its great people think it looks like Crackdown as this is what we're aiming for!
It was always a bit comic book, hence the choice to go a little more stylised with the look. I think as we reveal new areas you'll see we've tried to make a much more diverse city than you've had in previous Crackdown games, but of course, this is the initial reveal so we dont want to ruin too many surprises...
I've seen a few comments on this. The first point to understand is we've tried to make a very reactive character, you can change direction almost instantly both on the ground and in the air, its more akin to making something more Japanese in nature. So we've tried to find the right mix between stylised poses, quick movement and try and avoid animation slowing down the ability to react quickly.
Its a challenge, not least when you can accelerate up to 60mph on foot and still need go be able to stop and turn on a dime.
The air-burst 'double jump' isn't actually designed to greatly extend your jump height or distance, its more of a saving throw when you're at low level to 'just make' a jump you may otherwise miss. As you level up you can use it to get further due to the increase in height, but this is still a platformer and about using the environment, not the means to fast travel ala Anthem. Thats not immediately apparent granted in videos, but it makes sense when you are hands on.
As with all things though, bear in mind the game is still very much in development, so everything will get more polished before we're done.
As I keep seeing people ask, yes the whole of Campaign can be played in 4 player Co-Op too. We're trying to bring the best parts of Crackdown back, we know folk love to play through the game together, so its a major part of the effort we're doing.
Nice to see people getting excited though. We have a genuine passion for the game, we've been working pretty hard to get this out in front of you and we're pushing like maniacs to make it worthy of the series.
I know the guys working on the 'other' side of the game are eager to show that off too, sorry to keep you all waiting on that front, but it was Campaigns turn this time!
I wish I could watch that stream right now, can't tho.
Will there be a replay/reupload of it later tonight?
Popped back to see what folk were thinking now some actual gameplay footage is out there!
See this is interesting. Whenever we work on a classic IP we always try to capture the spirit and make it look how you remember it, we did this on Transformed and we are attempting to do it here.
In a way its great people think it looks like Crackdown as this is what we're aiming for!
It was always a bit comic book, hence the choice to go a little more stylised with the look. I think as we reveal new areas you'll see we've tried to make a much more diverse city than you've had in previous Crackdown games, but of course, this is the initial reveal so we dont want to ruin too many surprises...
I've seen a few comments on this. The first point to understand is we've tried to make a very reactive character, you can change direction almost instantly both on the ground and in the air, its more akin to making something more Japanese in nature. So we've tried to find the right mix between stylised poses, quick movement and try and avoid animation slowing down the ability to react quickly.
Its a challenge, not least when you can accelerate up to 60mph on foot and still need go be able to stop and turn on a dime.
The air-burst 'double jump' isn't actually designed to greatly extend your jump height or distance, its more of a saving throw when you're at low level to 'just make' a jump you may otherwise miss. As you level up you can use it to get further due to the increase in height, but this is still a platformer and about using the environment, not the means to fast travel ala Anthem. Thats not immediately apparent granted in videos, but it makes sense when you are hands on.
As with all things though, bear in mind the game is still very much in development, so everything will get more polished before we're done.
As I keep seeing people ask, yes the whole of Campaign can be played in 4 player Co-Op too. We're trying to bring the best parts of Crackdown back, we know folk love to play through the game together, so its a major part of the effort we're doing.
Nice to see people getting excited though. We have a genuine passion for the game, we've been working pretty hard to get this out in front of you and we're pushing like maniacs to make it worthy of the series.
I know the guys working on the 'other' side of the game are eager to show that off too, sorry to keep you all waiting on that front, but it was Campaigns turn this time!
Can you still target specific limbs, heads, tires, gas tanks, etc? Thought I spotted the ability to do that in the various videos, but it hasn't been highlighted yet.
Also, please tell me the agency vehicles are present AND that they transform. Not sure why they haven't shown those yet - it's only a friggin critical component of the experience.
thank god some developers get itI've seen a few comments on this. The first point to understand is we've tried to make a very reactive character, you can change direction almost instantly both on the ground and in the air, its more akin to making something more Japanese in nature. So we've tried to find the right mix between stylised poses, quick movement and try and avoid animation slowing down the ability to react quickly.
When I was talking to the guy at fanfest he said they had to take them out temporarily because they completely brake the game with the new forward boost.
Also Keys to the City is coming back!