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Crackdown 3 is a playground of destruction and it’s hard to worry about anything much when you’re in the zone. The game will attempt to throw more mindless enemies at you, and you’ll certainly die now and then 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 weaponised justice that you won’t care.
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For example, Agility gives you a double (then later a triple) jump, and a rocket booster, while also reducing fall damage and increasing jump height and running speed.Īt a certain point (for me when I’d levelled Firearms, Agility and Explosives up to about level 4) you’ll begin to feel overpowered. Everything you do earns orbs, and as you increase the level of each skill you’ll unlock new abilities tied to it. Agility can only be boosted by finding Agility Orbs stashed in lofty positions around the City, while to improve your Driving skill you’ll need to pull off handbrake turns, nail stunt jumps, and commit vehicular manslaughter at every available opportunity. The first 3 are the easiest to improve, as 70% of Crackdown 3 is combat. Your Agent has five core skills: Strength, Firearms, Explosives, Agility and Driving. As before, you’ll begin fairly underpowered and certainly outgunned, but within a few hours you’ll feel your power begin to grow. Without a doubt, you will have seen everything Crackdown 3 offers elsewhere, but this time it’s cel-shaded and dialled past eleven. There’s no mistake that Terry Crews is the face of Crackdown 3, bringing his trademark musclebound charisma to the role of Jaxon in a story that, to be perfectly fair, struggles to do anything particularly original.
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Only Jaxon (or any of the initial 9 agents you choose from) can save the day, by shouting, ground-pounding, and punching cars in half, apparently. An organisation called Terra Nova soon steps in to take over, led by CEO Elizabeth Niemand, and immediately imposes martial law. The Agency’s finest, led by Terry Crews’ enthusiastic and mildly psychotic Commander Jaxon, are attacked in the opening cutscene as a biological weapon detonates over the City, spreading deadly toxins. It all but ignores the misfiring second game, instead presenting what amounts to a straight-up remake of the 2007 original. The weird thing is that it doesn’t seem to care, and is instead stubbornly insistent on making its own fun, cranking the music back up and dancing like there’s no tomorrow. I’d switched bodies two-dozen times, collected 400 of the 750 Agility Orbs on offer, and taken 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.Ĭrackdown 3 is, arguably, five years late to its own party, arriving to find that everyone is already leaving, the DJ is bladdered and there’re no sausage rolls left. By the time the credits rolled on Crackdown 3’s solo campaign, I’d taken my Agent from slim, jump-suit wearing respawn to tank-throwing, heavily-armoured badass via the colourful and bombastic mediums of controlled mayhem and wanton destruction.
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