We learned why the development took so long.
Sumo Digital’s Design Director, Clint Bundrick was interviewed by GameReactor at E3, and he told everyone why it took this much time to develop Crackdown 3: „A game like this is just incredibly ambitious. The campaign world is twice the size of the city in the original Crackdown, and not only regarding footprint – but the tallest building is also twice as tall as the tallest building in the original game. So it’s a super ambitious game for the campaign and then an incredibly ambitious game for the competitive multiplayer mode. This is a franchise that deserved to come back right, and we wanted to take our time to do it right.”
He also talked about the new moves: „Crackdown has always been a game about a verticality, a bit of a vertical platformer, and it’s still very much about that. We’ve added some stuff like the double jump and the airburst, so now players can combine those moves and make this long, crazy jumps that not even we are anticipating. Players can also use that in combat: you could be in the middle of a big jump and if somebody fires a rocket at you, you can airburst to dodge it. It gives the player way more choice and at the moment to moment makes the jumping a lot more fun.”
Crackdown 3 launches on November 7 on Xbox One and PC. On Xbox One X, it will not run at 60 frames per second, when the genre and the strongest console on the market should support it…
Leave a Reply