

Technologically, the cutbacks are legion. The destruction can look wonderful, but little of the gameplay is actually built around the concept. Limiting the scale of the play space means that players can actually find one another, which definitely helps, but there's still the sense that there's not much to actually do.


What's clear from the 2015 demo is that it's exactly that - a demonstration, with no real gameplay as such.

WILL CRACKDOWN 3 BE ON PC SERIES
To begin with, the cityscape of the original demo becomes a series of enclosed holodeck-esque arenas - high on verticality, but small in terms of their overall footprint. What Wrecking Zone delivers is still impressive in many respects, but is definitely a simplification of the original demo - a situation which looks like a combination of both technological limitations and gameplay considerations. A video breakdown of Crackdown 3's multiplayer modes, covering off co-op and Wrecking Zone. Three-and-a-half years on, it still looks like nothing we've ever seen - certainly not from the final rendition of Crackdown 3. In the wake of the carnage, a debug camera scans across the wreckage. However, the demo's most spectacular moments come when blasting through the lower levels of a tower block - the skyscraper collapses realistically into another building, resulting in a cascade of destruction, both structures reduced to their component parts. Dynamic debris is generated that accumulates on the floor during this process. The demo kicks off with a cool demonstration of micro-detail chip damage, with the player able to use his gun to punch a hole through a wall - which can then be used for sniping. The demo itself didn't run particularly well and ran at a low resolution, but the scale of the ambition on display here is staggering. Remarkably though, the 2015 Crackdown demo - embedded on this page and witnessed by our own John Linneman - actually saw Microsoft double down on the cloud's potential. Respawn's Titanfall ran some drone AI on its servers when it launched in March 2014, but it's difficult to square what is effectively a dedicated server for an FPS with the game-changing power apparently offered by cloud technology. Once the generation kicked in properly, claims surrounding the power of the cloud began to fade into the background. Looking back at the last five years of Xbox One releases, the claims look almost ludicrous now and it's safe to say that we've yet to encounter a single release on the system that offers any kind of cloud-powered advantage over PlayStation 4. There was talk of Xbox Live upgrades to 300,000 servers to enable this revolution, and even mention of 3x the compute power in the cloud available to every Xbox console at any given point. In the wake of an underwhelming, TV-centric reveal and a palpable specs disadvantage against PlayStation 4, Microsoft surprised us by revealing that Xbox One could interface with its Azure cloud infrastructure. Of course, the story of Xbox One's pioneering cloud gaming system goes back all the way to 2013, before the system even launched. Perhaps inevitably, the final game only bears a passing resemblance to that initial demo, and while Wrecking Crew itself is rich in potential, the actual game is rather lacklustre. What happened to the power of the cloud? Crackdown 3 finally launched last week, its Wrecking Zone multiplayer mode presenting the final iteration of an astonishing cloud-driven physics showcase first revealed by Microsoft in 2015.
