https://www.gamesradar.com/crackdown-3-wrecking-zone-multiplayer-hands-on/
There's a lot more in the article.
I was worried about lock on, but mastering traversal seemed to be the counter balance, on top of creating your own pathways and opportunities in a firefight. Seems like it could be a bit addicting.
Also the devs had spoken about how difficult incorporating computing was into the game, and them only getting it working properly in the last 12 months speaks more to that.
I really hope they pave the way. Epic recently acquired cloudgine for devs to use with the engine, so deeper utilization could take off in the future.
My thoughts basically mirroring their last portion:
"Perched atop a towering skyscraper, it's difficult not to get drawn into the sheer, incredible spectacle of it all; mouth agape, eyes blinded by the collapsing neon fixtures of the futuristic cityscape enveloping you."
"It is, however, worth taking a second to reflect on Crackdown 3's very public crawl through development hell, because getting the game into a position where it can be primed and ready for release on 15 February 2019 is an achievement in and of itself for Microsoft Game Studios."
"We won't bore you with the specifics as it is all extremely complicated, a technical accomplishment that Microsoft Game Studios admits it has only gotten working as intended in the last 12 months or so, but you should trust us when we tell you that it is pretty goddamned spectacular."
"In effect it means that, were we to be running away from a gaggle of enemies, we could use an assault rifle to hastily carve a makeshift door into the façade of an approaching building in an effort to break line-of- sight, and that will synchronise for every player in the game without any delay."
"The gunplay is a strictly lock-on affair, with a squeeze of the Left Trigger focusing the attention of your reticule onto an enemy in direct line-of-sight. The skill in Wrecking Zone isn't in mastering the mechanics of the weapons, but mastering your traversal of the environment – understanding how to quickly break line-of-sight and gain a height advantage on a would-be aggressor is everything."
There's a lot more in the article.
I was worried about lock on, but mastering traversal seemed to be the counter balance, on top of creating your own pathways and opportunities in a firefight. Seems like it could be a bit addicting.
Also the devs had spoken about how difficult incorporating computing was into the game, and them only getting it working properly in the last 12 months speaks more to that.
I really hope they pave the way. Epic recently acquired cloudgine for devs to use with the engine, so deeper utilization could take off in the future.
My thoughts basically mirroring their last portion:
"Wrecking Zone is only possible in its current form because of Azure, because of the cloud infrastructure Microsoft has established. It really is incredible technology and what's difficult to believe is that this is only the beginning. Crackdown 3 is going to be the best example of what this tech can do in the hands of ambitious development teams."