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Crackdown 3: 10 minute pre-alpha gameplay demo

I expect the destruction on the final game to be limited due to gameplay design, then a lot of people calling this demo a lie.

*Firing Gun* at mission related buildung

Player talks: "No, I don´t want to do that at the moment"

:D

No, they will find some good way to deal with that.

They already said guns were overpowered in the demo. If they are following the "mission-design" of Crackdown 1 and you just have to kill the boss, then you can fire at the buildung for 20 min until it collapses or you go in solo and use small time destruction to cut off enemies ect.
 
We have a long form, real time demo of this kind of thing working and people are actually still complaining and trying to call bs?

I didn't expect that coming into this thread for some reason. Some of you guys...Jesus.

Not hard to be skeptical in an industry that focuses their efforts on trickery/smoke and mirrors to get people all hyped up. My position is I'll believe it when I see it as I play the game.

There's always caveats somewhere, but don't expect to know about them until you've spent 60 dollars.
 
We have a long form, real time demo of this kind of thing working and people are actually still complaining and trying to call bs?

I didn't expect that coming into this thread for some reason. Some of you guys...Jesus.

It looks pretty good; I'd wager some people just don't think that it looks that mind blowing. That being said, I don't think people should be concern trolling whether MS can deliver what they are demoing here. I fully believe that they can, which is great in the scheme of cloud-assisted physics compute as a whole. The argument at this point is does it look that much better than the canned physical destruction present in games like the latest Red Faction? I think that it does look better, but not as good as I was expecting.
 
Not hard to be skeptical in an industry that focuses their efforts on trickery/smoke and mirrors to get people all hyped up. My position is I'll believe it when I see it as I play the game.

Then quite honestly, we can't have any meaningful discussion about this until the game is actually released.
 
It looks pretty good; I'd wager some people just don't think that it looks that mind blowing. That being said, I don't think people should be concern trolling whether MS can deliver what they are demoing here. I fully believe that they can, which is great in the scheme of cloud-assisted physics compute as a whole. The argument at this point is does it look that much better than the canned physical destruction present in games like the latest Red Faction? I think that it does look better, but not as good as I was expecting.

It is not necessarily about looking better, just so much more available to be destroyed at once.
 
Then quite honestly, we can't have any meaningful discussion about this until the game is actually released.

We can discuss the tech on display for what is though. This video falls more into tech demo category than gameplay demo from what I can tell.

My original response was to a post that was entirely different than the actual discussion that can be had about this demonstration.
 
We can discuss the tech on display for what is though. This video falls more into tech demo category than gameplay demo from what I can tell.

My original response was to a post that was entirely different than the actual discussion that can be had about this demonstration.

Just out of curiosity, at what point would you consider it to not be a tech demo? The final retail build?
 
We can discuss the tech on display for what is though. This video falls more into tech demo category than gameplay demo from what I can tell.

My original response was to a post that was entirely different than the actual discussion that can be had about this demonstration.
Can anyone get a reading on where the goalposts are now? Last I heard they were leaving the milky way.
 
It is not necessarily about looking better, just so much more available to be destroyed at once.

Yea, I think one of the big differences (and interesting ways that players can innovate) is in how everything in the city is destructible. As opposed to just a few buildings being designed to be blown up (either in a predefined/"baked" way or in a more dynamic "on-the-fly" way)...the entire city in Crackdown 3 can be blown up/broken down.

That moves the decision-making/guidance from the game designers to the gamers. Of course, the game designers have to build the city up (and maybe they have ideas of how they'd like the gamers to proceed through it), but these decisions on what to do/blow up are with the gamer and this opens up a ton of exciting possibilities.

And of course, it means I can just blow up everything (because I can)...which is always fun in its own way (outside of any "mission" in the game).

We can discuss the tech on display for what is though. This video falls more into tech demo category than gameplay demo from what I can tell.

My original response was to a post that was entirely different than the actual discussion that can be had about this demonstration.
Fair enough. Although I'd put this demo a bit above the "tech demo" category. What we saw last year at Build was definitely a "tech demo". This is certainly a playable game (albeit, not entirely in this mode probably, since there's a lot missing still). But that's just a semantics debate there.
 
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It would be interesting to know how this budgetwise compares to something like PSnow.

It terms some idea of costing on azure side of things I posted something from last year -
More tweets -

Age of Ascent paying $75per hour for 100,000 users
https://twitter.com/lee_stott/status/486437448348860417
BsAsSCRIMAEiEuO.jpg

PSnow/streaming is bound to be cheaper I would say.

That was really impressive one thing am interested to see if how this works on a bad connection i.e Connection to a server not close by resulting in high ping, unstable connection should be interesting to see how it manages those kinds of situations.
 
Just discovered that Reagent games is DMA , The company Directors are Dave Jones and the Producer of Crackdown
 
Did they explain how destruction would work if you are offline? Sorry I did not see this part of the conference yesterday.

As far as I know, the destruction is only in multiplayer, so you're going to be online.

This destruction is on another level though. Unbelievable. Game looks great, they just need to fix how our character sits I the environment. He looks like he's floating a centimetre or two above the ground and moves around in the same way.

Just discovered that Reagent games is DMA , The company Directors are Dave Jones and the Producer of Crackdown

Wasn't Dave the original creator of both GTA and Crackdown?
 
Just out of curiosity, at what point would you consider it to not be a tech demo? The final retail build?

It's a matter of semantics/opinion. I think of gameplay demos as the things we see at E3 like they play through a mission or level or something that is playable on the show floor. This video is solely for the purpose of showing a technical aspect of the game. We don't know what's enabled outside of this within the engine and so on.
 
It looks like building can actually take a ton of damage, which fortunately scales back how overpowered this mechanic could be.

My concern is where the actual gameplay comes in. Crackdown is sort of known for scaling large buildings and achieving higher mobility in the environment with agility orbs. What is the point of scaling these obstacles when you can just destroy them?

Once everything has gone to rubble, where is the game?

Concern noted. It might not even be a game!
 
I'm not a fan of Crackdown, but that looks sick. I wish things bent some (are there no games that do that?), but that still looks pretty damn impressive. I can't wait to see the tools they give players. Some air vehicles, maybe a mech? That's what I would want out of that.

It's very cool, even if you don't like Crackdown, or even Xbox. Going forward this will not only just be a Crackdown thing or even just a Microsoft thing. This is what games can do now using cloud computation. It's speaks huge things for games, and maybe even something really special with MMOs.
 
It's a matter of semantics/opinion. I think of gameplay demos as the things we see at E3 like they play through a mission or level or something that is playable on the show floor. This video is solely for the purpose of showing a technical aspect of the game. We don't know what's enabled outside of this within the engine and so on.

He even mentioned while demoing that this isnt a rep of final gameplay but more to show off the tech.
 
hahah I'll wait until the game comes out before I reach any conclusions. I mean, it's not like we've ever been misled before.

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No one has explained how they're going to make all these buildings destructible but also make them have orbs you reach by climbing them. That alone makes me believe this will be pretty limited in scope.

Wasnt it confirmed that the destruction would be limited to multiplayer? Ini which case, it's a moot point.
 
Once everything has gone to rubble, where is the game?

In the next match 5 minutes later.

.......



The multiplayer modes possible in this could be amazing.

Modes where one team literally defends the destruction of their city section from obliteration by another team would be amazing.
 
It's a matter of semantics/opinion. I think of gameplay demos as the things we see at E3 like they play through a mission or level or something that is playable on the show floor. This video is solely for the purpose of showing a technical aspect of the game. We don't know what's enabled outside of this within the engine and so on.

Fair enough. You want to see more of the game on top of the tech.
 
I seriously doubt the game will have this level of destruction in the singleplayer game. I just don't see how it would be practical from a design standpoint. Sure they use the example of being able to destroy a building to kill a mob boss, but that could just as easily be a co-op or MP mode, or could be limited to only those buildings in which the mob bosses reside.

For example, since all of the material location data is being processed in the cloud, what happens when you quit and then come back? That's a ridiculous amount of positional data you'd have to store for each and every player of the game. Not to mention from a gameplay standpoint. What happens when you've been playing the game for 20 hours and half the city is destroyed? What's the point of being able to jump buildings in a single bound if there are not more buildings around? The number of servers required to assist each SP game would increase over the course of the game. It sounds like a logistical nightmare.

It makes much more sense for it to be instanced in a MP game. Once the match is over all that data is wiped and starts again. Honestly I'm perfectly fine with that and it doesn't detract at all from the achievement here, I just think people should get their expectations in check regarding the SP component.

That said, I was totally wrong about how they were handling the instanced servers, so maybe they've figured this all out already and I will be blown away all over again.
 
It's very cool, even if you don't like Crackdown, or even Xbox. Going forward this will not only just be a Crackdown thing or even just a Microsoft thing. This is what games can do now using cloud computation. It's speaks huge things for games, and maybe even something really special with MMOs.

The game itself is being developed by Reagent , but the technology is being provided by a separate company ; Clougine (also owned by Dave Jones)
I'd imagine that the ultimate goal is to make the cloud technology available to other games.

Not simply destruction, but perhaps middleware that allows easy implementation of compute distribution for anything where it is applicable
 
I seriously doubt the game will have this level of destruction in the singleplayer game. I just don't see how it would be practical from a design standpoint. Sure they use the example of being able to destroy a building to kill a mob boss, but that could just as easily be a co-op or MP mode, or could be limited to only those buildings in which the mob bosses reside.

For example, since all of the material location data is being processed in the cloud, what happens when you quit and then come back? That's a ridiculous amount of positional data you'd have to store for each and every player of the game. Not to mention from a gameplay standpoint. What happens when you've been playing the game for 20 hours and half the city is destroyed? What's the point of being able to jump buildings in a single bound if there are not more buildings around? The number of servers required to assist each SP game would increase over the course of the game. It sounds like a logistical nightmare.

It makes much more sense for it to be instanced in a MP game. Once the match is over all that data is wiped and starts again. Honestly I'm perfectly fine with that and it doesn't detract at all from the achievement here, I just think people should get their expectations in check regarding the SP component.

That said, I was totally wrong about how they were handling the instanced servers, so maybe they've figured this all out already and I will be blown away all over again.

They've established this is multiplayer only.
They didn't want to restrict the game to online only.
 
If you're going to do a proper sequel to Crackdown, you want to be call your company RE-AGENT.

Maybe the studio is already prepping itself as "Crackdown Studio" if this one is a success. Re-Agent games is how what I automatically assumed
 
It's a matter of semantics/opinion. I think of gameplay demos as the things we see at E3 like they play through a mission or level or something that is playable on the show floor. This video is solely for the purpose of showing a technical aspect of the game. We don't know what's enabled outside of this within the engine and so on.

Agreed with this. That was my only argument (besides the silly 20x PR). That it is a tech demo (pre-alpha) in it's current state. I am definitely eager to see how it all works with real world additions added to it (npcs, ai, etc), and forming a playable game.

They've established this is multiplayer only.
They didn't want to restrict the game to online only.

I really do not believe this is the true/only reason. There is technical (design) reasons as well, even more so, IMO.
 
hahah I'll wait until the game comes out before I reach any conclusions. I mean, it's not like we've ever been misled before.

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No one has explained how they're going to make all these buildings destructible but also make them have orbs you reach by climbing them. That alone makes me believe this will be pretty limited in scope.

How is this the same, you can clearly see the guy was playing the Crackdown 3 demo in the video, while in the gif you posted is clear that was a staged presentation.
 
I loved this, am really looking forward to it!
The MP really gave me some Red Faction: Guerrilla vibes, which I loved so much!
 
Don't have an Xbox 1 but in for future downgrade thread when people can't blow up a building with a pistol.

Also would love if it had a MP like Red Faction. My friend and I had a lot of fun playing tower toss to try and take out an entire level with those warp mines in Red Faction.
 
What did I just see? I just laughed in slight disbelief... that was really freaking cool.

I just hope they can wrap it up into a playable, fun game - because that wasn't a gameplay demo, it was a tech demo.
 
Don't have an Xbox 1 but in for future downgrade thread when people can't blow up a building with a pistol.
Well they said in the video that the weapons were over powered for demonstration purposes, of course you would know that if you watched it.

It's even in the op, if you had read it.
 
This is maybe the more impressive current gen demo I've seen yet. They're finally doing what I imagine most of us have hoped for in terms of destructibility.
 
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