"One side is heavier than the other," Jones explains. were blasting the steel beams at the base of one side of a building with a lopsided, architectually stylish design. The moment I was really sold on the demo was one such event - Jones and co. Damage to this is what can cause the really spectacular moments, and Jones and his team make a point to shoot for that imagery. In order to make the technology work, the team behind Crackdown has modelled the inner structure of every building - meaning that if you scatter-shot machine gun fire at the walls, eventually you're going to expose thick steel beams and other features of the superstructure underneath. The group are in a four-player co-op session and simply begin to level city blocks with rocket launchers that, Jones assures, are deliberately over-powered for the demo - a simple rocket launcher alone won't be enough to topple most buildings in the final game. I fully anticipate many comedy destruction cocks to be shot into the walls of Crackdown 3's city come launch day.įrom this point on, Jones and the other members of his team ramp up the level of destruction on display. And, yes - if you wanted that circle to instead be a square, or any other crude shape, you could certainly shoot it out of that same wall. That circular piece of wall that moments earlier didn't exist can be stood on, or picked up and thrown - and this is the basis for everything that comes, no matter how large the scale gets. This doesn't seem like much until one considers what's going on - the game has recognized that a piece has been separated from the rest of the wall and calculated its shape, size and mass on the fly - and then made it its own piece of geometry in the world. When the wall could no longer maintain the structure, the whole of the inside of the circle simply toppled out of the wall and to the floor. The first demonstration of the technology was deceptively simple - Dave Jones, the game's director and one of the creators of the original Grand Theft Auto, simply shot a circle in a piece of wall. So here's the deal - in this mode, Crackdown 3's city is 100% destructible, with every building you can see able to be reduced to rubble. It was my final appointment of a blistering day at Gamescom - but to say it woke me right back up would be something of an understatement. There's caveats to everything I'm about to write - in Crackdown, the destruction is only available in a specific multiplayer mode, and the game itself is in a recognizably early state, with textures missing in places and only one playable character model available - but as technical demonstations go, this was an impressive one, leaving me with eyebrows raised. Here, banks of servers miles away are used to assist Crackdown 3 as it calculates massive amounts of architectural destruction on the fly. I'm talking about Microsoft's impressive demonstration of what the Xbox One and Microsoft's much-touted cloud computing capabilities can do. The last time was probably when I first played the game that'd eventually become EVE Valkyrie on the Oculus Rift - but Microsoft has managed it with a Crackdown 3 demo that, to be honest, left me a little slack-jawed - even if the game itself doesn't yet seem too immediately exciting. It's been quite a while since something at a trade show has truly blindsided me. It's far beyond what's possible on any of the consoles, and even appears to outstrip what any one mega PC could manage." "As technology goes, Crackdown 3's is nuts. Crackdown 3's spectacular destruction brings home Xbox's message: the cloud is the future.
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