![]() Badges time out after a few seconds, so defending a fallen ally's badge is a good way to deny the enemy team a point. This makes a sniping a bad strategy-killing someone without being close enough to grab their badge won't make your score go up. One, called Agent Hunt, is a standard team deathmatch mode with a twist: dead agents drop their Agency badge, and you have to collect it to score. During a pre-release session, and then a little more after release, I played two game modes. Teams of agents pile into a training simulator to duke it out. The attached multiplayer mode, called the Wrecking Zone, is actually more interesting than the campaign itself. When I attack monorail stations, I have to do enough damage to the security forces there to draw out the station chief, a high-powered robot equipped with a shield. The ore processing pits, for example, can only be destroyed by tossing boulders into huge hydraulic mashers to clog them. ![]() I appreciate that each installation type demands a different strategy. Roxy is the only artificial personality, while the rest are a diverse group ranging from prize-winning chemists to decorated former army officers. To Crackdown 3's credit, the boss characters are varied and fighting them is a good change of pace. ![]() Weakening the middle managers makes their bosses more vulnerable, and so on up the corporate ladder. ![]() Attacking mines and destroying machinery, for example, weakens the middle manager in charge of mining operations. I fight to make the CEO vulnerable by attacking company assets. Instead of fighting gangs or terrorists as in the previous Crackdown games, Crackdown 3's baddie is an exploitative capitalist megacorp. ![]()
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