

There are vanity differences, appearance differences that go along with that, and a nice mix of ethnicities. We originally just had 10 men, but Terry showed up and we had to put him in the game, because he’s awesome. Staten: We have 21 agents to choose from, 10 women and 11 men, one of whom is Terry Crews. GamesBeat: The variety of player characters, what would you say about the breadth you have there to choose from? For multiplayer or the campaign. Hopefully they’ll fall in love with Crackdown that way, and other ways as well. Does it have something I can play by myself?”, yep, we do. We want to make sure that when millions of people jump into this game in Game Pass and they think, “Well, how do I want to play Crackdown? I’m not really a multiplayer person. You don’t need to actually bash anyone’s teeth, but you know what I mean. If you’re in a mood to bash in people’s teeth, be super competitive, we have that mode for you as well. We have this really cool 15-hour-plus campaign. If you want to play by yourself or with a close friend, if you just want to have a relaxing story experience, great. I think the more games can satisfy all of those different player moods, the more successful they’re going to be.Ĭrackdown has a decent menu. Sometimes I feel like not talking to anybody. Some days I feel like being super social. Depending on the day, everyone has a different mood. The way I look at it these days, the reason you put a campaign in any game is because players are different. It’ll also just give you fictional context for the world, that kind of thing. It’ll get your skills sharp enough to be competitive in multiplayer.
#Crackdown 3 character creator how to
Staten: It’ll certainly train you in how to play the game. GamesBeat: Is the campaign there to inspire you to play for a long time, to keep you in it? That’s really the goal, to make the best Crackdown game ever. By the end, five or 10 hours in, hopefully you end up feeling like a superheroic agent of justice ripped out of a comic book. It feels like a modern open world game, but it still has this classic Crackdown pulpy sandbox of fun that doesn’t take itself too seriously. The game design is always just waiting in the background, watching what you do, encouraging you to do more of what you love. If you want to go right after the central tower, right after the main bad guy, there’s no linear story that stops you from doing that.

In an interesting way, I think it has a bit of kinship with Breath of the Wild, the latest Zelda, inasmuch as from the moment you start Crackdown’s campaign, the whole world is open to you. I think it has some similarities to a lot of other open world games. Staten: I’d call this an action platformer, a third-person action platformer. GamesBeat: What’s the context where you think this fits, the kind of genre it fills? But I always do have that same perspective, that background. Staten: Over the years I’ve had to take on more stuff. GamesBeat: A story guy working on bug-killing? And I do bug triage every morning, five or six days a week, three hours. Standard creative director work at the end. I’m not living in Sheffield working for the Sumo guys, but I’m serving in that job of trying to bring the game together cohesively, and also working with our marketing partners to promote the game. But in Crackdown’s case I’m serving as, really, creative director for the whole game. I work with other talented designers, overseeing all the projects from a design point of view. Staten: What I do in publishing now is I head up the design group. I’ve spent more than 50 percent of my workday on this game.

I definitely got more involved in the last year, just as we’ve been moving toward lockdown and launching the game. Publishing is either a light touch or a heavy one depending on the partner. Joe Staten: Well, I went to publishing in 2014, right as this game was announced, the early days. GamesBeat: How long have you been working on this?
