http://www.nowgamer.com/the-game-that-could-change-xbox-one-forever/
The Game That Could Change Xbox One Forever
Complete and utter destruction was the target set by Cloudgine and Reagent Games as they set about re-energising the Crackdown licence with Microsoft, but what this has spawned has the potential to change Xbox One games forever. That may seem like a bold statement, but actually what it’s really delivering is the full promise of the console Microsoft intended to launch in 2013, when the world of gaming turned against it over DRM and always-online functionality. This is the game that could take the Xbox One back to being a digital gaming powerhouse. A games console for the online age, using the full resources of the web to future-proof itself.
And it all started so very simply, building on the sandbox freedom and interactivity the series has already established. “We said if we want to do a true Crackdown 3 multiplayer, we really wanted to move that physicality into the online space,” says Dave Jones, original creator of Crackdown, GTA, APB and now president and co-founder of Cloudgine.
“We started off with a high bar of saying, ‘What if for the first time ever we could make the whole world in which you play fully destructible?’. That was what our goal was, because again it was all about this physicality and it begs simple questions, like why in a game can I not just shoot a wall with my bullets and that wall, rather than just having a texture decal stuck on it, why don’t my bullets just go through the wall? And if I want to shoot a bigger hole, why can’t I step through that hole? So it was about breaking down walls in videogames.”
At this point it all sounds promising, but hardly groundbreaking. Battlefield has been doing this for years, hasn’t it? Rainbow Six: Siege appears to be doing something similar. Except, there’s a twist in the form of cloud processing, which changes the potential for scale completely. Crackdown will not be limited to the 8-core CPU or 1.31 teraflops of graphics processing inside the Xbox One’s ample frame. This game will be drawing from Microsoft’s intimidating Azure Cloud server network, an interconnected web of server farms spread across the globe offering cloud computing services for companies, office applications and increasingly games. 2014’s Titanfall already felt the benefit of running on the Microsoft Azure server network and its 27 data centres around the world. It just needed to reach out to the nearest server cluster and find some space to host a clean, strong connection. It worked a treat.
“Unlike other games, this wall has compute power and memory on demand,” reveals Jones as he demonstrates how destructible Crackdown 3 is in a tech demo. “Each single bullet will take away a little bit of the geometry. And everything is physical. In true Crackdown style if I want to be at the top of a building, any building, and create a little sniper nest and shoot my friends from there so they can hardly see me, then that’s pretty exciting. That’s the kind of thing we can do.” And if you wanted to shoot a metal railing off the side of a building and then wield it, swinging it at the heads of gang members, that’s just fine too.
Chances are you’ve seen some of the more bombastic responses to the latest Crackdown 3 tech demonstrations with claims of 13 times the power of the Xbox One being harnessed for the game. The reality is a more modest than that, but no less impressive. “It’s not the whole performance of the box, it’s just how much we would normally use in terms of physics,” clarifies Jones. What Microsoft Azure really gives Cloudgine access to then is (at present) 13 times the physics computing power of what the Xbox One would typically reserve for such data. Not as sexy, but theoretically that could just be the beginning of what this extra processing potential brings to Xbox One.
“Typical multiplayer games run on a server and if you’re lucky you get one server for your game, but most servers actually share games,” Jones explains as he switches to a debug mode on the demo to show us how the different servers interact with the online game world. “What you see here is that all the different colours are actually different cloud servers. So the cyan and the green are actually on physically different servers. We can just start to add servers and expand the world and make sure everything is at this level of detail. The system is so smart that you’ll see cyan blocks, as they cross physical server boundaries, change colour, as they move across servers.”
So, as you begin to destroy a 30-storey building, one server might be handling the debris and calculating impact while another server picks up the calculations for how this incoming impact will affect the glass tower that stands next to it. And all with no frame-rate drop. “You’ll see everything is physical, there’s cascade damage, everything hits everything else,” Jones continues. “The more damage we start to do, we’ll start to use more and more power. Let’s say we do enough damage to this tower on the right that if we keep shooting the base here eventually that should fall down, exactly as players, I think, would want it to work and expect to happen.
“So the whole thing will fall and everything on it is physical, it will hit the ground, it will damage things farther away, etc. Even when it’s on the ground it’s fully physical; you can stand on it and climb up.” And as we watch the devastation crank up we can see, thanks to a neat debug HUD option, how much additional processing power is being brought to bear. The bar for the Xbox One is full pretty quickly, and each additional bar represents an equal amount of processing from the cloud. One by one, more bars appear on the screen as the debris falls and scatters, destroying and taking chunks off other buildings.
And now the gameplay potential of this technology, as well as its obvious compatibility with the spirit of Crackdown, begins to emerge. For the ultimate sandbox experience, what could be better than a city you can raze to the ground? “Crackdown was a game about doing things the way you want to do them, so imagine that there was a kingpin who lived at the top of this tower and was very, very heavily defended. I could, as a Crackdown player, use agility and try and climb my way up to try and kill him or we could get together and say ‘Screw that’ and just blow the base of the tower up and bring him and the whole tower down.” It’s essentially the CGI trailer we saw a year ago, but made into real, demonstrable gameplay. How often do we get to say that a CGI teaser trailer actually delivered on its promise?crackdown-3-dev-shot
Delivering some semblance of realism is something this development team is really pinning itself to, albeit in a tech-fantasy future setting. Because this game world is a tangible one with a consistent physics engine, if you want to make everything destructible you also need to make sure it can stand up in the first place. “You have to re-imagine gaming in a respect because this whole building here is actually built physically,” says Jones as the scale of the endeavour Cloudgine and Reagent has taken on begins to truly dawn on us.
“Once again, building are usually just put together by geometry and they’re just a picture; they’re fake. If we want to make a fully destructible world we would expect players to say, ‘If that’s fully destructible, I want to shoot out this whole base and I want the whole thing to fall over with my friends on the top and they should fall down with it’. And we say ‘Absolutely’. This building here has been built physically, so it’s clad in concrete, steel and glass and it has a steel infrastructure that runs through it. To do that we had to make that building stand up under physics.” And then apply that to the building on the entire city…
It means we might need to think a little differently about how we interact with the game too. Things won’t be as simple as we first think. “Now, this building, the way that it’s constructed, it has a lot of weight on the left hand side, the way that the architect has designed this. You would expect that when it finally falls down that it would fall to the left, but once again that’s decided by physics. If you did enough damage and stripped it away, it can fall any direction you want. From a gameplay perspective that’s very different.”
Ultimately, and excitingly for those of us who fell in love with this game, it feels like the original Crackdown first did. While many will still only remember Realtime World’s sandbox as the delivery system for a Halo 3 beta, those of us who played and immersed ourselves in Pacific City, levelling up our agents, gathering agility orbs and taking out gang leaders will remember how it embraced chaos. Gang leaders would be surrounded by guards in heavily defended towers of caves, but you could just as easily find a sewer pipe that snuck you through the back as blast your way in from the front. It was very loose and permissive of player experimentation. This even extended to a Keys To The City DLC release that opened up some debug-style options to really let you loose.
All of this new server-driven destruction has been confirmed as being for online multiplayer only, since bringing down every tower would rather ruin the fun of orb-hunting in single-player as well as defeat the objective of ‘Saving the city’. That’s not to say that the solo and co-op portions of Crackdown 3 will be without some destructive potency, just heavily limited so as not to be game-breaking. It has however been hinted by the development team that a game-opening destructive mode might be made available later, much like the original game’s DLC so that you can enjoy some solitary or co-op city-levelling action.
Right now though, Crackdown 3 is still some way away and there’s much to be finalised. While Dave Jones’ demonstration has been impressive, it remains only a demonstration for the time being. “So we’re doing a lot of destruction for destruction’s sake here, but obviously this is a tremendous technology test bed that I believe has a lot of huge gaming opportunities for how we can change multiplayer gaming. How we can make worlds much more physical. And, creatively, how we can start to use destruction in the multiplayer game that we’re building.”
How this will all be applied to game modes and given objectives is to be decided between now and a summer 2016 multiplayer beta. We’ve seen some brief glimpses at how vehicles will once again transform and level up instantly depending on the driving skill of your agent and we’ve seen some of the insane weapons we might get to use, but there’s much still to be confirmed and clarified. For the time being Jones leaves us with a small caveat so we don’t get too carried away. “This is not fully representative of the gameplay,” he warns. “It’s just showing you the possibilities of what we can do.” But with possibilities this impressive, it’s hard to believe this could end up as anything less than spectacular.