![]() Don’t get me wrong, I’m not the best player when it comes to online gaming, but even then, I can see there is a severe problem with CrossfireX’s core gameplay mechanics. Though with this being the competitive side, it is much worse as you are now struggling against real players rather than the braindead AIs who tend to stay in one spot. Issues seen from the campaign are all present, which shouldn’t be a surprise since games generally want to keep consistency across the board. Yep, it’s worse than the single-player even, to the point that it is damn near unplayable. There is a reason why CrossfireX has seen little marketing push, despite the series itself being one of the most played games worldwide. To say CrossfireX doesn’t meet that is an understatement. I know that’s a statement that can be said about any other genre, but given the competition among live service first-person shooters compared to other genres, it is an absolute must. I’ll say it again: if you are going to make a first-person shooter then the gunplay HAS to be good. Multiplayer – Bare and Broken, Except for Microtransactions Yet despite all that, the campaign is somehow considered the better experiences between its multiplayer counterpart. They provide no real challenge, and even playing at a higher difficulty they’ll find themselves lining up for an easy kill - that is if you can aim at all. The enemies (and the Artifical Intelligence) are laughable too. It doesn’t feel good, and being a first-person shooter, that is by far the most important thing. Aiming is, well, broken as acceleration kicks in as with a plethora of other issues such as aim assists, and dead zones. Booting into the campaign for the very first time, the core gunplay is embarrassingly bad. I’m sure you’ve all have heard it by now, but CrossfireX is damn near impossible to play. Regardless, with the work and content they’ve provided before, one would think they’d bring in more effort, especially with it being their first, first-person shooter.Īnd these issues stem further than just the campaign. However, this is a game that Remedy has decided to put their name on for reasons that I’ve mentioned were probably for a quick buck. ![]() Not a complaint, mind you, because when you factor in price that actually isn’t a bad deal at all - especially when you compare it to the length of say, a Call of Duty game. Overall, the campaign is short with the operations totaling somewhere between five to six hours. The writing isn’t all too good, which only makes the voice acting suffer. Sadly though, what it all amounts to is a rather confusing mash-up of what feels like leftover ideas. It’s a hint of the psychological thrills that Remedy has provided over the years, which is even more hinted at in the second campaign. In Catalyst, players will dive deep in the mind of a character going mad. While both stories sound pretty straightforward, there are a number of bits of Remedy’s personality sprinkled through them. This mission sees player attempting to foil the plans of Global Risk. A nice contrast that helps fit a narrative the the online component, which we’ll talk more on later. On the other side, Operation Spectre, the second campaign, has players take on the side of The Blacklist. However, as with many stories, things quickly go awry as one of your squadmates ends up in hostile hands, turning this mission into a search and rescue. Tasked with infiltrating a group known as The Blacklist, their goal? To get a hold of a device known as the “Catalyst,” which grants them the ability to peer into the future. Split into two campaign missions, or operations as they’re called, players will take on the role of an elite group of mercenaries from a faction known ad the Global Risk. A first in the genre for them, and after playing through the forgettable 4-6 hour long campaign, hopefully the last. While my expectations were low going into the campaign of CrossfireX, the small light of hope was that Remedy Studios would be the ones producing it. We tackle both the single-player and multiplayer portions of CrossfireX and come away needing an actual remedy for us, and the game. No, that’s not over exaggeration, and that’s only elevated by Smilegate’s attempt to bring the highly popular multiplayer franchise to the Western audience. Assigned to the renowned studio behind the cult hit Alan Wake, and multiple Game of The Year winner of 2019, Control, Remedy cashes in on what can only be described as an easy paycheck to deliver possibly one of this year’s worst experiences, and certainly their worst product yet.
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