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POSTED
16/12/14

THE CREW
Ubisoft
     


All
roads lead to this! If you have what it takes, you can have it all!
How fast do you want it? Live life a quarter mile at a time!
Feel the speed! Feel the rush! If you ain’t out of control, you
ain’t in control!
OK, we’re running out of fast taglines –
and furious ones, too. But that litany of marketing wank should
provide an inkling as to what’s in store in this car-related
excursion which believes that gluing in myriad RPG elements (save
for dragons) is what petrolheads desire.
Sure, similar
elements have been used before, notably in the Need for Speed
series, but the campaign mode here – which must be endured to
level-up your (floaty) motorised steeds so as to accomplish anything
- is hackneyed, repetitive and full of flow interruptions. It’s not
what racers want. Freedom and speed is.
Did somebody say
hackneyed? Yeah, we did. You’re a bloke whose bro’s killed by a
gangbanger (not in the biblical sense) then framed by a shonky FBI
dude. So, the good FBI spring you from prison for gang infiltration
and dodgy type takedown.
Yecch! Still, beyond lame story
grind and flobbity vehicles there’s good in The Crew,
particularly the utterly massive and gorgeous (unlike the cars –
rear vision mirrors don’t even work!) map of the USA that’s been
lovingly shrinkydinked to around one percent of reality, while
retaining goodness like gargantuan granite heads and dinky faux
pyramids.
Cruising this open America is splendid – but
pointless early, as most challenges – and even sightseeing spots
(your collectibles for the evening) - aren’t unlocked until... lame
story.
It’s also an MMO of sorts, meaning staying connected.
Meaning real world dipsticks invade. But hey, that’s encouraged, as
you’re supposed to form your own crew. It’s the title, sure, but
meh.
Ambition
is admirable, and The Crew’s ambitious. It just needed more
fast and less furious.
 
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