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Crackdown 3 wingsuit location
Crackdown 3 wingsuit location








crackdown 3 wingsuit location

Evil All Along: The Director is worse than the gangs, and wiped them out so he could take over their spot.Deadpan Snarker: Most quips he makes when you are hurt come to mind.Given the Agent's skills, this works very well. Combat Pragmatist: While he hasn't appeared in person (at least directly), the Director will always send in The Agent to solve a problem.He will say stuff such as Don't kill Peacekeepers agent. Berserk Button: Don't annoy the director by killing Peacekeepers or Civillians.Villain with Good Publicity: In the second game, though you are an Unwitting Pawn.Villain Protagonist: By the time of the second game.You can possibly be more unwitting as you find more audio logs, however. Unwitting Pawn: In both games so far, the Director misleads you into wiping out Agency enemies.In-universe, the programme itself seems to have taken one for the sequel, owing to the fact that the Agent at the end of the sequel is stronger than the one at the end of the first game, with better technology, vehicles and weaponry to boot. Took a Level in Badass: In-game, you do this as your skills get better.Super Strength: By the time you've maxed out skill, it's possible for you to punch Giant Mooks to death with your bare hands, or pick up a giant bus and whack them to death with it, while running with missile launchers or machine guns.Super Speed: As your Agility increases.Made of Iron: You start shrugging off missiles and chaingun fire as you get tougher.Healing Factor / Good Thing You Can Heal: As you get tougher, you heal faster, and given how you will often have everything trying to kill you it's very necessary.Super Soldier: Genetically designed to go above and beyond the call of duty.Suddenly Speaking: They gain the ability to speak in 3.Silent Protagonist: They don't talk in the first two games, but they don't have to.Scary Black Man: The default agent is a very tough looking black dude.Rogue Protagonist: The first game's agents are turned into freaks in the second.One-Man Army: In both games, but particularly the second, where you can plough through legions of Freaks as if you were crossing the street for a loaf of bread, take entire, heavily fortified tactical points by yourself, and fight off mutated versions of previous Agents.Weaponised Exhaust: Using the thruster boots can set enemies alight, and there's an achievement which rewards you for setting certain numbers alight in a single flight.You can get thruster boots when your agility is maxed out, or alternatively get the DLC and use them early, at the cost of an equipment slot. Not Quite Flight: You get a wingsuit as your agility improves in the sequel, which allows you to theoretically glide across and soar higher, but it requires a bit of practice to even be considered flying.3 gives each playable Agents their own names and backstories, with particular emphasis on Jaxon in the intro. No Name Given: You're only referred to as "Agent".Nominal Hero: You're in it to make Pacific City a better place, but damn if you aren't brutal.He runs fast enough to keep pace with many vehicles (and in 2 gain the ability to plow straight through oncoming traffic), can lift and throw heavy objects with ease, and are able to resist quite a lot of ordinance and rapidly heal any damage taken. Lightning Bruiser: By the time the Agent's skills are fully maxed, he counts, especially in the sequel.Light Is Not Good / Dark Is Evil: In the sequel, the Agency has become more aggressive and actively malevolent- the Agent does the same, but does not necessarily know it.Light Is Good / Dark Is Not Evil: Depending on your colour scheme.Legacy Character: The Agents in the sequel are a successor group with the Agents from the first game being turned into freaks.Knight Templar: Definitely in the sequel.In a Single Bound: It's possible to leap over some smaller buildings with the right level of agility, in the sequel.Helmets Are Hardly Heroic: At first in the sequel, you don't have a helmet, but later gain one as you grow tougher.Some freaks rival you in size, but even then most do so barely. Giant Mook: Not so much in the first game, but in the sequel this applies when you get to higher levels, since you're taller than most Peacekeepers and Cell members.Standard Operating Procedure for them is to eliminate criminals, Freaks, and CELL members in the most brutal and mindless manner possible, they never question their orders (or anything, for that matter), and are little more than a hyper-destructive pawn for the Agency. Dumb Muscle: They can be seen as this.

crackdown 3 wingsuit location

Death Is Cheap: No matter how many times an Agent is killed, the Agency can always clone them a new body and let them return to action.Then it turns out you were an Unwitting Pawn. Anti-Hero: At times, you appear almost as bad as the gang members you're trying to take down.










Crackdown 3 wingsuit location