Crackdown 3 (finally) proves why Microsoft put Xbox One's head in the cloud

There I am, standing in the middle of a street in a neon-laced city, staring up at two skyscrapers. I'm carrying a rocket launcher. It has infinite ammo. I've been told that everything I see, from the concrete barrier directly in front of me to everything on every floor of the conjoined skyscrapers is fully destructible. What's a boy to do? Somewhere in the back of my mind, I admire the nighttime skyline and Crackdown 3's cartoon-like aesthetic. I even glance left and right and spot two of my companions. But what I'm really interested in are those skyscrapers joined by a bridge suspended a few hundred feet above me. It's all there in front of me, but I'm seeing past it. I see concrete and glass and steel as piles of rubble at my feet. I'm trying to figure out the most efficient way to make that happen. That's when I notice something moving. It's a fourth person in this pre-alpha multiplayer session taking place in Microsoft's Gamescom 2015 headquarters, and he's running across the bridge. The way I see it, I don't have a choice. My heart rate increases. My eyes become slits as I center the bridge in my sights. I pull the trigger, hear the WHOOOOSH! of the rocket as it flies. I trace the billowing smoke over my shoulder. It's trailing the red-orange glow of my rocket on a collision course with the sky bridge. I keep pulling the trigger to launch another. And another. The first rocket lands, reducing a third of the bridge to rubble that tumbles toward the ground in rotating chunks of concrete and shards of glass. The second hits. The third. There's no more bridge for the other player to stand on, and he enters free fall. "Destructible environments are cool," I think, not for the first time. This is the havoc of Crackdown 3's online multiplayer mode. In a persistent, destructible city, I can reduce everything to rubble. Or I can chop down a building or two, head to the other side of the city and return to continue the demolition with my friends. It is built around pure, unadulterated destruction. And it is only possible because of a technology that Microsoft once touted more or less every time it mentioned its latest and greatest console, the Xbox One: cloud-based computing. The tech was supposed to be a huge differentiator over the Xbox One's competitors, but at best we've seen glances and hints since the console's reveal more than two years ago. Last week, Microsoft made the cloud rain with Crackdown 3, and they wanted me to know it. Its developers created ways to show how it worked, what it was doing, how it made made the impossible possible. It was deeply impressive. And I wouldn't have had a clue that any of this was happening unless they'd pointed it out. Sometimes that's the rub with technology. Microsoft's cloud servers may do fancy things — and in Crackdown 3, they sure seem to make some wild things possible — but if it works as intended, a lot of people will never see or know about it.

THE PROBLEM Follow me back to a simpler time when cellphones were clamshells or candy bars and pretty much nobody liked theirs. Then in 2007, Steve Jobs gets up on a stage and says, "Check this out: We made a cell phone that a giant touchscreen! Use your fingers! Boom!" The iPhone was that rare invention that changed everything. In the early days, it all seemed magical. It was a joy just to open up a map app and pinch to zoom in and out. It was a marvel to just touch the screen or flick through a web page or tap to type. It felt like living in the future. Within a few years, most cell phone manufacturers stopped making so many candy bars and started making pocket computers with giant screens, too. The technology became commonplace. There's little reason to marvel at the ordinary, even if it was once extraordinary. The technology, at a certain point, became invisible. This is the natural course of human events. Whether you're talking about smartphones or cars or on-demand streaming video or video games, we get used to things. We take the technical wizardry that makes them possible for granted. The man in charge of Xbox at Microsoft knows it, which is why he hasn't been saying so much about the cloud lately. Dave Jones showing Crackdown 3 at Gamescom 2015 SELLING THE CLOUD The cloud's quiet, nebulous nature is part of the reason that, over the last year or so, Microsoft's much-touted cloud services, once lauded as a feature that could "effectively over time" make the Xbox One "more powerful" faded into the background. There wasn't much to see. Even when games were built using the technology, they often didn't seem all that different than what came before them. Microsoft's cloud became a thing you could hear about, again, and shrug off. Respawn Entertainment's Titanfall, for example, is built upon Microsoft's cloud services. But to players, the technology is transparent. You just play Titanfall, and although engineer Jon Shiring has long said that offloading things to the cloud allows for "a bigger world, more physics, lots of AI, and potentially a lot more than that," Titanfall behaves more or less like you'd expect a multiplayer game to behave. The technology behind the scenes works so well that you don't have to think about it. Out of sight, out of mind. "Frankly, I stopped talking about it" Head of Xbox Phil Spencer knows it's a tough sell, which is why he hasn't been talking much about it lately. He remained silent until last week, when he had a good reason to bring it up again. "You say 'cloud,' you can talk about it in a nebulous way, and it doesn't really have an instantiation that a gamer is going to say, 'Oh I get the value of that,'" Spencer told Polygon at Gamescom. "And, frankly, I stopped talking about it, not because we weren't still working on things like Crackdown, but I knew that until I had something where I could put it in front of people and say, 'This is what we mean,' and then let people decide based on the quality of what they saw, 'Hey, this is actually working for me or it's not.' So I went, 'I'm going to be cloud-free for a while until we actually have something to demo.'" He was referring to the behind-closed-doors demo for Crackdown 3. Having seen and played an early version of the game, it's easy to see what Spencer meant. The cloud is real. It's intense, and it's impressive. It was also as transparent as SHIELD's cloaked helicarrier and older than the console it will launch for.

PLANNING TO BLOW UP A CITY Crackdown 3 predates the Xbox One. Before Microsoft had new hardware, the game grew out of a desire not only to continue the franchise, but to do so with new technologies. "Crackdown started actually before we launched Xbox One, but we had the idea around cloud and how we wanted to use it in the game and I thought it was a natural fit to the creative fabric of the game. It's really come together. It's nice to be here at Gamescom. [We] had [Crackdown 3] on stage right in the opening triumvirate of our games that we showed. I thought the demo on stage was nice, but the behind closed doors that you're seeing now, to me really shows what we're trying to do. To me at least, when I see the demo, when I play, it has real impact on what I think the fun factor of the game would be." The upshot: Crackdown 3's multiplayer mode was the idea that sparked the game. Its biggest differentiator from the campaign (aside from having multiplayer players) is that the city you inhabit and destroy stays destroyed, and that's only possible because of — you guessed it — the cloud. "We have to be very clear about this," franchise creator Dave Jones said after demoing the game at Gamescom. "In the multiplayer, it's 100 percent destructible, and it's forever — forever, as long as the game lasts. We haven't said what structure of the multiplayer game is yet, but it is … 100 percent destructible environments and 100 percent persistent over whatever sort of game session we're talking about." "In the multiplayer, it's 100 percent destructible, and it's forever — forever, as long as the game lasts" To be clear, there is destructibility in the campaign, but it's toned down for practical reasons. If you wandered around and laid waste to the town, you'd destroy missions alongside buildings. Plus, you know, you're trying to save the city in the story, not destroy it. While the developers are evolving the franchise with the single-player campaign, pushing things things like a more cohesive narrative and a new, in-universe way for the city's bad guys to communicate with you, multiplayer is where Jones and the Crackdown 3 team are sticking their heads in the cloud. But how? The developers demonstrated what was happening behind the scenes with a simple developer mode they toggled on. As Jones and a few others ran around in the game world, the skyscrapers had color overlays. One on the right had a green hue, another magenta. Each color, Jones explained, represents a different server in charge of the building. A little Xbox One logo hovered in the top left corner of the screen. Another special user interface element sat next to the logo: a single horizontal bar about an inch long. Everyone began shooting up the world. As the explosions expanded and debris began to fall, the bar began filling up like a progress bar on a computer. This, Jones explained, represents the total processing power of the machine he was playing on. It was running out of space quickly. Then it ran out of space entirely. "We always have the compute power on demand" At that moment, another horizontal bar bar appeared below it, but without the Xbox One logo. This, he explained, represents a server living in the cloud that automatically kicked in when the local machine reached its limits. They kept shooting, kept causing more destruction, kept chipping away at the dual skyscrapers. The deeper the destruction, the bigger the explosions, the more power Crackdown 3 required. When the server's horizontal bar maxed out, it added another, represented by a progress bar beneath it. And another. And another. The game didn't so much as hitch as the buildings fell and more and more servers made it happen. This is the cloud, and Crackdown 3 is all up in it.