Tom Clancys Ghost Recon
In the campaign, you play as the ghosts, a four-man team of elite soldiers. Cutscenes and mid-mission dialogue combine to create a nice sense of camaraderie among the crew, and hackneyed archetypes are downplayed in favor of more understated characterization. Personalities are colored in during small moments, like a song streaming out of earbuds, a fleeting facial expression, and a conversation about used trucks. Interactions with other military personnel reveal how isolated the ghosts are from the soldiers they break bread with and how oblivious those soldiers are to this fact. This segregation creates a connection among the ghosts that is a refreshing change from the familiar "bonds forged on the crucible of combat" trope.
Tom Clancys Ghost Recon
On the field of battle, the ghosts try to emulate their namesakes, moving silently with the aid of slick optical camouflage that dissolves if you jog, sprint, or fire your weapon. Staying stealthy is often a mission requirement, and even when it isn't, avoiding detection gives you a distinct advantage. It's easy to maneuver unseen, and you spend a lot of time silently eliminating foes. Stealth melee kills and suppressed weapons are your basic tools, but the key mechanic is the sync shot. Spotting enemies through your scope or tagging them from aloft with your aerial drone, you can designate up to four targets for you and your squad to eliminate in one fell swoop. To execute, simply open fire on your own target, or issue the command with a press of the right bumper.
Fortunately, these AI issues rarely have an adverse effect on your progress. Yet regardless of how careful you are, things are going to get loud. Open firefights provide good opportunities to use non-suppressed weapons like light machine guns and shotguns, as well as deadly ordnance like frag and incendiary grenades. The AI is aggressive, but not reckless (to borrow a phrase from the ghost leader), and they throw grenades, flank, and suppress your position with vigor. The latter action can trigger a disorienting camera movement that temporarily prevents you from returning fire, a nice change from the clouded field of view seen in other shooters.
Each campaign mission presents four challenges to overcome in order to unlock extra weaponry, and striving to achieve them is a good way to keep things more interesting. You have to tweak your arsenal to pull some of them off, or just bring a few friends along to help your cause. In fact, some seem to all but require additional human players, and you can have one local or up to three online teammates. Coordinating sync shots and advancing on enemies is more enjoyable with a human crew, and there's also a horde mode in which you (and up to three friends) must defend an outpost from waves of enemies. Escalating weapon loadouts, wave perks, and a variety of gear help you make your stand as things get tougher, and the higher waves pose a stiff challenge to even the sharpest ghosts.
Your firearm skills serve you well, but so does reconnaissance. Stunning an enemy instead of killing him and then hacking his data feed may be risky and time-consuming, but the resulting reveal of enemy positions is a very potent reward, especially in the bomb-transporting Saboteur mode. Using your tech to gain an advantage is gratifying, and success in multiplayer earns you levels and new gear for whichever of the three classes you are playing as at the time.
The developers have hinted at the possibility of a crossover with other popular Ubisoft titles such as The Division 2 or the Splinter Cell franchise. The antagonist for Breakpoint is a rogue ghost by the name of Cole D. Walker who just made his appearance in Wildlands recently. Follow CanYouRUNIt on Twitter to continue to get updates on Ghost Recon: Breakpoint.
Secondly there are a number of Skirmish missions. These are scenario based levels unlocked by progress in the campaign; you are assigned specific ghosts to fight with, such as a team of gunners tasked with defeating a rival team of snipers. The missions are well thought out, and their completion adds to the same ranking system utilised in the campaign. These skirmishes are excellent diversions and add variety and further depth to the title as a solid extra feature.
This was my first game for the 3DS, have to say it's great value and has really good gameplay. Just one gripe really, been playing it on elite and don't feel like the AI is ruthless enough. Had a few times where I'd compromised myself near the end of the mission and one of my ghosts was there for the taking, but then the enemies just attacked someone else. 041b061a72