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Tom Clancy’s Ghost Recon Breakpoint | Review | Xbox One

15/10/2019

 
Tom Clancy’s Ghost Recon Breakpoint | Review | Xbox One - Pass the Controller

Breakpoint is the moment at which the tables are turned or the tides change in a conflict, forcing defenders to become attackers. For Ghost Recon, this could be the series’ last stand.

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​by James
 Michael
 Parry

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@James_Parry

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Developer: Ubisoft Paris
Publisher: Ubisoft
Platforms: Xbox One,
PS4, PC
Players: 1-4
While previous instalment, Wildlands, proved to be a serviceable open world shooter (I called it “solid” at the time), the sequel enters possibly an even more crowded and competitive gaming landscape, particularly given that it makes the decision to push into the looter genre, thanks to the introduction of weapon rarity, mere weeks after Borderlands 3 threw a gazillion technicoloured guns at us.

This Ghost Recon drops you, quite literally, onto the island of Auroa; an isolated would-be paradise, pitched in its marketing material as a self-sustaining society for its residents and their families, but of course things aren’t quite going to plan. Skell Technology has lost control and has weaponised its drone army to fight back against the Wolves, a renegade group led by former Ghost team leader Cole D. Walker (played by The Walking Dead and The Punisher star John Bernthal, who you might have run into in some late DLC missions in Wildlands), pushing the island into chaos.

Your character, who has a fairly limited amount of customisation options for a third-person title, led a team of their own, but unfortunately after a rough landing (and a point-blank execution from Walker), you’re left alone in unfamiliar terrain. Disappointingly, the game doesn’t let you scrappily fend for yourself for long, immediately leading you to a sheltered hideout which houses a lot of the quest-givers for the game, as well as tons of other things to interact with, from shops to the other players that are just running around.

​This is more of a live service-style, online world than we’ve seen before from the series, taking more than a few leaves out of The Division’s book, with mixed success. There’s other Tom Clancy DNA at play here, with the limited PvP mode Ghost War - itself a leftover from Wildlands with fewer modes, which sets two groups of four players against each other in a small map… that shrinks even further as time marches on. Obvious Battle Royale trappings aside, the mode really feels like a less effective iteration on the formula Rainbow Six Siege has worked so hard to perfect, slowly building up elements over the years since launch, and ultimately is far less compelling.
Adding in these elements has had another unfortunate consequence: an overabundance of systems. Whether it’s gun upgrades, customising clothing or crafting, every area of the game has its own system, some of which build on one another clumsily. It’s quite easy to get lost in the mission selection screen alone, which separates different types of mission by colour, as they show as little circles on the map, but you can pin several missions at once, making your mini-map a flurry of markers most of the time.

Individual weapons and gun upgrades are particularly at fault here, with the gunsmith view - heralded as a flashy innovation back in 2012’s Future Soldier - now an uninspiring slew of upgrades which make negligible difference to gameplay, and even locking higher tiered crafting a number of skill points deep into a specific shooting skill tree. The skills as a whole give you a class ability, either medic, assault, panther or sharpshooter, but it is understated and nothing like the sort of flamboyance you’d get in more deliberately class or character-based experiences.

Otherwise, the gunplay itself is one of the areas which feels sharp, and more immediate than its older sibling. AI enemies don’t pose much of a challenge however, even as they wander around the map fairly aimlessly in groups of three or four. Others will be clustered around a lone vehicle, waiting to be picked off by a well-placed sniper shot (or a not-so-well placed shot, as a round in the arm seems to do the trick).

It’s the drones and autonomous vehicles where the ante is well and truly upped, since they are ruthless in their pursuits and pack a heavier punch than mere mortals. The new prone camouflage can occasionally be used to evade these foes, but in most areas, aesthetically the effect is pretty pathetic, just a few blobs of dirt strewn across your characters arms as they lie motionless.
The rest of the visuals have their flashes of brilliance, with the sunrise breaking through the trees as the day/night cycle transforms the landscape, but otherwise it’s largely as expected for the current generation at this stage, and doesn’t leap forward in any particular area from Wildlands.

Ultimately, Ghost Recon is suffering an identity crisis. Last stand or not, the team doesn't seem exactly sure where they want the series to go, or what story they are trying to tell. A linear narrative might have been more effective in holding our attention on the journey of this character, and we get a few glimpses into what that narrative might have been through cutscenes (albeit with decidedly dated and distracting lip-sync), as it’s those images that stick in our minds more than trekking across endless kilometres of fairly samey terrain to reach another bad guy to fight or side mission to be distracted by.

Instead, the open world seems unfocused, and far from the concentrated, dense, and varied landscape we’d hoped for in a (slightly) smaller map compared to Wildlands. We find ourselves longing for that game’s open spaces so at least we can drive vehicles without bouncing them off rocks every few minutes. Guns are disposable and so upgrading them seems futile, even more so given rarity seems to make little difference to their effectiveness in combat. There’s a few nice elements on show here, but not enough to keep our attention from half a dozen other games which do all of them better, not only with more originality, but with more character of their own, and that’s what Ghost Recon sadly lacks.

Pros

  • Landscapes look the part, especially at sunset
  • Sneaking about with your drone is still rewarding
  • Gunplay is more than solid…

Cons
​
  • ...but the systems and their layers of complexity are overwhelming
  • The game is the lowest common denominator of Ubisoft open world games (and bits cribbed from elsewhere)
  • Microtransactions are baked into every nook and cranny

6/10
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