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Ghost Recon analysis: Breakpoint, Ghosts join forces and claim Auroa

Ghost Recon
Written by Kamran Haider

The island of Aurora, a paradise of peace and technology, is out of control. The drones originally designed to do good now respond to the orders of the Wolves military group, which have become hostile against the United States. Caught behind enemy lines, the Ghosts join forces to establish order … and try not to get bored in the process.

It’s been more than two years since Tom Clancy’s Ghost Recon Wildlands premiered , a game that, with its more and less, built new foundations for a Ghost Recon franchise that had long been lying down without a clear direction and that was not clear what place he was going to occupy in the Ubisoft catalog . After a long period of post-launch support in which attention has been paid to community demands, one could only hope that Ghost Recon: Breakpoint was something like a “more and better”, a deeper and more polished version of that, but that is not the case. We cannot say that it is a bad game at all, but one that takes a step forward and two backward, and that in the future you should strive to improve essential aspects if you want to bring out your not few qualities.

On the way out, the game has a good handful of cards in hand that could convince more than one, of course. For example, Aurora, the fictional island where the game is set, is a huge space full of activities. Virtually every few seconds we run into enemy troops, nearby chests, a military base, a place to prepare our bivouac or an optional mission, and every day we can continue to grow as we complete new faction assignments. We also have more credible navigation and combat systems, where our character has difficulty descending slopes, gets tired and loses mobility if he receives an unfortunate shot.

We do not have the complexity and depth that you would expect from a survival game, of course, but we do value positively that our character feels more human. We die relatively quickly, we run out running and it takes a while to heal our wounds. Our opponents are rarely a challenge, but being as fragile as we are, it is always worth studying them from a distance, throwing themselves on the ground, removing somebody occasionally and ultimately, thinking a bit before acting. This feels great and is a breakthrough for the series, but it is something that other games have done even better in the past (Metal Gear Solid V, for example) and we cannot say that the story particularly hooks us.

We don’t have the complexity and depth you would expect from a survival game.

Supposedly, Aurora should feel like a huge hunting ground controlled by the Wolves, under the command of Colonel Cole D. Walker (interpreted more than correctly by actor Jon Bernthal), in the one that we enter with fear and shyness and where we progress slowly until we can face them. Ghosts against Wolves, a duel to the death between elite units … Sounds good and could be fine, but the Breakpoint campaign literally merges with an amalgam of side missions as repetitive and bland as the main ones. The game strives to make us part of it, solving dilemmas on our own and reading all kinds of evidence in our plans, but we end up losing the thread between a dump mission and another.

To the conquest of Auroa

We begin our adventure in injured Ghost Recon Breakpoint, equipped only with a gun and surrounded by enemies. It is a clear warning message: here we are not the hunter, but the prey. That is precisely the point that most differentiates Breakpoint from the previous delivery. The vulnerability of our character is a great starting point to form stealth, survival and progression mechanics, although this last point is full of chiaroscuro that does not convince us at all. The bases are fine, but at the moment it really doesn’t work as well as it should.

Why do we say this? Well, very simple: Breakpoint has a progression very similar to many other loot-shooters of the market, and if you already play The Division 2, Destiny 2 or Borderlands 3 you will be well acquainted with its equipment system and RNG. But all these games have a point in common, and that is that the RPG elements are at the service of the gameplay, and not vice versa as in Breakpoint. Of course, here it is totally possible to unlock and use advantages that enhance a specific style of play, and pieces of armor with attributes that help you use your character skill more often; but these interesting possibilities do not contribute much if in the end, we end up clearing an entire camp comfortably from a distance with a sniper rifle silenced because its enemies, who take 50 levels out of us, do not realize that we are there.conquest of Auroa

Nor can we say that the story particularly hooks us  

There is an incursion for characters of level 150 and above supposedly designed to test our ability and capacity for cooperation, which we can revisit week after week with different modifiers, but at the time of writing these lines, is inaccessible. We assume that it will have more carefully measured mechanics than the rest of the game, but in the absence of experiencing it we have to settle for the closest thing in the game right now: a handful of enemy bases full of soldiers, security systems and rewards. Conquering them will bring us generous doses of experience and some new weapons or accessories, but they don’t have powerful bosses or really interesting individual features.

These bases, which work best in games like Far Cry or Assassin’s Creed, are scattered throughout the game world and we usually explore them as we please, but it’s not as if the side and main missions were much better. Most of these are somewhat repetitive.and they do not usually put us in tension until they force us to infiltrate buildings to steal something or talk to a certain NPC, because those are the few situations in which it is really worth thinking before acting. Playing alone, we are not attracted to frequent encounters with enemy paramilitaries on the road. Going on foot, we may find enemy troops of our level … next to a much, much higher mission objective. It’s a shame that Breakpoint has this kind of level and AI design flaws because the shooting mechanics are quite powerful and has a very good approach.

At the structural level we have nothing to object to: we have an intelligently designed menu that allows us to attach several objectives to the interface or deploy an overwhelming amount of customization possibilities for virtually all pieces of equipment; the number, quality, and variety of the loot is generous and reasonable; and during multiplayer sessions we have the possibility to negotiate the objectives we want to do with our teammates. It is very easy and comfortable to form a squad at any time and for any activity we want, and it is always appreciated that our character can grow freely combining PvP and PvE by canceling certain advantages of power in a competitive way. Maybe we would have liked the interface to feel more agile, simple and quick to handle on PC, but regardless of this,

On the other hand, we have a PvP mode called Ghost War, in the line we saw in Wildlands, which without inventing the wheel, can engage the most devout of tactical action in 4 vs. elimination games. 4 to the best of three rounds. During games, the map closes every so often as in any battle royale, only on a much smaller scale. We can expedite the process by controlling a tactical radar that will be constantly in the sights of the players, so although we will not have many moments of frenzy, at least we do enjoy the tension between the sides when we talk about coordinated groups that know when to distract, Recover disabled players, revive and cover.

If you have come here, surely you already have the idea of ​​where we want to go. The game has all the ingredients to become the MMO-lite that Fallout 76 would have loved to be launching, but then it falters a lot at the moment of truth. We are not going to fool you: from our point of view, it is easy to enjoy the game if you have a Discord channel, invite your friends, put some background music and simply go from one place to another completing missions while uploading your characters from level, talking about other things during the trips and collaborating to assault bases from within them and without breaking the alarms. That experience is more than true, but if you are looking for something immersive that you can play alone, it is probably not for you.

On a technical and artistic level, the game boasts without fear showing large open spaces 

On a technical and artistic level, the game boasts without fear showing large open spaces full of mountains, lakes and enemy bases with respectable stability, at least in the version of PC. It does not involve any blinding, eye, and we will often find poor shadows or a topography that is uncomfortable to walk or drive, although our character has a huge range of animations and, except for the unnatural dialogues, he moves fluently climbing rocks, climbing stairs or handling the weapon. Too bad some transitions and movements such as rolling or running, tremendously orthopedic. It has control really achieved if we take into account all the situations we face. It is also true that we are facing a really large map, and at some points, it is able to make its first steps. Futuristic urban areas are really well maintained in terms of lighting, geometry, and details, and it is possible to enter a large number of buildings with interiors that, without being the panacea, do exhibit a certain variety. In fact, many of them house chests or collectibles, so it is worth checking them out.

The music of the game is merely environmental and rarely helps to immerse ourselves in the experience. Rather we can reward attention to detail to weapons, materials, and engines, as they are recognizable and realistic. Of course, the game is translated and dubbed into Spanish with the remarkable level of performance that we usually see in the Ubisoft games, and we warn you that there were many missions to double. For its part, it is appreciated that the compatible version has a large number of options to customize the graphics, controls, individual behaviors of each vehicle and integration with Discord, among others. It is hard to beat in that regard.

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Conclusion:

Ghost Recon: Breakpoint is a big game with many things to do, but also lazy and conformist in terms of level design and missions. We will enjoy it together with a squad with friends while we focus on improving our character, but alone it is insipid and repetitive. A passable MMO-lite, with solid foundations, which should be greatly improved through updates if you want to achieve excellence in your field.

  • A very large and varied map, with many vehicles at our disposal
  • Missions that require planning and execution can be tense
  • Daily activities, loot … many reasons to play again
  • A huge number of customization possibilities for our character and weapons
  • Solo loses a lot of interest, becomes bland
  • Level design and AI leave much to be desired
  • Many missions are lazy or repetitive
  • There are not enough challenges to test our characters

About the author

Kamran Haider

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