The original Ghost Recon game from 2001 was the most powerful anti-FPS FPS game. Despite enticing titles such as Medal of Honor, Call of Duty, Doom, and Quake, Ghost Recon oblited players to plan and think before reaching the trigger. It even rewards minimized casualties and methodical gameplay.
It''s safe to say that Ghost Recon: Breakpoint is far away from what can only be assumed as Tom Clancy''s preferred style. It''s certainly not a military simulator anymore and is closer to Far Cry or other homogenous open-world Ubisoft games. It was also a somewhat of a current low point for the franchise and provides examples of what can be avoided by the next Ghost Recon title.
8 Less Arcadey Gameplay
The most important issue with the latest Ghost Recon games is how it tries to keep everything moving in the present mainstream scene instead of becoming a trendetter. Its gameplay is almost the same as other open-world Ubisoft games with gun and gear customization similar to Call of Duty games.
In Breakpoint, rewriting the original Ghost Recon title and revamping the semi-casual mil-sim formula, as well as more serious missions, might give the franchise a fresh lease of life. Higher-quality and innovative missions would certainly be preferred to the same run and gun checklists.
7 Ditch Or Cut Back The Open-World Design
Ubisoft is on a roll in the open-world system, despite still keeping expanding its open-world formula to nearly every new title under its belt. In a tens of thousands of instances for Ghost Recon: Wildlands and Breakpoint, this open-world design may be more of an annoyance than a useful or fun feature.
The vast open-world will only require players to travel from point A to point B. Fast travel is available, but in that case, what''s the need for an open world then? In Breakpoint, it''s just unnecessary bloat; the environment can get old quickly as other games such as Red Dead Redemption 2 are just better if players want digital sight-seeing.
6 AI & Enemy Improvements
In many mainstream FPS games, AI hasn''t improved significantly than their earlier counterparts, and Ghost Recon: Breakpoint is a clear example of this. One of the most common complaints from bored players is that enemies aren''t that bright or challenging; cranking up the difficulty only artificially increases their HP and damage, not their overall strategies.
Although it''s not as wacky or as outrageous as Far Cry, Breakpoint is still too grounded in realistic thinking. The robot enemies, although new, don''t exactly make things exciting or high-stakes. Overall, there''s not much reason to tactically plan out assaults as it''s straightforward to just use the enemy squad''s AI.
5 Weapons & Equipment As Loot
Another homogenization that''s transferring to Ghost Recon from other Ubisoft titles like Assassin''s Creed is the loot system. At times, Ghost Recon: Breakpoint can almost feel like it''s a new Assassin''s Creed game set during contemporary times. It''s even funny when one considers the logic behind guns being locked behind the open-world chests.
While the Ghost Recon units would initially be equipped with everything they''ve got, players will have to loot all of the equipment they''ve got from their opponents, as if their funding was cut and they now have to play as third world guerillas.
4 Tacked-on RPG Systems
The loot system is only one part of a larger issue in Ghost Recon: Breakpoint, which is the identity crisis. Like the most recent Assassin''s Creed games, it pits players against a world-threatening mission or quest which also comes with a seemingly disastrous urgency. However, the open-world design, loot system, and other RPG mechanics are firmly in the way of here.
Through the main story, the game stimulates procrastination, sidetracking, and leisurely exploration while simultaneously imposing a pressing issue on the player''s face. This has always been an acceptable issue with open-world RPGs, but this gameplay loop doesn''t really fit in a modern military game with "Tom Clancy." Imagine a Navy Seal or SAS unit on a mission to stop a rogue faction but decides to drive around to collect weapons and trophies first.
3 Dialogue & Presentation
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What''s even worse is that some of these discussions don''t match up nicely to current standards. The talking characters are typically standing and talking with dead-eyed gazes. The presentation requires more showing and less telling, as long as radio briefings can do the job equally as bland dialogues.
2 Bugs & Clunky Animations
Ghost Recon: Breakpoint was one of the most troubled games in the world. It quickly gained notoriety due to the wide range of bugs, glitches, and performance issues. If anything, the game felt as if it was rushed. Eventually, all of these issues were fixed, but the game was already in the bargain bin by the time it has gotten better.
Even as the bugs and glitches were fixed, some animations were odd or didn''t seem to be underwent proper motion capture. One can even notice this when characters in cutscenes transition from a sitting to a standing position or vice versa. That''s also likely why almost everyone seems to be standing in cutscenes or dialogue.
With little to no microtransactions, one can keep imagining a AAA Ubisoft game. In free-to-play games, these are actually fine, but Ghost Recon: Breakpoint was a fully-priced AAA game, similar to Assassin''s Creed: Odyssey. That didn''t deter the publishers from pushing microtransactions in this non-competitive and full-priced game.
Microtransactions in these types of games appear to have been deliberately tedious so that players would be forced to skip them by paying. This is basically a result of being reduced on purpose being sold for an additional fee. Hopefully, the next Ghost Recon game will improve its players.
The Ghost Recon Breakpoint by Tom Clancy is now available on PC, PlayStation 4, Xbox One, and Google Stadia.