Ghost Recon Breakpoint - No More Squad Support For Solo Players

Ghost Recon Wildlands was my introduction to this long-standing Ubisoft franchise. I bought the game a year after launch so got a good deal on a comprehensive package of all the content. Broadly I like the game and really enjoyed the massive open world environment. Although there was a four-player co-op option, I tackled the game using A.I. teammates and didn’t find them as problematic as some player did. Perhaps their tactical deficiencies were more prevalent at higher difficulty levels. As for the characters’ cheesy dialogue, it really wasn’t a problem. Most banter between friends in real life is far from erudite. So it is unrealistic to expect witty ripostes and “puckish” epigrams from a squad of special forces soldiers. Overall, I found playing through the game this way, rather than with other players a far more enjoyable experience. I could take my time, plan my strategy and my AI team mainly did what I expected them to do. For a player of my skill level, this was a win, win situation.

Ghost Recon Wildlands was my introduction to this long-standing Ubisoft franchise. I bought the game a year after launch so got a good deal on a comprehensive package of all the content. Broadly I like the game and really enjoyed the massive open world environment. Although there was a four-player co-op option, I tackled the game using A.I. teammates and didn’t find them as problematic as some player did. Perhaps their tactical deficiencies were more prevalent at higher difficulty levels. As for the characters’ cheesy dialogue, it really wasn’t a problem. Most banter between friends in real life is far from erudite. So it is unrealistic to expect witty ripostes and “puckish” epigrams from a squad of special forces soldiers. Overall, I found playing through the game this way, rather than with other players a far more enjoyable experience. I could take my time, plan my strategy and my AI team mainly did what I expected them to do. For a player of my skill level, this was a win, win situation.

Hence, I was pleased to learn of a direct sequel to the 2017 game and watched the announcement trailer for Ghost Recon Breakpoint with interest. Frankly, these sorts of videos don’t really give you much information about the nuts and bolts of the game, so I then decided to see what a few websites had to say about what was on offer. It didn’t take long for me to read a short paragraph that effectively killed my interest in Ghost Recon Breakpoint dead. It would appear that Ubisoft have elected not to address the shortcomings of the squad A.I. in this iteration of the game. Rather than increase their functionality and give the player greater control over their actions, they’ve simply removed them from solo play. If you want the support of a full squad you will have to play with other players and endure the problems that are inherent with such a system. According to Emil Daubon, the lead writer on the game “the mission statement that we received was we want to create a fantasy that replicates being alone trapped behind enemy lines. Ultimately, if you choose to play a solo, you have the option to immerse yourself deeply in that aspect of the fantasy. The A.I. teammates would have taken away from that”. Yeah and if my Granny had wheels, she’d be a wagon.

I really dislike this ongoing mindset of primarily placing a player’s enjoyment and progress in a game, in the hands of other players. I don’t enjoy being reliant on random strangers, all of whom have different play styles, varying ability and personal notions of what is or isn’t “fun”. Perhaps the biggest problems for me is that such auto-grouping systems have zero impact over issues such as social skills and one’s ability to interact with others in a commensurate fashion. The alternative to this is to play with friends but most of the people I have on my various friends lists tend to play different genres of games. I doubt if I know anyone who will play Ghost Recon Breakpoint. If I do, then there’s the logistics of arranging a suitable play session that suits respective time zones. Another issue that stems from removing the A.I. squad is that solo players are now at a disadvantage when it comes to effectively using vehicles. There are apparently over 30 available to use in the game, but solo players will no longer have teammates that can utilise turrets and provide tactical support. And then there’s the issue of the famous sync shot mechanics. In previous games, you’d potion your squad and simultaneously take down multiple enemies. It would seem that Ubisoft have got around this by allowing the solo player to now use drones, but it lacks the panache of the original method.

So there you have it. Once again, a game studio has made a change to a long-standing game mechanic associated with a franchise and as a result lost a percentage of potential customers. I have no idea if that is a large or relatively small number of players, but I’m sure I’m not the only person who feels this way about the ubiquity of co-operative play. It one of the reasons I decided not to buy the new World War Z game. Again, there is no single player mode with an A.I. Squad. As for the reasons used to justify such decisions such as “immersion” and such like, I simply don’t believe them. Removing A.I. teammates means eliminating a problem. It is one less coding headache to address and it makes it easier for companies such as Ubisoft to assemble their cookie cutter games. That’s not to say that their games are bad, because they are not. But they all seem to share common components, systems and mechanics. Without straying into hyperbole, it is this approach to gaming and the continued stripping away of anything that doesn’t easily integrate into the “live serves” business model, that is driving the triple A video games industry towards an inevitable crash or major recalibration.

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Gaming, Ghost Recon Wildlands, Narco Road Roger Edwards Gaming, Ghost Recon Wildlands, Narco Road Roger Edwards

Narco Road

Overall, I enjoyed the base game of Ghost Recon: Wildlands. I have no major investment in the franchise and so judged the game on its story, mechanics and accessibility. As the concept of a Narco State is not beyond the realms of possibility, the story although stylised was acceptable. All games require the suspension of disbelief and as long as they don’t break their own internal logic and dramatic conceit, they tend to successfully tread the path of their narrative fantasy. Sadly, Narco Road the first DLC for Ghost Recon: Wildlands tries to take the game down a more bombastic and excessive path, filled monster trucks, extreme sports and villains that have crossed the line from the melodramatic, to caricature. Most players discovered this last April when the DLC was released. I have only discovered this now, over a year later and it’s a little disappointing.

Overall, I enjoyed the base game of Ghost Recon: Wildlands. I have no major investment in the franchise and so judged the game on its story, mechanics and accessibility. As the concept of a Narco State is not beyond the realms of possibility, the story although stylised was acceptable. All games require the suspension of disbelief and as long as they don’t break their own internal logic and dramatic conceit, they tend to successfully tread the path of their narrative fantasy. Sadly, Narco Road the first DLC for Ghost Recon: Wildlands tries to take the game down a more bombastic and excessive path, filled monster trucks, extreme sports and villains that have crossed the line from the melodramatic, to caricature. Most players discovered this last April when the DLC was released. I have only discovered this now, over a year later and it’s a little disappointing.

Narco Road begins with an interesting concept. You’re tasked with infiltrating yet another dangerous cartel that is affiliated to Santa Blanca. You have to earn the trust of three high ranking lieutenants, to learn the identity of the overall mastermind, El Invisible. There are distinct differences this time round. Large scale faction-based gun battles can frequently erupt around and if wisely exploited they can facilitate your plans However, a careless engagement causing ally and civilian collateral damage may well blow your cover. As you need to impress the various lieutenants, you’re required to indulge in various stunts and extreme sports to build up your reputation. It will also amass you an army of followers who will wade into any fight to support you. Overall this time round, you spend less time playing tactically and are frequently required to jump feet first into the fray This means blowing up gas stations, piloting damaged helicopter while dodging SAMs, and then there are the monster trucks. Yes, you get to ride trucks off massive ramps, race up mountain sides and carry out various other vehicular stunts.

Now all the above is great fun in principle but it’s not what I expected as DLC for what is otherwise a quite serious game. This tonal shift is not to my liking and I find it undermines the point of Ghost Recon: Wildlands overall. Some game journalists consider Narco Road to be a form of satire, tweaking the nose of adrenaline junkie culture and expanding upon the base game’s exploration of the world of social media. However, I don’t buy that. There may be an element of that present, but I am of the opinion that Narco Road is simply trying to appeal to the Grand Theft Auto V crowd. However, it feels to much like an afterthought. Where games like GTAV are specifically designed from the ground up to be raucous, sly and excessive, Narco Road smacks of just trying to cash in on such themes. As a result, it fails to satisfy and falls between two stools. It should also be noted that this DLC dispenses with your AI squad. If you don’t want to go down the road of internet co-op play, then you’ll find yourself dying a lot more frequently because there’s no one around to revive you when things get chaotic. So far, I’ve been playing Narco Road for about three days. If I’m still doing so in a week time, then I’ll be surprised.

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Open World Games

The Virtual Bolivia that Ubisoft have created for Tom Clancy’s Ghost Recon Wildlands is truly stunning. This massive open world is approximately 576 square kilometres (222.4 square miles) and features 21 regions and 11 distinct ecosystems. Furthermore, the world is seamless without any loading screens or phasing. You can travel from one end of the map to the other without any immersion breaking transitions. The main story missions and the regional counterparts can be tackled in any order, affording players the freedom to explore and play through content however they want. The game can be played cop-operatively via PUGS or through bespoke custom teams. Tom Clancy’s Ghost Recon Wildlands takes the textbook concept of the “open world” and augments it sufficiently to hang a narrative on. But beyond the overall task of dismantling a sprawling national drugs cartel, the player is given a superbly crafted sandbox and is left to determine their own agenda and play style.

The Virtual Bolivia that Ubisoft have created for Tom Clancy’s Ghost Recon Wildlands is truly stunning. This massive open world is approximately 576 square kilometres (222.4 square miles) and features 21 regions and 11 distinct ecosystems. Furthermore, the world is seamless without any loading screens or phasing. You can travel from one end of the map to the other without any immersion breaking transitions. The main story missions and the regional counterparts can be tackled in any order, affording players the freedom to explore and play through content however they want. The game can be played cop-operatively via PUGS or through bespoke custom teams. Tom Clancy’s Ghost Recon Wildlands takes the textbook concept of the “open world” and augments it sufficiently to hang a narrative on. But beyond the overall task of dismantling a sprawling national drugs cartel, the player is given a superbly crafted sandbox and is left to determine their own agenda and play style.

This is the inherent appeal of the open world game. The provision of a functional environment that provides a setting for events, rather than a means of corralling them. One only has to look at popular MMOs such as ESO and LOTRO and you will often find that their lavishly created regions, despite their aesthetic appeal, are primarily designed to funnel the player from quest hub to quest hub. In LOTRO, especially in the more recent zone such as Gondor and Mordor, large swathes of a map are frequently inaccessible due to topographical constraints or the old mechanic of invisible walls. Hence it not unusual to spot and interesting feature on the horizon or even in the near vicinity, only to find that it is inaccessible. The Argonath is a classic example of this. Conversely in an open world game such as Tom Clancy’s Ghost Recon Wildlands, the open world design along with the ability to travel by helicopter and land directly to remote locations ensures that nothing is out of a player’s reach. Exploring becomes an entire meta game in itself.

The first open world game that really altered my perception of gaming was The Elder Scrolls V: Skyrim. Although I had experienced well designed environments before in the MMO genre, phasing and zone mechanics always broke immersion to a degree. Skyrim with its Scandinavian style climate and terrain was a revelation and simply traversing the region with it’s ambient music and changeable climate was and remains a delight. But it was The Witcher 3: Wild Hunt that really show cased the full potential of the open world concept, with a beautifully realised, diverse yet totally credible environment. The player can walk, ride or sail across the green and verdant, war-torn lands of the South or sail between the monster-islands of Skellige in the North. They have total freedom to discover various places of interest, hunt monster, or simply gather resources and enjoy the world. It is this latter idea of being “at large” in a huge, living and thriving ecosystem is perhaps the biggest selling point of the open world concept. But it is also its potential weakness.

Not all gamers like to be presented with a huge expanse of non-linear content and told “off you go”. Some find such a system and environment daunting and confusing. Both of which are perfectly acceptable opinions. The “theme park” approach provides a means of guiding players through content, ensuring that nothing is potentially missed and providing structure. It should be remembered that some see gaming as escapism from the complexities of modern life and therefore do not wish to see it capricious randomness mirrored in their leisure activities. On a technical note, open world games are also extremely resource hungry and to enjoy them to their fullest, you do need a robust gaming PC. It is because of this issue that we do not see the same technology used in the MMO genre. The rich world of Tom Clancy’s Ghost Recon Wildlands can happily support co-operative play between 4 versus 4 players but sustaining a population of 100 is a very different matter. Yet if the rapid change in gaming hardware over the last decade teaches us anything, then there will eventually come a time when MMO genre will be able to fully embrace a fuller, truer version of the open world concept than we have now.

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