Ghost Recon Breakpoint is a controversial version of the open world experience. It is unreliable in almost everything it offers, from firefighting and enemy intelligence to open world exploration and mission flow. Ubisoft Paris developer also didn't solve the recurrence problem that affected Ghost Recon Wildlands – it's too bad in this case. Sparks of splendor are scattered in the midst of chaos, but no matter how hard you try to intervene, the game finds another way to slow you down and improve your progress.
When Breakpoint works as intended, it provides a viable four-player gaming strategy. These include satisfying surveillance, fun Drone surveillance, heavier rifle-mounted firearms, plenty of useful equipment, and perhaps a complex story line that keeps you looking forward to the next mission. When things do not go as planned (which usually is) The crack is broken. Kings return to life, their co-workers rise over a mile, your character cannot straighten the obstacle, and enemies stop dead in their tracks in front of you. In my other gaming sessions, the machines went off without a hitch. For some, my team can't do anything without some kind of blur (like one of us crossing the geometry of the world) throwing a kink in our plans.
The game setup is really good: You and a small Zip team have been relocated to Auroa to manage a terrorist threat that just happened to link to your past. Cole Walker, who was the Ghost Ghost you ran with back in the day, wants to equip the island's Drone technology. You need to stop her. From Far Cry to Assassin & # 39; s Creed, Ubisoft often suffers to bring interesting villains, but not with Walker. He soon got sidelined, and was brought back to life by actor Jon Bernthal. Walker catches your interest, but this story doesn't bring much to understand without him, and it ends up hitting the same note that always flashes. Side stories, many of them, and they don't have much of a hit, though they do occasionally offer player choice. Breakpoint's story is better than Wildlands & # 39 ;, but that doesn't mean much. The scenes that accompany Walker are often fascinating in disturbing ways, but that is about every successful narrative.
Ubisoft's decision to create a fictional place is a success that pays dividends from start to finish. Auroa is an island where the brightest minds in technology come together to improve the world. Aurora's magnificent mountains, valleys, lakes, and tundra, include bags of science fiction like the industry. Many buildings look like art galleries, and the people who work here live as royalty in homes with open views of the beautiful landscapes. Helicopter rides give players the opportunity to fully appreciate this beautifully landscaped, full-on side excursion, random points of interest for collecting items and collections, and some areas are even used for even fun PvP Ghost War battles.
The belief that you are part of a flourishing country is much more defined than in the Wildlands. Erewhon, intriguing as it is a myth, is sadly used as a destination for the mission, forcing players to move quickly. Why not just tell the equipment provider on the phone to get a 10-second update before we go out again?
Aside from this unwanted pitstop, mission setup is often intriguing, giving players plenty of points to interact with, including some that require little detective work, such as tracking down a document or checking a senior officer to find out where the dangerous target is. Since it varies as set of goals and objectives, the process of completing these tasks is repeated, and it is rarely challenged in different ways. Ubisoft's other open world shooter, Division 2, has done a fantastic job with the flow of the mission, taking players through long and pregnant areas. Separation is the exact opposite, forcing players to either forcibly or stubbornly reach the point of interest and move on to the next one. As empowering as it is to install wherever you want, the absence of a building makes all machines feel normal. There are a few types of enemies to deal with throughout the game, many attacks are often felt, too. Being able to remove a helicopter from any fires means you don't really have to use other vehicles to explore the world. The best way to succeed is to do the same things over and over again.
That said, the creativity at Breakpoint is handled wonderfully. The automatic cover system causes serious problems with firing over obstacles, but it works well with skiing, and the enemy watch meter fills up just slightly enough to allow for quick course adjustment if you're not caught on the wrong side of the wall. When enemies are alerted to your position, they attack everything they have and can kill you and your team quickly. However, they do not have a chance when you are hunting in a protected area. They have a great deal of anger, and will give you one by one until their entirety is completed, making most of the clergy more easily available if you find such a place. Many places are packed with rooms that you can use to exploit A.I. Firearms feel nice and varied, but this use is rarely a good fight.
Enemies dispose of large quantities of goods, and Ubisoft does a good job of making most of them meaningful. As you progress, you slowly improve position (with 150 being the final goal to complete the final mission, which you can achieve from the start). The robbery is amazing in its grandeur and variety, but none of it makes sense. Yes, a +7 rifle is better than a +2 rifle, but you also get a cheap baseball cap that offers more protection than a standard gold helmet. How to wear tricks to make your character look cool as the game goes on is not here, and instead it seems completely random which are the most powerful elements in the game. My final form consisted of a surgical cap and a plastic surgeon.
The funniest moment at Breakpoint came last time. My team successfully dropped the last boss, and hijacked the computer to eliminate the difficulty. My actor nodded in agreement and smiled a little, and when, as if all the credits were to pass, my team reappeared on the ground, the manager returned. At this point, he was losing, and ended up wiping it off easily. When we broke down, the tip was back to its first step. It was a nasty interruption that wiped out a good hour of work.
This last minute with Breakpoint summarizes the game well. There was a sense of victory, then everything broke into a sad conflict. It was fun playing with friends, but I always found myself wondering how this sequence could do so much wrong.