Review of Ghost Recon Breakpoint - Ubisoft tactical shooter with Electronic Arts flavor

The Internet is full of videos of people doing stupid things that are painful to watch. At such moments

A question arises in my head:“Why did they think this was a good idea?” Often the heroes of such videos were adults who had seen a lot and, based on experience, could conclude that this was not worth doing. Perhaps there were no friends nearby who could dissuade the entertainers, and the collection of oddities was replenished.

In large companies like Ubisoft, over bigSeveral dozen professionals are working on projects. In such conditions, stupid ideas face collective criticism, which prevents them from leaking into the final version of the game. It looks like something went wrong with Ghost Recon Breakpoint, and the thought of “Why did they think this was a good idea?” sounded in my head too often.

Island of bad luck

The events of Ghost Recon Breakpoint unfoldon Aurora Island, where a local Elon Musk named James Skel decided to create a paradise for inventors. The guy bought himself an island, built residential areas on it and began doing science together with the brightest minds on Earth.

Due to his lack of security, Skell hiredformer military man Cole D. Walker as an expert who would help secure protection for the island. Everything didn’t go according to plan and the new employee staged an armed coup, seizing the island, and is now building his own order.

As a result, the island was disconnected from the outside worldand the government sent "Ghosts" to investigate and eliminate the problem. With the help of a secret weapon, the invaders killed most of the squad, but the main character with the call sign Nomad remained alive and now intends to complete the mission.

Quite a non-trivial plot, whichfound in video games quite often. This applies to former military men with a vision of their own ideal society, to territories captured by terrorists, and to the lone wolf who eliminates the problem. However, modern media have long ago exhausted the mine of fresh ideas, so all that remains is the correct implementation.


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And here the question arises:Why did Ubisoft decide that the story didn't need staged cutscenes? People flock to action films not for the sake of the plot, but to look at the picture. The story in Breakpoint is unlikely to hook anyone, and Ubisoft could offset this disadvantage with a good production.

There were still a couple of interesting scenes and they were connectedwith Cole D. Walker, played by Jon Bernthal (The Punisher in Daredevil). The actor did an excellent job making the main villain interesting, but often it all came down to dialogue. In the case of secondary characters, the scenes look very sluggish, and the actors don’t even try to act out. There are a couple of bright spots, like Fox, but these are the exception rather than the rule.

The story missions also make you sad.Often the player is asked to run to a point, find out something, shoot and run again in search of new information. Moreover, everything was staged in the same boring manner. Often, it was the side tasks that turned out to be more interesting than the main ones.

The plot is not the main thing...


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... you say, and in the case of Ghost Recon Breakpointthis is justified, because the developers paid more attention to other aspects. As in the case of Wildlands, we are dealing with an open world, and a large one at that. The Aurora contains tropical forests, swamps and even snow-capped mountain peaks. Ubisoft knows how to work with large spaces and Breakpoint is no exception - everything looks great.

Moreover, in this huge world there is always somethingto do. In addition to orders from local residents, the player can run around the world in search of weapons and equipment, annoy the enemy’s infrastructure and capture outposts. We did roughly the same thing in Wildlands, but before the main character was hunting the villain, and now the roles have changed.

Nomad is in hostile territory, wherehe is being hunted. Enemy patrols are running around everywhere, with one task - to find and kill. Moreover, the opponents are quite wide-eyed and have excellent hearing, so loud actions on the part of the player will not go unnoticed. This state of affairs forces us to act more covertly and tactically.


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Even just collecting ingredients for crafting orWhen exploring the territory, you need to be on your guard, because you can run into a patrol or a reconnaissance drone flying in the air. At such moments, the hero’s ability to disguise himself comes in handy when Nomad lies down on the ground and is literally coated with his surroundings.

Still, Ubisoft went too far with the enemy's vision.Often they know that it is our hero who is driving in the car. Perhaps this is a bug, but a similar system has been found in other Ubisoft games. This begs the question again: why did they think this was a good idea?

Among the opponents there are like ordinary soldierswith different types of armor, and drones. Despite the RPG elements, enemies don't turn into damage sponges. If in The Division 2 a shot to the head simply causes more damage, then in Breakpoint it is instant death. Moreover, the level of the enemy is not important. As a result, the first place in the fight against enemies becomes not grinding cool weapons, but tactics.


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Moreover, the hero is not armored, and to the previousa couple of lucky hits from the enemy can send him to the save point. In addition, wounds affect the character’s characteristics. So, a bullet in the leg slows down Nomad, and a wound in the arm will not allow him to aim normally. Therefore, going secretly gives you a better chance of survival. In addition, the enemies are not stupid - they go around, hide, and carefully come out of hiding, so it will be difficult to win in an open battle.

To better prepare for the battle, Nomad canset up a camp. In addition to sleep, the main character can conduct field training, which gives bonuses to his characteristics. For example, you can reduce the damage received or make the character more resilient. The camp also creates “combat props,” such as grenades, first aid kits, and more.

Build your soldier

However, the player is not limited in stylepassage, and there are four classes to choose from: field medic, fighter, marksman and panther. Each provides unique skills, for example, the stormtrooper activates adrenaline, and the medic can revive on his own. At the same time, the skill tree is common, so you can make a universal soldier.


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The variety of weapons also allowsDon’t get hung up on one style of passing. The arsenal includes sniper rifles, assault rifles, shotguns and pistols. Since Ubisoft has introduced RPG elements, each gun, like equipment, has a level. The cooler the gear a character is wearing, the stronger he will be. It's simple.

Weapons are improved using materials thatYou can get it by disassembling guns you don't need. For example, the player is allowed to increase range, damage, increase convenience, range, and so on. In addition, the weapon can be customized with body kits, such as sights, enlarged magazines, silencers, and more. In addition, in the world of Breakpoint there are special weapons that are made according to drawings.

Together more fun


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In co-op, exploring the world is twice as fun.Firstly, you can, like a real squad of “Ghosts”, act together, building tactics, arranging sabotage, and so on. Moreover, the size of some enemy bases literally screams at the player to find a companion.

Matchmaking takes place in Edgin Cave, a localhome of rebels who fight against the invaders. There you will find a store, quest characters and even other players. And here a dissonance arises, because there are a lot of live users hanging out in the hub, but in the open world you won’t meet them. The question arises: why did they think this was a good idea?

Such locations fit into an MMO becauseplayers meet not only within the walls of a city, but also in the open world. This creates the feeling that the player is not alone and can call for help at any time. In Destiny 2, also designed for cooperative play, the hub looked organic, since there were a lot of guards.

In Breakpoint the player is hinted that he is alonein a hostile environment, but it turns out that there is another army of equally well-trained soldiers running nearby. Why don't they get together and storm the local villain's fortress?


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It turns out that while you are in the open world,Breakpoint feels like a tactical shooter, and when you enter Edgin, the game turns into an MMO. Moreover, Ubisoft added matchmaking so you can find some company. It would look much more harmonious if Edgin were just a settlement with residents, where the player looks for quests, rest, and so on. Most likely, the hub was created for the sale of cosmetic items, because NPCs don’t care what the character is wearing, but other players may be jealous.

In addition to exploring the world of Aurora together, playerscan participate in “Raids” and “Ghost Wars”. In the first case, players gather to storm something big and dangerous, and “War of Ghosts” is a local PvP mode, where the task of the parties comes down to defending the territory or destroying a point. If you're used to multiplayer in CoD, Rainbow Six or Destiny 2, then the battles in Breakpoint may seem boring to you.


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The thing is that the cards are big and stuffedlots of hiding places. Most players simply hide, wait for the enemy and act extremely carefully. On the one hand, this adds tactics to what is happening, and on the other, it slows down the gameplay. It happened more than once that I ran around the map for several minutes and could not find someone to shoot at and only encountered one enemy at the end of the match.

Among the advantages are shooting and ballistics. The weapon sounds and shoots with its own character and feels not like a plastic trinket, but a serious instrument of death.

Let's talk about money

Ghost Recon Breakpoint is another service gamewhich was not without microtransactions. Moreover, this time Ubisoft went too far. Why did the developers decide that adding paid experience points, boosters and other boosters was a good idea? At the very least, this system infuriated most of the players, especially those who bought the ultimate edition for $85.


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Moreover, microtransactions almost always influenceon the gameplay, which gives rise to thoughts regarding balance. If the player could not buy more currency, would it be easier to earn money? Could character progress really go faster without paid skill points? The list goes on for a long time. It feels like Ubisoft looked at the scandals surrounding Electronic Arts and Activision and decided that they would have a blast.

The developers quickly came to their senses and removed somegoods, albeit temporarily. As a result, players can now buy cosmetic upgrades, skins and paint jobs, as well as sets of weapons and vehicles. I note that there are no particular problems with obtaining currency, but you will have to save for a long time for interesting items, like the “Wolves” mask.

Technical side


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Breakpoint is far from the famous Unity, but there are problemsThe game has enough. It's not about the graphics or overall performance. The project was tested on PlayStation 4 and everything runs smoothly. It's about bugs that interfere with the gameplay. For example, I often lose the silencer from my weapon, sometimes a character holds an invisible machine gun and shoots from it, and it also happens that the parachute does not open during a jump from a helicopter.

Problems also arise in the hub - the seller will not load, the quest character will not appear, and so on. This happens extremely rarely, but once is already a lot.

The bottom line

They tried to make Ghost Recon Breakpoint a gamefor everyone, but in the end it only suits a certain category of players - Ubisoft fans. Open world lovers will have an entire island to explore, where they can solve mysteries, conquer territory, and scour for powerful equipment. Moreover, RPG elements do not harm stealth, as in Odyssey, but allow players to customize the character to suit their play style. In addition, there is co-op, which makes any game much better.

At the same time, the online part seems unnecessary.It can be seen that the social hub, “Ghost War” and the same “Raids” are a red flag for The Division 2 players, whom Ubisoft is trying to lure to Breakpoint. The bottom line is a good tactical action game with an emphasis on co-op, which will please fans of Ubisoft's open worlds, but will disappoint players who came for the multiplayer and story.

Pros:

  • Interesting cooperative
  • Open world with many activities
  • Weapon physics and ballistics

Minuses:

  • Boring plot with sluggish presentation
  • Monetization
  • Multiplayer

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