The Internet is full of videos where people do stupid things that are painful to watch. At such moments
In large companies, like Ubisoft, over largeSeveral dozens of professionals work on projects. In such circumstances, stupid ideas are faced with collective criticism, which prevents them from seeping into the final version of the game. Something went wrong with the Ghost Recon Breakpoint, and the thought “Why did they decide it was a good idea?” Sounded too often in my head.
Island of bad luck
Ghost Recon Breakpoint events unfold onthe island of Aurora, where Elon Musk of a local spill named James Skel decided to create a paradise for inventors. The guy bought himself an island, built residential areas on it and began to do science together with the brightest minds of the Earth.
Due to lack of sense of security, Skell hiredformer military Cole D. Walker as an expert to help provide protection for the island. Everything didn’t go according to plan and the new employee staged an armed coup, capturing the island, and now he is building his own orders.
As a result, the island disconnected from the outside world andthe government sent the Ghosts to scout and eliminate the problem. With the help of secret weapons, the invaders killed most of the detachment, but the main character with the call sign Nomad survived and now intends to complete the mission.
Pretty not trivial tie, whichmet in video games quite often. This applies to the former military with a vision of their own ideal society, and the territories captured by terrorists, and the lone wolf, which eliminates the problem. Nevertheless, modern media have long exhausted the mine with fresh ideas, so only the correct implementation remains.
And here the question arises: why did Ubisoft decide that stories don't need staged cut scenes? Crowds of people go to fighters not for the sake of the plot, but to look at the picture. The story at Breakpoint is unlikely to catch anyone, and Ubisoft could level this minus with a good setting.
A couple of interesting scenes were nevertheless connected withCole D. Walker, played by John Berntal (The Punisher in Daredevil). The actor did just fine, making the main villain interesting, but often it all came down to dialogue. In the case of minor characters, the scenes look very sluggish, and the actors do not even try to win back. There are a couple of bright spots, like Fox, but this is the exception rather than the rule.
Story tasks are also driven into melancholy. Often a player is asked to run off 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 third-party tasks that turned out to be more interesting than the main ones.
The plot is not important ...
... you say, in the case of the 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, moreover, a large one. On the aurora, tropical forests, swamps and even snow-capped mountain peaks fit in. Ubisoft can work with large spaces and Breakpoint was no exception - everything looks great.
Moreover, in this huge world there is always somethingto do. In addition to instructions from local residents, the player can run around the world in search of weapons and equipment, annoy the enemy’s infrastructure and capture outposts. About the same thing we did in Wildlands, but before the main character was hunting for a villain, but now the roles have changed.
Nomad is in hostile territory, wherethey hunt him. Enemy patrols are snooping around, with one task - to find and kill. Moreover, the opponents are rather big-eyed and hear well, because loud actions by the player will not go unnoticed. This state of affairs makes us act more stealthily and tactically.
Even just picking the ingredients for crafting orexploring the territory, you don’t have to check, because you can run into a patrol or a reconnaissance drone flying in the air. At such moments, the hero’s ability to disguise is useful when Nomad lays on the ground and literally smears his surroundings.
Nevertheless, Ubisoft overdid it with the eyesight of opponents. Often they know that it is our hero who rides in the car. Perhaps this is such a bug, but a similar system was found in other Ubisoft games. Here again the question is brewing: why did they decide that this is a good idea?
Among the opponents there are like ordinary soldiers withdifferent types of armor and drones. Despite the RPG elements, enemies do not turn into “sponges for damage”. If in the same The Division 2 a headshot just does more damage, then in Breakpoint it is an instant death. Moreover, the level of the enemy is not important. As a result, the first place in the fight against enemies is not the grind of cool weapons, but tactics.
Moreover, the hero is not armored, and to the previousthey can be sent to the save point by a couple of successful hits of the enemy. In addition, injuries affect the characteristics of the character. So, a bullet in the foot slows down Nomad, and a wound in the arm will not allow him to aim normally. Because stealthy passage gives a better chance of survival. In addition, the enemies are not stupid - they go around, hide, carefully leave the shelters, so it will be difficult to win in an open battle.
To better prepare for battle, Nomad mayset up a camp. In addition to sleep, the main character can conduct field training, which gives bonuses to the characteristics. For example, you can reduce the damage taken or make the character more resilient. The camp also creates a "combat attribute", such as grenades, first-aid kits and other things.
Build your soldier
Yet the player is not limited in stylepassing, and the choice is given four classes: field medic, fighter, shooter and panther. Each gives unique skills, for example, a stormtrooper activates adrenaline, and a medic can regenerate on his own. At the same time, the tree of skills is common, so that you can make a universal soldier.
A variety of weapons also allows you to notfixate on one style of passing. The arsenal has sniper rifles, assault rifles, shotguns and pistols. Since Ubisoft introduced RPG elements, each gun, like equipment, has a level. The steeper the gear worn on the character, the stronger it will be. Everything is simple.
Improving weapons with materials thatcan be obtained by disassembling guns you do not need. For example, a player is allowed to increase range, damage, increase convenience, range, and so on. In addition, the weapon is customized with body kits, such as sights, enlarged shops, silencers and other things. In addition, in the world of Breakpoint there is a special weapon that is made according to the drawings.
Together more fun
In a cooperative, exploring the world is twice as fun. First, you can, like a real squad of "Ghosts", act together, building tactics, sabotaging, and so on. Moreover, the dimensions of some enemy bases directly shout to the player to find a companion.
Players are selected in Edgin Cave, a localabode of rebels who fight against invaders. There you will find a store, quest characters and even other players. And here there is a dissonance, because a lot of live users hang out in the hub, but in the open world you will not meet them. The question is ripening: why did they decide that this is a good idea?
Similar locations fit into IMO, asplayers are found 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 the same Destiny 2, also designed for joint passage, the hub looked organically, since there are a lot of guards.
In Breakpoint, the player is hinted that he is alonein a hostile environment, but it turns out that an army of the same well-trained soldiers is running nearby. Why, then, should they not get together and storm the fortress of a local villain?
It turns out that while you are in the open world,Breakpoint feels like a tactical shooter, and by entering Edgin the game turns into an MMO. Moreover, Ubisoft added a selection of players so that you can find a company. It would look much more harmonious if Edgin were just a settlement with residents, where the player looks for quests, rest and more. Most likely, the hub was created for the sale of cosmetic items, because the NPC does not care what the character is wearing, but other players can envy.
In addition to joint exploration of the world of Aurora, playersmay participate in Raids and the Ghost War. In the first case, the players are going to storm something big and dangerous, and the “Ghost War” is the local PvP mode, where the parties' task is to protect the territory or destroy the point. If you're used to multiplayer in CoD, Rainbow Six or Destiny 2, then the battles in Breakpoint may seem boring to you.
The fact that the cards are large and crammedmany shelters. Most players simply hide, waiting for the enemy and acts very carefully. On the one hand, this adds tactics to what is happening, and on the other, it slows down the gameplay. More than once it happened that for several minutes I ran around the map and could not find someone to shoot at and faced one opponent only at the end of the match.
Of the advantages, shooting and ballistics can be noted. The weapon sounds and shoots with its own character and does not feel like a plastic bauble, but a serious instrument of death.
Talk about money
Ghost Recon Breakpoint - another service game,which could not do without microtransactions. Moreover, this time Ubisoft went too far. Why did the developers decide that adding paid experience points, boosters and other boosters is a good idea? At a minimum, this system infuriated most of the players, especially those who bought the maximum edition for $ 85.
Moreover microtransactions almost always affecton the gameplay, which leads to thoughts about balance. If a player could not buy more currency, would money be made easier? Could character progress be faster without paid skill points? The list goes on and on. It feels like Ubisoft looked at the scandals surrounding Electronic Arts and Activision, and decided that they had a ride.
The developers quickly realized and removed partgoods, though temporarily. As a result, now players can buy cosmetic improvements, skins and coloring, as well as sets of weapons and equipment. I note that there are no special problems with obtaining currency, but it will take a long time to save up for interesting items, such as the “Wolves” mask.
Breakpoint is far from famous Unity, but problemsthe game has enough. It's not about graphics or overall performance. The project was tested on the PlayStation 4 and everything goes smoothly. The issue is bugs that interfere with the gameplay. For example, a silencer with a weapon will often disappear from me, sometimes a character holds an invisible machine gun and shoots from it, it happens that the parachute does not open during a helicopter jump.
Problems also arise in the hub - either the seller does not get loaded, the quest character does not appear, and so on. This happens extremely rarely, but once - that's a lot.
In the dry residue
Ghost Recon Breakpoint tried to make the gamefor everyone, but in the end it is suitable only for a certain category of players - Ubisoft fans. Fans of open worlds will receive an entire island for exploration, where you can solve secrets, conquer territories and scour in search of powerful equipment. Moreover, RPG elements do not harm the stealth, as in the same Odyssey, but allow players to customize the character to their style of play. In addition, there is a cooperative that makes any game many times better.
At the same time, the online part seems redundant. It can be seen that the social hub, the “Ghost War” and the same “Raids” are the red flag for The Division 2 players whom Ubisoft is trying to lure into Breakpoint. The bottom line is a good tactical action with a focus on the cooperative, which will please fans of open worlds of Ubisoft, but will disappoint players who came for multiplayer and plot.
- Interesting cooperative
- An open world with many activities
- Weapon physics and ballistics
- Boring plot with sluggish feed
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