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Being a fan of the open world in games is the types of games I look forward to, so when I heard that Ghost Recon adopt this structure with Wildlands and I am pleased to say, after having played for over 30 hours, which is a succulent transition that will make you feel like everything a professional, as long as you and your friends are willing to play the role they tolerate.

Ghost Recon Wildlands is by setting the South American republic of Bolivia in 2019. In this fiction a Bolivian drug cartel known as Santa Blanca, practically invaded the country, as now is overwhelmed and is there when it appears the Ghost team to save the day. In cufflink with Karen Bowman, a covert CIA agent, the special command leads the King slayer operation.

However, one thing is the concept and another is the tone. One would expect that in the case of drug lords, the feel of the experience was even more sober than Ghost Recon: Future Soldier, which was not particularly spring. However, Wildlands transmits an excessively Hollywood plastic feel that dilutes the macabre events and insurance will pop the head of the leaders of political correctness.

I had not been half an hour in the world of Wildlands, when listening to generic regional music on the radio and saw people hanging out the window of the vehicle, but to me, one of my comrades was telling jokes and then get to talk about divorce and much more. Regardless of the language, the characters are expressed with an unnatural accent.

But how do you organize a cooperative tactical action title and role – playing elements open world? Well, for my taste structure it is one of the successes and is familiar but has several fresh nuances that prevent Wildlands simply perceived as Far Cry in the third person and 4 simultaneous players.

Talk of large open worlds and is a common place but believe me when I tell you the map in this game is Huge and the idea is to eliminate the ringleader of each province. We spoke with dozens of regions topography, other criminal bosses. But as you and your fellow ghosts are outsiders who do not know where anything, the first thing on the agenda is always collect data. As soon as you put foot on uncharted terrain, Karen communicates you to explain a little about the place and, on the map also shows question marks and yellow icons shaped folder that indicate the point where you can find information about the ringleader of the square, either in the form of computers or persons of interest which must interrogate to put you in the right direction. The great thing is that you should not follow a fixed order to take your gaming experience, but from minute one can take a helicopter and fly to anywhere on the map to bring the adventure where you like.

Wildlands is designed precisely to be able to address their missions with ease, she suffers a little in the narrative because every regional leader plays a different role. So when you delete do not feel you advance much in history, but rather know an isolated argument piece and the situation worsens a bit to play cooperatively due to own distractions to share the experience with people who are talking about other things or, paradoxically, it is so absorbed in the mechanics that thing you want is to stop to watch a video. In short, the argument is not bright and lost a bit on the scale of the game and the social nature of its proposal.

Returning to the subject of the information, this is not only key to bring down the cartel leaders but also to uncover points of interest map. That is, instead of forcing you to reach a high place like a cathedral or a sad tower, Wildlands asks you to attend people who can give information or captures traffickers petty who can question so you get watchword on 1 of 3 elements of interest in the area, whether shipments of supplies, accessories for your weapons, new arsenal, skill points, and so on. And another thing that changes a bit here is the progression.

Each mission accomplished in Wildlands provides experience; with the experience you level. With each level, you release segments improvements tree and receive the typical points to buy them, but skill points are not the only requirement to access these rewards, but also require supplies and medals. Why? Because there is a resistance faction, a guerrilla group that opposes the cartel and the corrupt government but, like all good resistance, lack of resources, so you are all going to give. There are medical, food, communication and fuel supplies; you find them all over the map and precise a specific sum of them to unlock skills, while medals translate into bonds as pulse 15% firmer to use your sniper rifle or the ability to carry 25% more ammunition. To summarize, the game design is interesting and motivates you to explore the world. Not reinventing the wheel, but it feels a little different and consistent with the concept of the game.

I liked the user experience and design of the menus. As you remove the ringleaders of the cartel and, depending on the role they had in the criminal organization, you will go destabilizing operations clear and measurable way with a percentage indicating how affected is that branch whether it corresponds to drug trafficking, influence, security or another. When you move away enough on the world map you can see the typical network with photographs illustrating the organizational structure of the cartel and displays deleted and outstanding goals, while in another section of the menu, you can see the progress of your character, in parallel with the level of damage you’ve inflicted on your enemy, the strength of the guerrilla ally and the intensity with which you are looking for the army.

A typical problem of suffering Wildlands is that spontaneous events are repetitive, uninspiring and lack of narrative value. As you wander around the map, you run into enemy helicopters, convoys with supplies, army vehicles or drug lords, rail and, of course, hundreds of outposts and watchtowers that can “clean up ” without being tied to formal primary or secondary missions. If you kill many civilians or uncomfortable the army, whose task force known as “unity”, they will be hostile and gradually more lethal, but in general, incidents not scripted in the game universe ever lead to something substantial; an ambush, to a secondary or something surprising mission.

The structure of the game is essentially taking by strong assault of all sizes and shapes. Its location and its function, architecture and level of fortification, print range, which coupled with the presence of friends and intends to adopt multiple strategies, maintaining dynamic things, but it is possible that after 25 hours, you can exhaust of that dynamic, so consider this detail.

On the surface, Ghost Recon: Wildlands is a shooting game in the third typical person, but underneath there are several elements that give it its own identity, starting with the fact that not only control your character, but it must interact with other ghosts, whether they are under control of the machine, try a trio of unknown players or a group of friends. It may seem a minor point, but each of these modes of play is a completely different experience and delve into that a little later.

The first are the controls: with the left stick on the move the character with the right move the camera, which in turn sets the direction; with the left trigger you point out the peephole (you can switch between first and third person to do so) and shoot with the right. Move is an intuitive matter … but not as fluent as I would have liked. When you’re indoors or around a corner, turn feels something heavy and to be a map with such rugged and full of ways, climb or descend a vertical surface is also uncomfortable. Rather das of tumbles and I’m sure going to die several times trying to lose somewhere. I do not know how difficult it had been to implement it.

Well, except for that last detail, mapping here is more or less normal. Refills with “X” or “Square” (depending on the platform), same button also serves to interact with objects or hurl a moving vehicle. You do sprint by pressing the left and explosive throw lever with the left bumper. Things change when you press the right bumper that displays the radial menu instructions whether they are for your squad or corresponding to the guerrillas, about who will eventually want some control too.

My first instinct when operating this submenu was to move the right to select an order stick, but the surprise is that surfing the tool with the left stick, which means that every time you turn to it, your ghost must stop and be exposed as a damn duck in water. This design decision reflects the need to indicate specific locations while you open the radial menu because sometimes you tell your teammates to move to a certain position or the guerrillas bombed an exact area and this you do with the left stick. I do not know which alternative could turn designers but it is certain that delay to get used to this role and I never seemed totally intuitive or comfortable, but it works.

Another element that could be a little better was the coverage. Get behind an object is basic in a shooting game and here is a contextual issue that often runs smoothly but not always. If you’re running straight and you approach a sufficiently high wall, your character will adhere to it on automatic, which is important because once in that state, you can shoot without seeing or lean out to aim for a corner and give back in one motion. The annoying detail is that if you run straight to a concrete retaining wall of those medium yellow stripes and black, your character will crouch automatically covered. You have to press the B button to crouch or circle first and then your character will be covered; an extra step that is impractical. The vans are not a valid body of coverage, even if they are high as a basketball. This is the subject of the windows, but I honestly would have preferred that my character would adhere default, leaving the decision to target through the windows with a single step backwards. Go, coverage is good but has awkward moments.

Before moving on to the game modes, it is also essential to mention the gadgets, especially drone, the same that you can improve as you progress in the game and serves to detect enemies but also to designate areas of mortar fire. In the D-Pad you have different shooting modes, either fully automatic or semiautomatic bursts of 3. You can unlock the night vision really is very useful; thermal vision that is even more useful; use plastic explosives, grenades and a selection with over 50 weapons, ranging from assault rifles to shotguns, to sniper rifles, submachine guns and specific models that you cannot change. It should be noted here that, scattered around the world in small boxes, no weapons and weapons parts that really make a noticeable difference in the performance of your arsenal and motivate you to explore the map carefully.

The edit menu, meanwhile, is intuitive, clear and useful. As was the case from past installments of the series, when editing a gun, it appears unarmed on the screen with categories assigned for each component and statistics with colored bars showing transparent and intuitive design how a piece is better than another, whether it optimized by far the handling of the weapon, its penetration, its scope, the noise that occurs, the damage strikes, and so on.

Customization is a strong point of the experience and what is practical, as in the case of weapons the aesthetic that, in fact, is the first thing with what you bump it before setting foot in Bolivia, you have to design your character with multiple features but also combinations of equipment, but do not play a role in the performance of the ghost, allow you to project different attitudes in addition to your personality. For example, I designed an Asian girl with tactical goggles, gloves, jeans, knee and could even select between a very decent compendium of types of pack and patches.

But for my taste, the most important question to answer before buying answer Wildlands is who you play. Everything I have described so far is good to regulate, but the quality of your final experience will depend a lot more than your companions that cover system or wobbling of helicopters.

Your bots respond with solvency, are accurate and if you linger, the system automatically tele ports to reach you. Sacrifices how exciting and flexible human squad because your bots can only tell you where to go, if you wait or meet and whom to shoot. There, in the tree improvements, some designed for this kind of lonely experience, which increase the aim of your AI resistance, the number of synchronized shots or amount of revivals that can give you before you die, but you cannot wait both of them as your friend faceless behind the handset. That was expected and from my perspective, would be no problem if, like its predecessors, Wildlands last 10 or 15 hours but here’s a volume game activity to 50 hours. From my perspective, it’s too much for mechanical coldness of your bots that may have very good jokes, but hardly something that will surprise you and shake things up a bit.

The second alternative is to play with unknown peers. My experience with this modality was categorically bad but you could run with better luck. Matchmaking works well or at least better than for Honor or Battlefield Microphone players who do not speak, and so on. If this is GTA , perhaps there would not be much of a problem, but presumably Wildlands is a tactical experience. Needless to say, well no. It would have been nice to Ubisoft Paris weight incorporate incentives for completing missions with stealth. Under the current design, many people prefer to rush things, do what you crave and it kills a lot of experience. Check proven, but between playing alone or with unknown companions, I recommend more first.

And finally there is the option to play with friends who, no doubt, is the best way to experience Ghost Recon: Wildlands . There really are moments of true joy to play well. If you ‘ve tried the Online Heists of GTA V, you know more or less what I mean. There’s something especially magical in fact get together an enemy camp, launch the drones, study the terrain, agree on how to attack and run. I swear there are times where the game makes you feel like a true soldier of elite and even when things get out of control, there is a special emotion. On one occasion, for example, they killed 2 of my colleagues and I had to leave in pursuit of a helicopter to catch up to the target and save the day. On another occasion, we folded down enemies with me in the helicopter, a friend of gunner and 2 ghosts down firing at will. Your teammates cover you while you draw a person of interest in an enemy fortification, then climb into a van and fled firing worth what you’ll pay for the game if and only if you play with friends. No doubt that this can happen with strangers but I’m sure it will not be the same. Launch drones, study the area and start dispatching drug lords with synchronized or just silent and precise without anyone being aware shots, fills you with a special emotion and so worth it if you are looking for a team experience.

And it is that the game really gives you many tools to enjoy things together. Simply aim your weapon and press A or touch to mark any point on the horizon and on the map, and all your colleagues pay attention to something you’re trying to tell them, as a vantage point to fire, access or certain goal. If you die or get left behind, you can apply the quick trip and reach your colleagues with a very brief loading screen in between, most vehicles can carry up to 5 people (and even one can go in the trunk); you can go shooting out the window while you are inside a vehicle or on the side of a helicopter, there are improvements to accelerate the revival of a partner, and a human ghost with a drone and function of mortar on, you can unleash hell on any enemy position on the map. It is really very exciting.

Another detail worth noting is the cycles of day and night because the behavior patterns of enemies vary somewhat depending on the time, with more activity in the morning and less at sundown. That does not mean that there are fewer drug dealers, but they get to the buildings that make up their strengths and becomes more difficult to mark them with the drone or your binoculars.

Another variable is that every box has several systems in place, which can neutralize to make your life easier. There generators, lights and alarms to disable, for example. drug lords certain positions are heavily guarded by machine guns Gatling, others have doors that only open to certain vehicles, in others there mortars or multiple snipers. Some missions take you to quarries or mines and should take all that into account before attacking because things can get difficult quickly if you are careless.

Apropos of that, a theme that gave the talk of the Beta was the difficulty. It was said that in Normal mode, Wildlands was too easy when played cooperatively and even one of the designers gave this during a recent interview, but now with the final product, never felt the game was a walk in the park. I found the balance in the level of challenge very accurate except for the times strong attacking small repeatedly. Beyond that, any enemy position can become irritating if you get distracted, shooting failures or want rush things and, when alarms are activated, the drug lords call reinforcements may take the form of vans with more “bad men” or helicopters really they can cause you a headache.

For Ubisoft games, visual and performance issue is, for some time, one very rough due to the bad taste that left Watch_Dogs or Assassin’s Creed Unity. For my part, I can you tell you that Ghost Recon: Wildlands is a game that looks great, is not extraordinary and when you interact with the people of Bolivia, you will notice it, but traveling around the world playing in a helicopter lends itself to a postcard that will leave you breathless, with light beams majestically crowning the top of the mountains, thunderstorms in the distance or pearly peaks that create attractive contrasts. Modeling and damage vehicles fall short of what you would expect from a AAA production; There volumetric lighting and special effects shine to move from inside to outside. My only observation here has to do with the brightness of the sirens in helicopters during the day looks awful, and the flash of weapons also has superimposed picture appearance rather than an organic matter. There are deserts, jungles, forests, small towns, lakes, coasts, swamps, finally. Visually, the game does not get tired and performs well. I only remember once where I felt low in counting frames but on the other hand, noticed problems more frequent screen tearing.

Matchmaking with strangers is agile but yes could give you some problems is the system to arrange games with friends. I did not take time as well as in Honor For, but be prepared to try 2 or 3 times before they succeed.

Music is an element or goes unnoticed or become bothersome in Ghost Recon: Wildlands. When you are in the menus, not going beyond the typical environmental neutral composition which does not allow a deeper comment, while playing, the natural noise will foreground, except when you turn on the radio. There, Ubisoft alternated between community service messages with very artificial accents or regional music that definitely will not be everyone’s taste but fit the concept of the game.

Overall Ghost Recon Wildlands provides you with their biggest open world game in which you will take on missions to take out the drug lords in an adventure that you are able to take on your character and take advantage of the scenery and puts you in a place where you will fight for your life. Ghost Recon Wildlands is a must have game in your gaming arsenal.

 

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