GHOST RECON: BREAKPOINT BETA
Smothered in mud.


HANDS ON PREVIEW
By JAY TEE
25/09/19

MORE THAN A PAPER CUT - You can endure serious injury during combat, which has a tangible impact on gameplay (outside of your typical reducing health meter). You can lose the ability to sprint, aim down the sights, and your vision can be impaired. Fatigue is also a huge factor, and these elements all come together to offer a more demanding experience.  

SKILL TREE MGEE - There was a [somewhat overwhelming] skill tree present in the demo build, allowing you to mix and match abilities and combat enhancements to your hearts content. You’re not fixed in to a single upgrade tree; instead, you’re given more flexibility than ever before to determine your playstyle.    

USE WHAT YOU’VE GOT - You can camouflage yourself in mud, and deploy drones as standard. Both welcome additions.   

Ghost Recon: Breakpoint is a curious entity, cropping up near the end of the current console life cycle and within a relatively short amount of time since Wildlands (2017). Given the previous wait time between instalments (the last full fat Ghost Recon title was 2012’s Future Soldier) you could be forgiven for thinking this was a quick ‘DLC as full priced release’ cash in. The truth, however, is very different. Look beyond the surface and you’ll find a more sombre, slower paced survival shooter than ever before. There’s less gung ho scripted co-op banter to be found here, and instead a renewed emphasis on tactical play that is totally befitting a Tom Clancy title. If Wildlands was the A-Team, then Breakpoint is Ghost Recon’s Black Hawk Down moment. It’s closer in tone to the ‘Fallen Ghosts’ DLC expansion for the previous game, and for that reason alone, Breakpoint is worth a look.

CO-OP IS BEST - There can be no denying that Ghost Recon excels when you’ve got a team of real world buddies at your side. Fortunately, Breakpoint continues to cater for this. However, during our hands on time with the game, we clocked a significantly increased number of mid mission cutscenes and story content.

SOLID CASTING - Ubisoft are clearly doubling down on narrative aspects, with some top talent jumping in for this new title. Casting Jon Bernthal was a smart play, and although he didn’t factor in to much of what we played during our hands on demo, everything shown thus far makes him a perfect fit.

TIMING - An early October release will put Breakpoint a few weeks ahead of the end of year rush. Another smart play!  

Good faces Ubisoft. Good faces.

THAT FEELING - I found myself getting frustrated by the player movement. Changing direction felt a little sluggish, and I often got caught on pieces of the environment. Vehicle handling also felt way too heavy, and with a lot of steep terrain and significant inclines, getting around was a chore.    

TUMBLEWEED - The environment also felt too big, which I know might seem like a reductive complaint for an open world title, but the lack of regular points of interest made the gaps in the map all the more noticeable. Coupled with the traversal mechanics, exploring felt a tad hollow.

NAILING THE BASICS - Crucially, mission design, combat, and the visuals were all top notch. But there’s issues to be resolved.

THE BASICS - Tactical third person shooter, with 4 player co-op and renewed emphasis on survival elements.

PLATFORMS - PS4, XB1, and PC

PLAYERS - Offline - 1, Online - Co-Op (4), PvP (TBC)

CO-OP? MULTIPLAYER? - Full campaign co-op, and versus multiplayer. Character customisation and progression is retained across modes.

DOWNLOADABLE CONTENT - A whole mess of campaign content updates, multiplayer additions, and eventually Raids have been promised.

TARPS? - At the bottom of all our reviews, you’ll see a series of absurd looking images (with equally stupid, in joke laden names). These are the TARP badges, which represent our ‘Totally Accurate Rating Platform’. They allow us to identify specific things, recognise positive or negative aspects of a games design, and generally indulge our consistent silliness with some visual tomfoolery. Back of the Box is a broad overview of key features and gameplay mechanics. Get Schooled provides background info on the developer, fun facts, and views the game in a broader context. Finally, Inside Scoop is a collection of random thoughts and musings, along with hopes and concerns.

LET US KNOW YOUR THOUGHTS ON THIS ARTICLE!
LEAVE A COMMENT AT THE BOTTOM, FOLLOW US ON FACEBOOK, TWEET US @THATHITBOX, SUBSCRIBE TO OUR YOUTUBE CHANNEL,
OR E-MAIL: EDITOR@THATHITBOX.COM



THE CURRENT WORD

Ghost Recon: Breakpoint offers a darker spin on a successful co-op formula, with loftier narrative ambition.    

*Closed Beta Access on PC, with an event invitation provided by Ubisoft*

The MARSHALL LAW badge is for a game that lets you fight back against an overwhelming force.  

The LEAVES ON THE LINE badge is for a game where awkwardly placed geometry and/or bad level design causes you to get unintentionally stuck.

The WET TARP badge is for a game with great weather and / or environmental effects. 

The NABOO badge is for a game with single player / multiplayer maps that feel too big, or it takes too long to get to the action.

The PHOLIAGE PHYSICS badge is  for a game with excellent foliage physics.


The SCEPTICAL FACE badge is for when a game doesn’t leave a strong first impression. Perhaps more time is needed to decide?

The HAVOK PHYSICS badge is for a game where enemies visibly react to weapon hits.

Home