PVP was confirmed a few months ago by Ubi. PVP is usually the main component of tactical shooter, and yet with the game releasing in a few days nobody has any idea what PVP will consist of. Seems like a poor decision by Ubi. I don't think they are going to get many sales if the game is just a co-op open world shooter.
Was GAF this ruthless on all Ghost Recon games that came after 1st?
After all Advanced Warfighter started to move GR into dudebroshooter direction by making game a lot simpler, more forgiving and shootery. Future Soldier just went all in with that, corridor shooter with AI squadies jogging along and futuristic or even unrealistic gadgets. AW and FS weren't deep GR games, they were straight up shooters with spawn waves of enemies.
To me WildLands takes few steps towards 1st GR by adding some authenticity back into the mix and allowing those more open approaches to most scenarios.
Well if their open world formula were all the same you wouldn't really say this is a mix of Division and Primal as those would just be two same games lol.So this seems like a bit of the division mixed with FC primal with an Ubi collect-a-thon thrown on top. No thanks They really need to change up their open world formula.
you need skill points to upgrade your drone. mine has a larger battery, night vision and a better horizontal range.
You can upgrade the drone to last longer. There are skill trees that branch off.
GRAW had an identity. Everything in that game felt thought out and connected within its own design. Even Future Soldier was confident in what it was. This is not the case for Wildlands which feels like a rushed hodgepodge of multiple Ubi titles.
I will give this beta one thing - I had the most hilarious co-op adventure with 3 randoms.
I laughed so hard my stomach hurt.
That being said it wasn't because the game intended me to be laughing.
It doesn't have that flaw. If you withdraw from location where you were spotted and change location AI loses track of you. If you remain in same location where you were spotted then yeah, spotter and soon rest of base will know where you are camping.- AI is abysmal, if it's even there. It has that "everyone knows you're here" enormous flaw.
How ground vehicles work is funny, yeah. Game goes for certain level of authenticity, but same time allows you to do some ridiculous yet funny stuff with cars. Driving off the cliff, falling tens of meters and taking 0 damage makes traversing world easy and funny- driving is so floaty it's "fun" but incongruous with the gritty world they are trying to portray,
Helos control iffily, but are faster way of transportation than ground vehicles. Trying to say they are slower than e.g. jeep is ludicrous.- helicopters, those controls, and so slow i might as well drive at full speed over the mountain, because I can.
... What?- no cover mechanic really
So GR game can shit on legacy of 1st by being e.g. broshooter as long it has "identity", but somehow WildLands is disgrace of Ghost Recon IP legacy? Oookay.
How WildLands doesn't have identity? What that even means here? It's 3rd person tactical shooter with AI squadies or coop. Set in fictional Bolivia where Team Ghost is tasked with breaking down drug cartels. Game has main / story mission structure supported by optional side missions and collectibles in open world design. World mostly serves as backdrop, but that tends to go for pretty much every open world game out there.
There is plenty identity to go around, or what I'm missing here?
I think you're confusing setting and background for identity. Wildlands is a game that isn't focused in its gameplay design, making it lack a gameplay or design identity.
It doesn't know if wants to balls to the wall mayhem like Just Cause or an actual tactical shooter. It takes the middle ground between the two, making it mediocre in either category.
Squad use is in the game but again isn't focused and ultimately doesn't have deep enough commands or competent AI to make their use fun or practical.
Stealth is in the game with light cover but takedowns can't be performed from cover nor can bodies be moved once killed/incapacitated. The half-measure here is symptomatic of the game's failure of a focused design.
The vehicles are fully arcade with unrealistic physics and poor handling. The map is huge but somehow the means of traversal don't handle well and aren't particularly fun to use. Aircraft in particular are the worst offenders here while some even include rocket pods for the pilot to use but can't be accurately aimed or put to use because of said handling. Another bizarre instance of its design.
You seem to be living in some alternate reality of perceived sleights when it comes to this game. I never said it's some sort of plague on the franchise or a disgrace, it's just lacking a clear focus and ultimately mediocre.
The "identity" issue with this game is pretty simple as the experience here is fun for massively different reasons than you would expect (mainly for long-time fans/players of the series) from a Ghost Recon title.
This experience is much more Mercenaries-like with an arcade feel instead of a sim-like experience (which was seemingly becoming more and more dumbed-down) most have come to expect from the series.
I think the developers would have been better off to just go full-on arcade-style gameplay and atmosphere instead of being in the weird middle-ground they currently are with this title.
As much as the diehards would have complained I would have been OK with this being marketed as a bombastic and over-the-top arcade-like co-op experience even with "Ghost Recon" in the title. After all, it is the Wildlands.
Yeah I saw the skill trees but wondering why this elite military unit went on a mission rocking a drone with a three second battery. Would have thought the un-upgraded drone would at least be functional. Then it has such a tiny little cooldown and ready to use again so it's really more a nuisance feature than a useful tool.
Anyways, will try play more today but a part of me is kind of wishing we got another Ghost Recon game like FS. Just missions, guns and stealth ops without so many of the gamey additions they added here. Though this seems like it could be a fun experience at the right price.
Whilst I quite agree that the game shouldn't really be 'Ghost Recon'
It's funny how just the title of a game skews opinions. I feel like if this was called Tom Clancy's TacticoolCoopShooter, people would be much less harsh on it. Just because it's not an EXACT REPLICA of the game you loved 10 years ago, doesn't mean it's bad or unworthy of a franchise title. Franchises evolve. And while you can do a lot of "not Ghost Recon" stuff on normal, but on higher difficulties if you run in guns blazing you will get dead real fast.
Same thing happened with RE7 "awesome game, but it's not Resident Evil". How is it not? It's slow, methodical, features a lot of exploration, puzzle solving, and inventory management. It seems like people just want a carbon copy of what they got 15 years ago. Bring back tank controls, modern input methods make things too easy!
Free with a purchase of your favorite soft drink?
I wouldn't exactly call this experience an evolution.
I see you're back with the shitposts. Was starting to get worried.
I see you can't get enough of me. Stalker much? Talk about a shit post
I see you're back with the shitposts. Was starting to get worried.
I just find how hard you try very amusing, that's all.
Ahh that Juvie is.
Guess he cant keep himself from entering threads for games he hates so much he just HAVE to make sure everyone knows.
How was AW or FS evolution of franchise? They moved authentic, tactical and squad based FPS game into realm of dudebro cover shooters. If WL is devolution of franchise then it isn't title that started it.
The "identity" issue with this game is pretty simple as the experience here is fun for massively different reasons than you would expect (mainly for long-time fans/players of the series) from a Ghost Recon title.
This experience is much more Mercenaries-like with an arcade feel instead of a sim-like experience (which was seemingly becoming more and more dumbed-down) most have come to expect from the series.
I think the developers would have been better off to just go full-on arcade-style gameplay and atmosphere instead of being in the weird middle-ground they currently are with this title.
As much as the diehards would have complained I would have been OK with this being marketed as a bombastic and over-the-top arcade-like co-op experience even with "Ghost Recon" in the title. After all, it is the Wildlands.
What's amusing is that I don't have to try very hard with you
All this open area you have to explore and yet, when you go off-roading, there are rocks and other junk that keep you from hauling ass up and down the hills. Sad!
The vehicular physics allow you to pass through terrain that you wouldn't be able to normally thus removing a lot of the sim-like nature and placing it in the arcade-like experience. You can't go full speed (well, with the physics you may get lucky here) but you can go a lot places and over terrain you shouldn't be able to in anything closely resembling reality.
I don't know if you have tried it but you can also navigate the terrain on-foot a lot quicker than I would guess a lot of players realize as again the player mobility is rather on the arcade side of things as well. That said, with how big this open-world is going to be travelling large distances is obviously going to require land/air/sea vehicle use.
This game made me realize how much I miss tactical 3rd person shooters. But this game ain't good, horrible really. Give me a new full spectrum warrior someone.
Maybe I'm cray cray, but I think it's nice QoL thing that vehicle movement and damage model is more forgiving. You can focus on traversing the world in higher speeds and taking shortcuts instead of needing to worry about if Mercedes is going to lose front tires when banking too hard.
Also because movement isn't mil-sim level people don't try moving by foot or what you are tying to say with "arcade movement"? Moving in the environment is quite a bit easier and faster in WL than in your "non-arcade" games like ARMA or OG GR.
Storming communication building breaches solo with AI is frustrating your team runs around like headless chickens running past enemies thats if they even bother to run into the building