Ghost Recon Breakpoint
Ubisoft's latest tale of Ghosts is an overly familiar romp with too many pieces that don't work together for an ultimately disjointed open-world shooter.
Taken at face value, Ghost Recon Breakpoint has been assembled from all the pieces it needs to be a success. And that’s its biggest problem. Ubisoft’s entire open-world playbook has been dumped in, alongside many of the games-as-service elements you’d expect to find in a game you’re intended to play for a long time. There are just too many ideas crammed in without a reason to exist and too many annoying bugs and glitches to get a consistent feel for what Breakpoint is aiming to be. It contradicts its good first impression with its reliance on an all-too-familiar shoot-and-loot formula and a collect-a-thon that wears out its welcome before the end.
Part of the lack of undeniably fun moments is due to the fact that I feel like I’ve played this game already, several times over. If you’re familiar with Ubisoft’s many open-world series you have an idea of what to expect here: you’ll take color-coded missions running from story-pushing main objectives, non-vital but still involved side quests, faction missions to please the various stakeholders on the island, and a number of collectible missions to find blueprints or upgrade parts. There’s so much of it that the impressively large island-chain setting Auroa looks like someone threw a handful of Skittles at a map and your job is to pick them up one at a time.
Having lots of stuff to do isn’t a bad thing under the right circumstances, of course. There’s a ton to accomplish across the gorgeous, varied regions of the archipelago, to the point that you’re never lost for something to occupy your time, even if it’s mostly just busywork. And thanks to a number of overlapping progression systems, you’re constantly rewarded for virtually every action: XP for your character level progress, higher-numbered gear for your Gear Score, faction reputation for your daily/weekly/monthly/seasonal Battle Pass rewards, two different crafting systems (one for gear, one for consumables and gadgets), skill points to climb the branches of your skill tree, and the unlockable collectibles that allow you to buy specific items from the shop or further cosmetically customize your character. It’s endless, for sure, but you’ll never feel like you’re not getting something out of the time you’re spending.
You’ll never feel like you’re not getting something out of the time you’re spending.
That feeling of being trapped behind enemy lines is further diluted when you arrive at the player hub – a clandestine mountain-cave home base for the islands’ natives, the homesteaders, the tech-company refugees and all other players in Breakpoint. It’s a neat idea, since so much of Breakpoint is optimized for cooperative play and largely more fun that way, but it shatters any illusion of the one-man-army survivalist being hunted through the wilds of Auroa that Breakpoint is clearly trying to sell.
The tactical stealth elements of Breakpoint are its highpoints, which is a shame, because it's not that.
The opening hours are also really strong from a gameplay standpoint: the tutorial effectively teaches you the intricacies of the branching skill tree, its straightforward (if not shallow) four-option class system, and the branching, opt-in mission structure. It can be a little overwhelming at first if you’re not familiar with the past few Ghost Recons, since there is an absolute ton of customization, crafting, and upgrade menus to deal with at the same time that the nonlinear mission system lets you effectively choose any type of mission you want from jump street. You can easily spend 20 minutes just figuring out how it all works. And you probably will.
In those opening hours, it’s clear to see what Breakpoint does really well: scope and scale, in a number of areas. Geographically, the size of the Auroa map is massive and runs the biome gamut by finding a way to fit swamplands, temperate forests, tropical jungles, lush green valley meadows, seismically jolted cliff faces, and snow-capped mountain ranges into the archipelago. Ubisoft’s lighting technology is once again on point, and the really intriguing near-future architecture that juts out of the earth like some kind of alien-gifted obelisks of smooth, white curves and hard-metal angles is excellently juxtaposed against the earthy wilds and rural homesteads of the native population.
But once you’ve endured the first set of cutscenes, tutorials, and mandatory introduction conversations that wash over you, you’re effectively free to jump into a car or helicopter and speed toward the nearest indicator on your map. It’s a very familiar buffet of options that are all made up of the same ingredients: follow the icon to the clue to pick up, person to speak with, button to press, or outpost to wipe off the face of the planet, and then the next, and the next, and so on until you’re told to head back to base camp and talk to the mission-giver for a reward and the next similar mission. After a few cycles of this, there’s a clear indication that for all its beauty and mechanical depth, you’re seeing most of what it offers and what you’ll be doing for the foreseeable future.
The Orders We FollowThat feeling of something being off extends to Breakpoint's roughly 30-hour main story as well. Much like Watch Dogs 2, it’s a ripped-from-the-headlines warning on the dangers of surveillance, artificial intelligence, the morality of weaponized drones, and the could-we-but-should-we conundrum of human ingenuity mashed up with a military drama about disillusioned soldiers no longer content with the spiked collars they wear as the dogs of war for shadowy figures holding the leashes.
The story is anchored by Bernthal’s ever-intense, eye-twitching, lip-licking, pseudo-psychopathic portrayal of Col. Cole Walker.
Between the bouts of sanctimonious tier-one operators and the residents of Auroa delivering a human element in their side stories, the majority of Breakpoint’s tale is a techobabble-driven series of go-for tasks about satellite uplinks, computer viruses, AI targeting systems, surveillance projects, and the next stage of human evolution. It’s convoluted, and at some point I began to glaze over when the Skell Technology diagnostics engineer (or whoever I was talking to in the stark-white angular offices) asked me to do something for a tech-related reason. Because, almost universally, whatever they asked me to do resulted in the same series of events: make contact with another employee, or download, or upload, or hack something, or destroy a key piece of infrastructure, but only after I’d exercised the strongly suggested option to kill everyone at the destination.Initially, that’s fine, because Breakpoint’s gunplay and combat are engaging and creative enough you don’t need much of a reason to flex your murderous muscles. That familiar fantasy of covertly scouting an outpost, drone-marking all your targets, and then picking them off alone or cooperatively with up to three others is a satisfying time that carried me through a couple of dozen hours before the repetition really started to set in. And the climb through unlocking new gadgets, customizing weapons, and earning skills drip-feeds variety into those encounters... at first.
The real emotional payout is saved for the final fourth of the story, when the main cast finally starts coming together in meaningful ways and the consequences of their trajectories begin to collide. But by then, the gameplay loop had begun to grow stale, and that took the legs out from under Breakpoint’s crescendo.
The real emotional payout is saved for the final fourth of the story, but by then, the gameplay loop had grown stale.
You’ll need to restart missions, or you will die, and from time to time that’s due to reasons out of your control. When particularly obnoxious bugs creep up – like when your drone loses the ability to mark targets, or the game crashes during some crucial story moment, or you fall through geometry, or an NPC you’re escorting gets stuck or dies for some reason, or a failed mission can’t be restarted – well, it’s nice to have the company of a friend to laugh through the tears. Breakpoint is loaded with bugs and glitches, many of which the community has already cataloged in various forums, speaking to the ubiquity of just how finicky this Ghost Recon entry can really be. Some of them are funny, like when the pilot of a helicopter is sitting twenty feet in front of the helicopter they’re piloting, but many of them are infuriating. Breakpoint crashed on me while I was shooting Col. Cole Walker in the face – that one was painful.
Where Do We Go From Here?In the endgame, Breakpoint clearly puts one combat boot into the realm of games-as-a-service. But that’s a strange call because in my experience it doesn’t do any of this stuff as well as Ubi’s other Tom Clancy persistent online shooter, The Division 2.
As with all games-as-service, there’s more Breakpoint content on the horizon. The raid that I heard so much about in menus and from NPCs in the player hub that pushed you to reach Gear Score 150 to experience, well, it’s not out yet. But it also peppers in a faction reward system that strangely caps your daily progress, though you can still undertake the refreshing factions quests. Is that enough of a reason to continue to play until the new story chapters and the raid come out down the road? Not in my opinion.
Lastly, there’s the totally forgettable take on the Ghost War PvP mode, where two teams of four try to kill each other or plant and defuse bombs on a handful of maps. It’s not bad, per se – especially since it’s normalized so everyone’s gear has the same lethal efficiency – but it’s uninspired and after a few rounds you’ve seen it all.
Ghost Recon Breakpoint seems to be trying to please everyone. Its slow-burn of a single-player story coexists with an open-world bombastic romp with friends, which leads into a play-everyday grind for PvP-rewards, faction and raid gear with seasonal content, and a realistically gritty wargame of survival. But almost every ingredient clashes with another, making them all feel a little more padded, underwhelming, or contradicting than they need to be. But fun can be salvaged if you focus on one or two of those and just limit your expectations.
In This Article
Tom Clancy’s Ghost Recon Breakpoint is a military shooter set in a diverse and hostile open world entirely playable solo or in up to four-player co-op.
Oct 4, 2019
Breakpoint offers initial fun following Ubisoft's open-world structure as gospel, but a lack of variety and conflicting pieces leave it devoid of personality.
Ghost Recon Breakpoint VS Wildlands | Which Is BETTER In 2022?
Despite being the highest Metacritic rated Ghost Recon game with an impressive 7.9 user rating, its PC version is only rated 80. Still, many agree that, even to this day, Advanced Warfighter is the best Ghost Recon game.
The Verdict. Despite its disappointing start, Breakpoint is an explosive, entertaining adventure. It doesn't do anything new, but if you're playing with friends then it's a great way to spend a few hours, blowing things up and exploring a huge open-world map.
The stealth and tactical elements in Breakpoint are fun, but the game itself has much more than just stealth missions and focuses too little on those other experiences.
Read More. When focusing on the main objectives, Tom Clancy's Ghost Recon Breakpoint is about 22½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 96 Hours to obtain 100% completion.
" om Clancy's Ghost Recon Breakpoint was built from the ground up to be an online experience. We heavily investigated the possibility of adding the option of an offline mode, but we were not able to come up with a solution that did not create an unacceptable amount of technical risks."
Ghost Recon Breakpoint is getting a whole new single player campaign | PCGamesN.
Tom Clancy's Ghost Recon Breakpoint is an open-world third-person military shooter that feels like a direct sequel to Tom Clancy's Ghost Recon Wildlands. If you're an avid player of the latter, you'll remember Cole D. Walker from one of the missions.
Ghost Recon Breakpoint Install Size Is 41.36 GB.
Still play and love Wildlands, great game and a good bit better than Breakpoint in my opinion. Not to mention after the campaign there's tier mode and such too, plus co-op never gets old but playing solo is more than fine and enjoyable too.
On the positive side, the game's open world is magnificent to behold, packs a vast amount of missions to keep you busy, and is simply highly entertaining to play - especially cooperatively. Don't go in expecting perfection, but if you're into shooting, sneaking, and driving, Ghost Recon Wildlands is a lot of fun.
The Co-Op Experience
Four player online drop-in/drop-out co-op is supported throughout the campaign. There are no restrictions on when teammates can join you and all progression is maintained across the squad.
Most gamers were saying it's a dead game with low active players. Some even said it's very different from other Ghost Recon games. But I was blown away by how amazing this game really is. If you're wondering whether Ghost Recon Breakpoint is worth playing right now, short answer: Yes, it's definitely worth playing.
Tom Clancy's Ghost Recon Breakpoint is an online-only tactical shooter video game developed by Ubisoft Paris and published by Ubisoft. The game was released worldwide on 4 October 2019 for Microsoft Windows, PlayStation 4 and Xbox One, and on 18 December 2019 for Stadia.
Going for Ghost
- Play Advanced.
- Turn On Exploration Mode.
- Wander Free Early On.
- Use Helicopters.
- Find Bivouacs.
- Use Bivouacs.
- Pick Up Organic Resources To Make Rations.
- Return To Erewhon And Faction Hubs Often.
Now, if you've been paying attention, that means that while Breakpoint's map surface is way bigger than Wildlands (170.2 mi²), its playable area is actually slightly smaller.
Ghost Recon Breakpoint VS Wildlands 2021|Which Is Better? - YouTube
After some odd 600 hours over the course of last year, I have finally come to a conclusion: Ghost Recon Wildlands is one of the best, if not the best, solo or coop experiences you can find today. This game is done well in so many ways. Ubisoft has always had talent an effort put into the world.
The game was released worldwide on 4 October 2019 for Microsoft Windows, PlayStation 4 and Xbox One, and on 18 December 2019 for Stadia. The game is the eleventh installment in the Tom Clancy's Ghost Recon franchise and is a narrative sequel to the 2017 video game Tom Clancy's Ghost Recon Wildlands.