Tom Clancy's Ghost Recon Breakpoint review: how is Ubisoft's latest effort?

Tom Clancy's Ghost Recon Breakpoint review: how is Ubisoft's latest effort?

Caro Tom Clancy's Ghost Recon Breakpoint, I have to admit: a Third Person Shooter, at risk of motion sickness, and not very brilliant for an unconvincing beta, is not easy to deal with. In any case, it was interesting to understand how Ubisoft sees the difference between "beta" and "full game". And let's face it: you will soon learn about my love / hate relationship with "mom" Ubisoft!



Ghost Recon Breakpoint recensione

In an apparent earthly paradise, the Auroa island, theSkell Tech company promotes a technological and social ecosystem of development and harmony. Automation, artificial intelligence, technologically advanced assistants and sustainable energies are the fulcrum of the advertising (for investors?) Of this “eden”. Where there is development and investment, often there is no shortage of technologies for military use. Drones are one of those rather succulent innovations for (more or less constituted) military avant-gardes. And this is where Cole Walker, ex Ghost, enters the scene, more determined and ruthless than ever, with the goal of subdue the whole island and take the Skell Tech. In a maneuver to annihilate the threat Walker and his "Wolves", we travel aboard a helicopter with our team, a bitter surprise awaits us: an attack that immediately catapults us into a tussle between drones and anti-aircraft.


Applause to the plot, but not too much

Without doubt one of the most in-depth episodes of the Tom Clancy's Ghost Recon series. At least compared to Wildlands, there is the attempt to delve into the aspects behind the characters and the reasons that push them to act, as well as a more solid background context. Although it's all about action and tps, the ideas could be interesting and enjoyable; always considering that it is a Ghost Recon, the management of the plot and the narrative rhythm is not very good for the guys on the development team. In particular, this technical out of time is noticed during filling secondary missions, all too numerous, which interrupt the narrative part in an excessive (and at times pedantic) way. Certainly we cannot expect a verticalization in this sense, but from a triple A with Ubisoft behind us, a little extra care would be welcome: players deserve it in 2019!




The graphics? Well now at least it is more adequate!

Inevitably, the beta was flawed in terms of artistic refinement and graphic finishing. In the full version, also thanks to the over 50 GB of downloads, fortunately, we are witnessing a sostentatious upgrade with a good finishing of the external landscapes and an enjoyable detail on objects, internal areas, animals and vegetation. Unfortunately there is perhaps too much homogeneity and, with the numerous repetitive missions, the risk is that everything turns out to be a bit flat, lacking the depth and variety that an open world should have. On the other hand, it is also obvious to expect it since this title has all the aims, and we realize that perhaps it dares a little too much compared to what it is able to satisfy in terms of expectations. 

The fact that everything comes out a little flat is also a result of inconstancy in maintaining an interesting qualitative graphic grip, some glimpses are well done, but if interspersed with cut scenes of dubious direction, the final effect is flat, non-engaging and of medium quality.

The framerate on PS4 Pro is more stable than on a PS4. The Anvil Engine, the engine used for Breakpoint, is now a bit weak and pumped out. It seems that the team is trying to make as much of it as possible, but maybe it's time to change technology, in excited moments, although not exceeding 30 fps, there are uncertainties in the framerate, especially with multiple people online.



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The real novelty is the skills tree

In a large gaming market, Ubisoft once again tries a involve new slices of the market. Breakpoint thus opens the door to a exploratory open wolrd, with survival mechanics (even if inserted with great caution) and RPG. Let's say it is as usual love Hate: dear "mother" Ubisoft pushes to survival and open world, which for being a little caciarone, especially in multiplayer, comes to a result that takes itself too seriously and sins sensationally. The mechanics of survival have been inserted cautiously without distorting the nature of the brand, but the cumbersome with which they are developed, a detail noted since the beta, is surprising, often and willingly one wonders if some choices were really necessary. They are no less in this sense the menus, complicated, full of writings, cumbersome to manage and slow, one of the most frustrating things of this title, especially if you think that the components included take advantage of so many menus.


In the hours of play I had the opportunity to check how they exist really different choice options and build creations. This part of RPG is really well done, you have to get your hands on and understand if over time the results are really effective, even and above all in PvP. However the skills are very numerous, although the initial classes are few, the possibility of declination of skills to create hybrids and verticalizations is really wide. This is one of the novelties that are actually really noteworthy. 



We are Ghost and we do Stealth

Another point in favor is tacticity and stealth. Especially in single player, the tank strategy of "I go angry and load" [semi cit.] Is not among the most effective, indeed paradoxically it is the best tactic for the frustration of consecutive deaths. The result will be to end up in continuous ambushes, numerical disadvantage in the open field, and shot with lead by really particularly irritating drones. Stealth and tactics are the key for the single player, there are numerous choices on possible maneuvers, and no less are the objects that run to our rescue.

A gem? Controllable and disposable drones, created and / or collected, usable only for one operation, such as hand grenades or mines. The environment often offers us enough ravines and mud to save us in some critical chase situation, as long as you don't decide to run in the open field with low grass!

The multiplayer we expect

Here, in this case the dear mother Ubisoft hits the target in full! The dynamics in single player are the Achilles' heel for multiplayer, because they are the same ones that condemn a game managed in a more sporty way. But there is no doubt that the different “Leroy Jenkins” situations will surely guarantee you hours and hours of fun. The multiplayer, however problematic as there are still some server and netcode hitches, is really a great caciara, reminiscent of WildLands in many respects and is undeniably Ubisoft branded.


On the agenda there will certainly be daring escapes due to teammates, who will accidentally encounter opposing drones, provoking the wrath of sentries and outposts. Playing on input lag and glitch, we could see characters stuck in vehicles, and situations with trains, helicopters and bigger vehicles, really cute!

Of course you can face a very technical online match, structuring a precision operation supported by the great variety of usable weapons and objects, and from the branches of the skills of the classes that will surely multiply the builds and specializations. 

But the beauty of this genre signed Ubisoft ... is to send everything upside down!

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The PvP modes

The effectiveness of these sections is to be established over the next 3 months. Only an initial period a little longer than the usual hours of play can determine what multiplayer in PvP is made of. The two modes present are "Elimination" and "Sabotage". In fact, they respectively resume the classic Team Deathmatches and a sort of Capture the Flag. The ideas that try to provide a different vision are in the "Elimination" mode a progressive narrowing of the map in a battle royal style, while in the "Sabotage" version instead of stealing the flag, the goal is to place an explosive device and prevent the opposing team from defusing it.

Nice, but only the time and the strength of the servers can establish their life. Both modes are simple, a weakness but also a strength, the simpler the mechanics the more solid it is usually. If the servers are able to function well and users find interesting ideas, PvP will have a long life. From what has been tested so far, the best hours spent in company will be in co-op multiplayer mode

Ghost Recon Breakpoint review: needless to deny there is so much to say

If up to now I have dwelt on several relevant dynamics and, convincing for enthusiasts, a little less for newbies, it is necessary to highlight that in any case the title is full of ideas and full of arguments. As fallacious, it is a triple A made by Ubisoft, as such there is really much more than what emerges at first glance.

Il looting is king, but the variety of materials, weapons, and resources is very wide, and gives the possibility of a multi-faceted crafting. The bivouacs offer interesting ideas and animations, also deepening the survival part, cooking and eating. Not all of these actions or aspects bring a real advantage in terms of characteristics. Without a doubt they are an integral part of a recipe made for pleasure, sometimes badly managed in sweet and sour, but rich in ingredients, which everyone talks about.

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Ghost Recon ….. Glitchpoint!

Come on, everyone was waiting for this part: Ubisoft, Tom Clancy's, Multiplayer, TPS, Open World. I can see that you are quivering with the desire to discover how many of the wonderful glitches and bugs are left from the beta. Well dear mom Ubisoft never disappoints! 

Of all the things that really shouldn't be spoiled, glitches are certainly among them. But I predict that in the cooperative multiplayer mode, especially in the presence of a group of at least 4 people, you will have the opportunity to enjoy many pearls. I suggest the use of means of any kind, they are always a guarantee. From motorcycles to off-road vehicles every little roughness or deviation offers noteworthy interlocking and interpenetrations. Not least the helicopter: the flight of the character sitting in mid-air, outside the means of transport, is another gem to be framed.

Is everything forgiven because it's Ubisoft and it's Ghost Recon? Absolutely not! But thanks to these ingredients, the dish takes on a sparkling taste that would otherwise be reminiscent of heated soup at times. And then it's Ubisoft, I bought half of the titles for bugs.

Ghost Recon Breakpoint

Pro Tom Clancy's Ghost Recon Breakpoint review: how is Ubisoft's latest effort?
  • So many aspects to consider
  • Fun coop multiplayer
  • Amazing skill tree
  • Tactics and Stealth
Cons Tom Clancy's Ghost Recon Breakpoint review: how is Ubisoft's latest effort?
  • Old engine
  • Too many superficial mechanics
  • Glitch e bug
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