Wed. Feb 26th, 2020

The greatest enemy of Ghost Recon: Breakpoint

In Ghost Recon: Breakpoint, the new shooter tactical of Ubisoft, embodies a soldier whose helicopter has crashed into Auroa, a remote archipelago of the South Pacific. You are one of the few survivors of your unit and you are practically alone before an enemy militia commanded by a former partner of yours.

This premise focuses on survival, tactics and teamwork. You must choose your weapons, tools and strategies well because you must face enemies that outnumber you and have very advanced technology. But the reality of Ghost Recon: Breakpoint is very different.

The new shooter from Ubisoft it looks more like Borderlands than Splinter Cell, not so much in tone, but in mechanics. He loot, understood as the booty that the player finds, is excessive. You continually find boxes with new weapons and equipment and, every time you face a group of enemies, they release new loot.

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Every five minutes you receive a new gun, a submachine gun or gloves of a higher level. This prevents the player from choosing specific equipment and getting used to it. Further, almost completely nullifies the sense of danger and the need for survival.

These mechanics may make more sense in cooperative mode, but hinder the solo experience. The combat is very good, the feeling of being a super military survival expert is there, but it is hidden under the loot system and motorcycle trips – which don't even drive well.

Play Ghost Recon: Brakpoint getting into the character and the story – more adult and deeper than the saga has accustomed us – it is possible, but It is the game itself that puts you in trouble. Probably, a more linear mission design without the open world would have helped highlight the gameplay and tactical side of the game.

Ghost Recon equipment menu: Breakpoint

Ghost Recon equipment menu: Breakpoint

But we encountered the same problem as The Witcher 3: there is too much pointless loot. In the same way that a sorcerer of a fantastic medieval world will not continuously pick up swords from the ground, an elite military lost on an island will not be engaged in collecting weapons and clothing of different levels.

For example, it is likely that after a fight, you will find an M4 of level 15 that is clearly superior to your M4 of level nine, so you will replace it. This touch the absurd in a game that is supposed to focus on tactics and adversity. In the real world there are no levels in clothing or objects and a shot to a naked head kills, no matter the ‘level’ of the weapon used.

Ubisoft has put a lot of effort into promoting the new survival mechanics: the character gets tired, can get injured, slips if the ground is inadequate, can be buried in the mud to hide, and so on. All these elements build a game that has nothing to do with the loot.

These mechanics may make more sense in cooperative mode, but hinder the solo experience

In Ghost Recon: Breakpoint you are supposed to be one of the few survivors of your unit, but you arrive at the cave that acts as hub central and it looks more like Destiny's tower than an improvised shelter. There are dozens of people looking for missions and dancing. It's not serious.

The lack of seriousness per se is not a problem. There are games like the aforementioned Borderlands that make it one of its main elements. But if you sell your video game as a tactical and survival title, you do a disservice by filling it with unnecessary elements that contradict those ideas.

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