BOREDOMLANDS
Ghost Recon: Wildlands was a middling experience, but it wasn’t entirely devoid of potential. With more diverse missions, a greater range of tactical gadgets and abilities, and a better thought-out story, it might have succeeded in justifying its huge world and absurd number of activities.
As a sequel Ghost Recon: Breakpoint adds none of these things. In fact Breakpoint adds nothing of value to the Ghost Recon template. Instead it transplants into Wildlands’ structure several systems from other Ubisoft franchises, systems that have no place in a game like Ghost Recon. Meanwhile it actively removes some features that were present in Wildlands, while making others considerably worse. In case I’ve not made it clear, I don’t think it’s very good.
At least the story isn’t likely to trigger a political incident
At least the story isn’t likely to trigger a political incident, although this is mainly because it’s unlikely real-world setting of Bolivia has been switched out for the fictional island of Auroa, an offshore Silicon Valley where your friendly neighbourhood techbro Jace Skell tries to make the world a better place by building killer drones. At the game’s outset, Skell’s operation is hijacked by a former Ghost named Walker (played by Jon Bernthal), who plans to use Skell’s drone army for nonspecific Nefarious Means.
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