

Ghost Recon Breakpoint is a looter shooter.

Even Bolivia - the setting of Ghost Recon Wildlands - made for a more believable setting. You'll find patrols roaming the roads, and a thug or two with a hostage, but that’s about it, really. There's not much going on when you drive around, or take a chopper for a more scenic route. The island of Aurora is massive and it’s filled with locations to explore, but the world feels lifeless. Breakpoint is another clear example from Ubisoft that more doesn’t mean better. Sidequests were the typical tasks with forgettable characters dispensing disappointing rewards. What drives him to be the big bad is pretty straightforward and uninspiring, and the conclusion at the end of the story lacked the resolution one expects and deserves for spending more than 20 hours on the game. Among all the characters, he’s the only notable standout in Breakpoint, not because of interesting motivations or personality, but the lack of the above. We see Cole Walker’s (John Bernthal) relationship with Nomad in the past, and the downward spiral that led to him becoming the antagonist of Breakpoint. The cutscenes - which are mostly mixed with flashbacks - provide backstory for key in-game characters. After ten (10) hours of going from location to location and finishing missions alone or with other fellow Ghosts, I felt numb, with no real desire to progress through the story, as the game failed to keep me on-track and divert my interest away from this open world filled with gear just waiting to be looted. You're tasked to do missions that require some intel gathering and interrogation to either progress through the story, or unlock attachments for specific weapon types.

It took less than one session to realize that expecting realism in this tactical shooter was my first mistake.īeing thrown into this world means you can explore Aurora however way you want. And if you're severely injured, you just have to hold a button to heal and watch the same leg patching animation every time… then you're ready to go. You drink water if your stamina gauge is reduced, and prep at a bivouac or eat crafted rations to gain buffs. The survival elements I was expecting felt more like afterthoughts, and never materialized into a main component of Breakpoint’s gameplay. It's jarring going from the game's strong opening to a hub filled with other players playing their version of Nomad, all running around seemingly mindlessly. But it took the game approximately 20 minutes to cast that expectation out the window - it was the moment I hit the game’s social hub. At the start, the feeling of isolation and the need to survive in the wild alone felt compelling, making me excited for new ideas from the Wildlands sequel.
