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Ghost Recon Breakpoint: A Disappointing Descent into the Auroan Abyss
Contents
The year is 2019. Ubisoft, fresh off a string of successful titles, seemed poised to continue its upward trajectory. Yet, with the release of Tom Clancy’s Ghost Recon Breakpoint, the publisher stumbled, seemingly retracing steps towards a path it had previously abandoned. This review explores the shortcomings of Breakpoint, dissecting its flawed mechanics, nonsensical design choices, and ultimately, its failure to live up to the legacy of the Ghost Recon franchise.
Breakpoint strands players on the fictional island of Auroa, a visually stunning open world marred by a pervasive emptiness. As Nomad, a Ghost operative, you’re tasked with dismantling a rogue military faction led by a former comrade, Cole Walker. The premise offers potential, but the narrative execution is disappointingly shallow. Dialogue sequences are often tedious and exposition-heavy, offering little in the way of compelling character development or meaningful plot progression.
Nomad injured
A Litany of Gameplay Missteps
The core gameplay loop of Breakpoint is a repetitive cycle of traveling to waypoints, engaging in predictable firefights, and completing fetch quests. The touted survival mechanics, such as injury management and resource scavenging, are superficial and add little to the overall experience. Nomad can miraculously refill his water bottle by simply running through a river, and the need for food is practically nonexistent. Injuries are quickly patched up with a single button press, undermining any sense of vulnerability.
Auroa's scenery
The enemy AI is laughably inept, often exhibiting bizarre behavior. Enemies will routinely rush into open fire, seemingly oblivious to their own safety. Tactical flanking maneuvers are rare, and the lack of grenade usage creates a sense of artificiality in combat encounters. The much-hyped drone enemies, while visually imposing, are easily dispatched with focused fire, particularly when their AI routines fail to adapt to the player’s tactics.
Enemy drone
The Gear Score system, borrowed from The Division 2, further detracts from the tactical gameplay. Instead of emphasizing strategic loadouts and player skill, Breakpoint reduces combat effectiveness to a simple numerical comparison. This encourages a tedious grind for higher-level gear, undermining the sense of realism and tactical depth that the Ghost Recon series was once known for.
A World Devoid of Purpose
Breakpoint’s open world, while visually impressive, feels barren and lifeless. The lack of meaningful side activities and the repetitive nature of missions create a sense of aimlessness. The social hub areas, intended to foster player interaction, feel sterile and underpopulated, failing to capture the camaraderie and shared experience of cooperative gameplay.
Nomad and NPC
The absence of AI teammates, a staple of previous Ghost Recon titles, further exacerbates the feeling of isolation. While the intent may have been to emphasize the protagonist’s vulnerability, the result is a solo experience that often feels monotonous and lacking in tactical options.
Microtransactions: A Final Insult
The inclusion of microtransactions in Breakpoint is a final insult to players. While Ubisoft claims that these purchases are purely cosmetic, the sheer volume of available items and their prominent placement in the game’s menus create a pervasive sense of commercialization. This blatant attempt to monetize every aspect of the game experience leaves a sour taste, further diminishing the overall enjoyment.
In-game shop
Conclusion: A Missed Opportunity
Ghost Recon Breakpoint is not merely a bad game; it’s a profound disappointment. It squanders the potential of its premise, its setting, and the legacy of the Ghost Recon name. The game’s numerous flaws, from its repetitive gameplay loop to its intrusive microtransactions, create an experience that is ultimately forgettable and unworthy of the time and money invested. Instead of pushing the boundaries of the tactical shooter genre, Breakpoint represents a significant step backward for Ubisoft, a cautionary tale of misplaced priorities and a disheartening betrayal of player expectations.
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