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Ghost Recon Breakpoint is Ubisoft’s new realism

Ghost Recon Breakpoint is Ubisoft’s new realism

Officially unveiled yesterday at a special event, Tom Clancy’s Ghost Recon Breakpoint is the newest installment of the Ubisoft series and aims to offer a more realistic, immersive and challenging experience.

Ghost Recon Breakpoint was anticipated by the now inevitable leak, which, however, did not in any way affect the surprises that Ubisoft was preparing to show for this new chapter of the series. The change of pace compared to Wildlands is in fact evident from the first sequences of the gameplay video published in support of the reveal, and which must be contextualized to understand its implications. Let’s start with the setting, which for the first time in the franchise’s history is a fictional place, the island of Auroa: the Ghost team is sent to the scene to defuse the threat represented by Skell Technology, a company that deals with production. of high-tech war drones and which was guilty of the murder of a prominent politician. It was not an accident: the company ended up under the control of the villain on duty, Cold D. Walker, a former Ghost agent who decided to go to the other side of the fence and who can therefore count on training first rate, as well as the ability to predict our moves and strategies. The character, who once again plays the role of central and charismatic figure, is played for the occasion by Jon Bernthalwhich many of you will certainly remember from the television series The Punisher.

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If Ghost Recon Wildlands was all about accessibility and fun in style sandbox, giving us a wide freely explorable scenario in which to do practically everything we wanted, without worrying about putting things in context too much on the narrative front, Breakpoint does the exact opposite and focuses on the story, the atmosphere and the tension that should characterize the undercover missions of the Ghosts, strangers in a foreign land who find themselves suddenly isolated, without support and therefore forced to survive in a desperate attempt to carry out the mission that has been assigned to them. The aforementioned gameplay video (found below) exemplifies all this in a masterly way, showing the character we control in the game, codenamed Nomadwounded and hunted down by some pursuers in the pay of Skell Technology.

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The slow and problematic pace of the protagonist reveals the new management of vital energy conceived by the developers, characterized by an indicator of resistance that empties itself by running and making physical efforts, along the lines of the stamina present in hardcore action RPGs. The system is also strongly influenced by permanent wounds, which make gunfights a much more complex affair than ever before and require the use of careful strategy and sensible planning before any action, in the full spirit of the original Ghost Recon. Our avatar therefore does not recover automatically, but must find a refuge and camp for a few moments in order to use bandages and medicines that can put him back on track, with the possibility of accessing a function of crafting which will allow you to create this type of objects (and who knows, maybe even new weapons) starting from the resources collected around.

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In the cutscene, Nomad luckily manages to outdistance his pursuers and heal his injuries before reconnecting with his teammates. At that point, he sets a trap for the mercenaries who hunt him, crawling on the ground and sprinkling himself with mud through a contextual action that aims to substantially decrease the visibility of the character, and which apparently can be performed in a variety of different situations to the same purpose. The expedient succeeds: i enemies they advance without noticing the agent, who can then synchronize with the other Ghosts to proceed with the silent elimination of the objectives. If in Wildlands the cooperative multiplayer represented an important feature, it will be even more so in Ghost Recon Breakpoint, given the greater tactical depth of the experience packaged by Ubisoft.

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Using a type system drop-in / drop-outother players will be able to join the game and continue their progress accordingly, without limitation (but with an obvious spoiler risk where you join an advanced mission: we will see how and if this will be avoided by the developers) and indeed in concert with the competitive modes, which according to the French company will be available from the launch, although at the moment the details are missing. The demo continues alternating the point of view of the various participants: a couple of Ghosts go away in a car, the other proceeds towards the base of the corporation. At this juncture we see a character resorting to the blowtorch to open a passage in the external fence of the structure, which means that finally we will no longer have to make long turns to find entry points of the bases but we will have the possibility to enter from the side we prefer, catching enemies off guard.

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We assume that in Ghost Recon Breakpoint character creation will again be entrusted to a editor: an understandable choice but that we feel we can criticize as it immediately renounces to create credible protagonists, with a specific personality and background, to focus instead on mere identification. This approach leaves the field open, as mentioned, to the figure of the villain, who in a very similar way to El Sueno Wildlands will dictate the agenda and carry the weight of the narrative on his shoulders. However, there is great curiosity about the structure of missions and classes. The first will be devoid of indicators, like the free mode of Assassin’s Creed Odyssey, which means that we will have to interact with the environment and the NPCs to decide what to do and where to go, to the benefit of the exploration component.

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As for the classes, in concert with the new realistic interpretation of the franchise seems to include only marginally better skills in one field or another, nuances that can demonstrate their importance during specific situations but that will not limit our freedom of action in general. That said, a big news of this new episode of Ghost Recon is also in the technical sector, which seems to have significantly improved compared to the many-quoted Wildlands in terms of animations, the quality of the environments and textures, but above all the lighting system and effects in general. The rendering of the mud and the interaction with it, the movement of trees and plants, the volumetric clouds that dominate the setting and the use of screen space reflection give the game an excellent visual impact, perhaps even unscrupulous in some situations: it would not surprise us to find that the demo presented to the press ran on a high-end PC and find ourselves with simple cubemaps in puddles and on shiny floors when the title actually does. its debut in stores on 4 October.