Try before you buy
Colour
me surprised that, for the past two days, I have been able to play the Ghost
Recon:Breakpoint Closed Beta. I haven't even taken the liberty to pre-order the
game (As I am usually uninclined to do so.) but I suppose Ubisoft took a look
at my substantial playtime for the Wildlands and decided to throw me a bone.
Whatever the reason, I have been able to delve into this intriguing title to
get an idea of what to expect from the full game as well formulate an idea of
what the post launch content might be. What I discovered pretty quickly is that
this game is quite unlike the one before it in many substantial ways, let's
take a look.
First,
let me reiterate, 'Ghost Recon: Breakpoint' is a fundamentally different game to
Wildlands in many aspects, except from with it's core stealth-based gameplay. As an
incredibly huge fan of the stealth genre, as you would likely know if you spent
any amount of time around this blog, this gameplay is basically catnip to me
and can do no wrong. The only substantial difference I've noticed is a
positive, enemy AI seems to be a whole lot more advanced than they were in
Wildlands. Once you get spotted, you can expect the soldiers of this private
military force, Sentinel, to hunt you down in groups and even use their special
skills to get the better of you. I've had units flush me out with mortar fire
before picking me off with a sniper. These guys could run circles around the
Santa Blanca (But can they idle about singing the 'Santa Blanca' song all day?
I think not.)
The
differences come in the core makeup of the game and it's systems, and I find
myself torn with my reception towards them. This is a game that is built
from the ground up to be a 'live service' in every aspect, and that is always
an approach to game design that will worry me. True, the first game had 'live
service' elements, but they always felt like addendums to the main experience
that focused more around luring people back with events, rather than tempting
them not to leave with 'recurrency incentives'. On one hand, I know how
exploitable these kind of systems have been in the past, whilst on the other
hand, Ubisoft have never been the kind of developers who push the envelope in
that regard, (Or indeed, in any regard.) so this appears to be a situation of
wait and see.
I
think that the most immediately noticeable difference between Wildlands and
Breakpoint is the way that the latter treats it's weapons, what I like to call
'The mobilization of items.' In Breakpoint you don't just unlock a gun and
that's it, you find several different copies of that same gun with differing
stats that are linked to your level. (That's right. Ubisoft have found a way to
add looter shooter mechanics to Ghost Recon.) Weapons and armour are assigned
different rarity tiers (With higher rarity items offering extra buffs) and
better items are given a 'tier value' so that players can instantly know what
weapon is better without cross referencing stats and picking which value
corresponds better with their play style.
Borderlands
3 has implemented a similar system but there it makes a little bit more sense,
that game is imbued with millions of randomly generated weapons, so any system
that makes picking through them easier would certainly be useful to some
gamers. On the other hand, such systems have the effect of degrading weapons
into little more than number values and robbing each of their unique
properties. I find myself swapping a 50 cal sniper for a 308. simply due to a
higher assigned number rather than the need for an increased fire rate, and
that seems rather antithetical to the 'military fantasy' dynamic that Tom
Clancy games are geared towards. This also means that there is another bloody
video game crafting system, because god knows we don't have enough of
those!
The
intention with these systems are clear, Ubisoft intend to create a system
wherein you can continue to collect weapons and equipment to relative
perpetuity, but that does detract from the casual atmosphere of Wildlands. In
Wildlands, you could theoretically beat the entire game with starter gear and
that made everything you collected along the way a bonus. In Breakpoint, I can
already imagine a scenario in which you are forced to scavenge camps and the
like to put together enough rare gear to stand up to a particularly powerful
drone. This type of 'level gating' is exactly the kind of thing that people
knocked the later Assassin's Creeds for.
Another
'live service' element that has me worried is the inclusion of a brand new Hub
area called Erewhon. Like Zion, without all the sweaty dancing, Erewhon is a
makeshift homestead for the survivors of Auroa to congregate. Whenever you find
yourself here in the game, you'll also find the cave packed with other players
going about their day. This makes the Hub feel similar to Destiny's Tower; a
place where players can see each others skins but not actually interact. It
feels like a pointless exercise in interconnectivity to make the player feel
that the world is online when it really is instanced.
Inside
of Erewhon, you will find the majority of quest givers, the lady who is holding
down the fort until Raids launch, and a fellow who hosts the 'Ghost War'
competitive multiplayer content. (Ghost War was unavailable for the Beta.)
Alongside all of this, players will find a storefront from which they can buy
skins, emotes, icons, banners, weapons (built from blueprints), and summonable
vehicles. So far, everything I have seen has been of reasonable price and is
only purchasable through in game currency, but I find myself wondering how long
that will be the case. I noticed how the start menu already has a tab for a
store, although right now it only contains a link to pre-order the game, I
wonder how bad the microtransactions will end up being.
But
I won't pretend that everything is doom and gloom, what I have seen of the game
so far (although sans monetisation) appears to be fun enough. Weapon
customisation is back and appears to be as robust as ever and character
customisation is still... adequate. They still give as the 'Choose a face'
mechanic which automatic ties skin colour to the face chosen. (Which is just
great when you happen to be mix race with differing facial features.) but the
choice to apply face paint now means that I can just hide my face anyway, so no
harm no foul.
I'm
also a big fan of the new enemy types that promise to mix up gameplay,
hopefully without making every encounter unbearable nearer to the end. (Al a
'Fallen Ghosts') We have Snipers, who seem deadlier than they were in
wildlands; Heavies, who's ballistic armour makes them impervious to a single
headshot; radio troops, who call in backup; and rocket launcher folk, who are
pretty self explanatory. Then there are also the drone troops who make up a big part
of the storyline. So far I have seen the patrol drones who can spot you from
far away and simply call for soldiers to come find you; the Succubus drones,
who hunt with SMG's and are the preferred battle mates of the Wolves; and the
large deadly tanks who's spongey health bar feel more akin to something out of
'The Division' than 'Ghost Recon'.
In
order to fight these new specialisations, the player is equipped with brand new
selectable classes that each have their own inherent power. I focused mainly on
the Panther in my playthrough, ensuring that I saw the versatility of the
class, and I found the classes interesting enough. The Panther has the ability
to spray themselves with an anti-drone masking spray and also use their
ultimate to deploy a disorienting smoke screen that can hide the player
mid-combat. I think that the full breadth of their abilities will be more
useful in dedicated groups, or during raids, but maybe I just picked a class
without a super active skillset. There are also classes with skills that
revolve around medics, sharpshooters and demolition playstyles.
As
a Panther, I had several passives (using the all new 'web' skill tree) that
allowed for greater stealth movement and actions. As well as class level up
incentives that encouraged me to favour close range takedowns and uses of my
smokescreen. This was helpful in encouraging me to learn the uses of my skill
and get familiar with the situation in which it would be applicable. Maybe if
this incentive system is successful, it will mean that casual players will have
a better understanding of how to use their class. It could make playing online
with randoms actually feasible, which is great for people who lack actual
friends to play with. (Like me.)
Ubisoft
also went out of their way to ensure that the player is never without missions
to pursue, with another system built and designed around the 'live service
model'. On their mission board, players have separate divisions for story
missions and faction missions. Players of Wildlands will be familiar with the
'headshots' layout of the story tab, but the 'faction mission' is wholly new.
It is a collection of daily mission that encourage players to explore all over
the landmass and infiltrate enemy strongholds with the intention of pulling off
small tasks. This solves Wildland's problem, of bases that were only useful for
one mission, then forgotten, by reusing these spaces for new dailies for the
rest of time. Players are also incentivised to pursue these missions with the
promise of seasonal tiered 'Battle Rewards' that are unlocked only through
earning faction mission tokens.
Also,
I know it's a low blow to talk about the stability of a beta, but the game is
coming out very soon so I must express that I am worried about the bugginess of
the game. There have been several times when I have crashed or been kicked from
the game due to server difficulties, especially in the Hub area. And I have had
to relog to solve some visual bugs on my character and the inability to
see the offers in the newly implemented store front. Most distressing of all,
however, was when I turned off the game at one point and came back to find that
they had lost several hours of my progress. Again, in a Beta this isn't too
much of a problem, but I worry that we are too close to launch to fix this many
bugs. I'm sure that we were all playing an obsolete build, but I wonder just
how obsolete.
I've
already written an article detailing who Breakpoint is my 'Jam', and playing the
thing has just cemented it's future place in my games library. However, the
presentation has left me worried enough to the point where I won't be picking
her up week one. The game itself plays like the best in the series, but I'm
familiar enough with greedy corporation to recognise the bones of invasive
monetisation when it is apparent. Consider me cautiously optimistic, with an
extra side of caution, when it comes to Breakpoint. I just hope the title
can prove me wrong.
P.s. No, I don't have cornrows in real life. This was just the closest hairstyle to my own the game had availble.
No comments:
Post a Comment