Tom Clancy's Ghost Recon Breakpoint Review
Ubisoft's latest tale of ghosts is an overly familiar romp with too many pieces that don't work together for an ultimately disjointed open-world shooter..
Taken at face value, Ghost Recon Breakpoint has been assembled from all the pieces it needs to be a success. And that’s its biggest problem. Ubisoft’s entire open-world playbook has been dumped in, alongside many of the games-as-service elements you’d expect to find in a game you’re intended to play for a long time. There are just too many ideas crammed in without a reason to exist and too many annoying bugs and glitches to get a consistent feel for what Breakpoint is aiming to be. It contradicts its good first impression with its reliance on an all-too-familiar shoot-and-loot formula and a collect-a-thon that wears out its welcome before the end.
Part of the lack of undeniably fun moments is due to the fact that I feel like I’ve played this game already, several times over. If you’re familiar with Ubisoft’s many open-world series you have an idea of what to expect here: you’ll take color-coded missions running from story-pushing main objectives, non-vital but still involved side quests, faction missions to please the various stakeholders on the island, and a number of collectible missions to find blueprints or upgrade parts. There’s so much of it that the impressively large island-chain setting Auroa looks like someone threw a handful of Skittles at a map and your job is to pick them up one at a time.
Having lots of stuff to do isn’t a bad thing under the right circumstances, of course. There’s a ton to accomplish across the gorgeous, varied regions of the archipelago, to the point that you’re never lost for something to occupy your time, even if it’s mostly just busywork. And thanks to a number of overlapping progression systems, you’re constantly rewarded for virtually every action: XP for your character level progress, higher-numbered gear for your Gear Score, faction reputation for your daily/weekly/monthly/seasonal Battle Pass rewards, two different crafting systems (one for gear, one for consumables and gadgets), skill points to climb the branches of your skill tree, and the unlockable collectibles that allow you to buy specific items from the shop or further cosmetically customize your character. It’s endless, for sure, but you’ll never feel like you’re not getting something out of the time you’re spending.
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That feeling of being trapped behind enemy lines is further diluted when you arrive at the player hub – a clandestine mountain-cave home base for the islands’ natives, the homesteaders, the tech-company refugees and all other players in Breakpoint. It’s a neat idea, since so much of Breakpoint is optimized for cooperative play and largely more fun that way, but it shatters any illusion of the one-man-army survivalist being hunted through the wilds of Auroa that Breakpoint is clearly trying to sell.
The opening hours are also really strong from a gameplay standpoint: the tutorial effectively teaches you the intricacies of the branching skill tree, its straightforward (if not shallow) four-option class system, and the branching, opt-in mission structure. It can be a little overwhelming at first if you’re not familiar with the past few Ghost Recons, since there is an absolute ton of customization, crafting, and upgrade menus to deal with at the same time that the nonlinear mission system lets you effectively choose any type of mission you want from jump street. You can easily spend 20 minutes just figuring out how it all works. And you probably will.
In those opening hours, it’s clear to see what Breakpoint does really well: scope and scale, in a number of areas. Geographically, the size of the Auroa map is massive and runs the biome gamut by finding a way to fit swamplands, temperate forests, tropical jungles, lush green valley meadows, seismically jolted cliff faces, and snow-capped mountain ranges into the archipelago. Ubisoft’s lighting technology is once again on point, and the really intriguing near-future architecture that juts out of the earth like some kind of alien-gifted obelisks of smooth, white curves and hard-metal angles is excellently juxtaposed against the earthy wilds and rural homesteads of the native population.
But once you’ve endured the first set of cutscenes, tutorials, and mandatory introduction conversations that wash over you, you’re effectively free to jump into a car or helicopter and speed toward the nearest indicator on your map. It’s a very familiar buffet of options that are all made up of the same ingredients: follow the icon to the clue to pick up, person to speak with, button to press, or outpost to wipe off the face of the planet, and then the next, and the next, and so on until you’re told to head back to base camp and talk to the mission-giver for a reward and the next similar mission. After a few cycles of this, there’s a clear indication that for all its beauty and mechanical depth, you’re seeing most of what it offers and what you’ll be doing for the foreseeable future.
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Where do we go from here.
Lastly, there’s the totally forgettable take on the Ghost War PvP mode, where two teams of four try to kill each other or plant and defuse bombs on a handful of maps. It’s not bad, per se – especially since it’s normalized so everyone’s gear has the same lethal efficiency – but it’s uninspired and after a few rounds you’ve seen it all.
Ghost Recon Breakpoint seems to be trying to please everyone. Its slow-burn of a single-player story coexists with an open-world bombastic romp with friends, which leads into a play-everyday grind for PvP-rewards, faction and raid gear with seasonal content, and a realistically gritty wargame of survival. But almost every ingredient clashes with another, making them all feel a little more padded, underwhelming, or contradicting than they need to be. But fun can be salvaged if you focus on one or two of those and just limit your expectations.
Tom Clancy's Ghost Recon Breakpoint Final Review
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Ghost Recon Breakpoint review
A tedious open world tactical shooter., our verdict.
Poorly stapled-on mechanics and a general lack of polish make Breakpoint's open-world tactics simply not worth the time.
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What is it Tedious and confused open-world tactical shooter. Reviewed on Windows 10, AMD Ryzen 5 3600, Nvidia GTX 2080 Super, 32 GB RAM, Price $60/£50 Release date Out now Developer Ubisoft Publisher Ubisoft Multiplayer Cooperative PvE and competitive PvP Website Official site
Ghost Recon Wildlands was a middling open-world shooter, 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 ludicrously 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, although this is mainly because it’s unlikely to trigger any spark of emotion whatsoever. Wildlands’ 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.
Players assume the role of Nomad (which, incidentally, also means “Walker”, suggesting the writers struggled to come up with two generic soldier names) deployed as part of a large team of Ghosts to investigate the situation on Auroa. But the Ghost’s helicopters are shot down by the island’s automated weapons system, and Nomad finds himself alone and hunted through the forest by Walker’s gang of mercenaries who call themselves the “Wolves.”
There is some potential in the new setting. The amorality and unaccountability of modern tech giants, particularly in their associations with the world’s military organisations, is a rich seam to explore in a tactical shooter. Sadly, this potential is squandered in favour of a more generic military tale exploring Nomad and Walker’s relationship, which is detailed through long, unskippable flashback cutscenes. Jon Bernthal does a splendid job inhabiting the role of Jon Bernthal, but it’s hard to take his character seriously when every NPC around him looks and acts like a mannequin with a mop on its head.
The quality of the storytelling is generally poor, but the real issue is how insistent it is upon its own misplaced importance. To dispense its narrative, Breakpoint has adopted wholesale the conversation system from Assassin’s Creed Odyssey. It’s virtually identical, from the shot, reverse-shot camera angles to the occasional (and in Breakpoint’s case, largely pointless) dialogue choices. Only instead of playing a flirtatious Greek mercenary who chats with Herodotus and argues with Socrates, you’re a dead-eyed pile of khaki chewing over plot exposition with Scientist #315.
Across Breakpoint’s 30-40 hours, you’ll sit through reams upon reams of tedious, sometimes laughable dialogue. My favourite line, stated entirely seriously, is “You might be a Ghost, but you’re not untouchable!”
Across Breakpoint’s 30-40 hours, you’ll sit through reams upon reams of tedious, sometimes laughable dialogue. My favourite line, stated entirely seriously, is “You might be a Ghost, but you’re not untouchable!” It’s quite shocking what an absurd waste of resources Ubisoft has plunged into Breakpoint’s narrative, not least because it obstructs the flow of the game far more than it ever contributes. Conversations will often occur mid-infiltration. In one example I triggered a chat with a scientist while enemy guards were literally stood around us.
Speaking of wasted resources, Breakpoint adopts a Division-like loot system, also known as “The Division’s loot system.” But the whole concept of loot is rendered pointless by how Ghost Recon’s combat works. Damage is meted out according to ballistics rather than level-gating. No matter how much armour someone is wearing, if you shoot them in the face, they die. This is generally how I prefer shooters to work, and I’m glad Ghost Recon sticks to this. But it also means the first gun you pick up is functionally very similar to the last. Ubisoft’s struggle to make drab military gear interesting as loot also leads them to some absurd places, where a trucker’s cap offers greater protection than a crashproof helmet.
These bolted-on systems come at the cost of improving the core experience, which, in the right circumstances, can be enjoyable. Like Wildlands, Breakpoint can be played with up to four people. Personally I found it most fun with two, as beyond that it’s difficult to play stealthily. Specifically, one of us would deploy as a sniper in an overwatch role, while the other performed the wetwork of infiltrating bases and completing objectives.
Using this structure, we quickly fell into a fun routine, hovering over bases in a helicopter and studying the layout, before dropping off the sniper at a nearby elevation point with a good overview of the base. They would then scout out enemy patrols and take out straggling guards, while the other player located an entry point and tried to sneak to the objective. If the alarm was raised (And it frequently was) we’d switch to all-out assault, which Ghost Recon facilitates nicely through its slick aiming and lethal-feeling guns.
Played in this way, Breakpoint is fun in short bursts. However, it takes little for the enjoyment to stall. Trying to navigate Auroa on foot or is incredibly difficult due to its craggy terrain, compounded by Breakpoint’s weirdly specific simulation of traversing slopes. If you run too quickly down one or try to climb one that’s too steep, you’ll start to slide, before eventually stumbling into a health-depleting roll. Ground-based vehicles are also generally a no-go, as they too easily alert enemies to your presence.
Breakpoint caters particularly poorly for solo players. The AI companions who accompanied you in Bolivia have been cut out completely, but the game doesn’t compensate for this in solo play. Breakpoint is not an especially difficult game, but there are points when it becomes punishingly hard to play solo. In one example, where I had to defend a scientist stood at the end of a causeway, the only way I could stop my position being rushed by enemies was to deliberately crash a helicopter in the doorway from which they approached. Criticising a co-op game for poor solo play may not seem fair, but there are plenty of co-op games on the market which are enjoyable when played alone, such as Remnant: From the Ashes or Ubisoft’s own The Division 2.
Even when played properly in co-op, Breakpoint never evolves beyond the basic teamwork I’ve outlined. The upgrade tree, which becomes the main thrust for progression in the absence of compelling or distinctive loot, is far too anaemic. The most interesting unlockable tool is a torch for cutting through fences, and even this is so slow to use that it’s generally easier to find another point of entry. Your objectives, meanwhile, nearly always involve collecting “intel” from a base, which then usually points you to another base where more intel has to be collected. Sometimes you’ll need to extract an individual from an area or assassinate a specific target, but these are much rarer by comparison, and more bespoke mission structures are one in a dozen if you’re lucky.
Ghost Recon Breakpoint is a bizarre Frankenstein’s monster of a shooter, functional in a basic sense, but fundamentally at odds with every second of its own existence. The only breakpoint represented here is for Ubisoft’s carte-blanche open world design, which completely loses sight of the core experience Ghost Recon is supposed to offer. The systems borrowed from other Ubisoft games are about as fitting for a tactical shooter as a clown suit and a megaphone, while the toolbox available to the player is nowhere near deep enough to spread across the hundreds of samey activities filling the world. If Wildlands was disappointing, Breakpoint edges close to disaster.
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Tom Clancy's Ghost Recon: Breakpoint – Reviews
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- 3.0 User Score Based on 931 user reviews.
- 40 Edge Magazine The super-soldier fantasy's lost beneath generic mechanisms for grinding. [Issue#139, p.108]
- 60 Games.cz This game is the definitive proof that you won’t get a tasty meal just by mixing random ingredients that you like. The immersion sometimes feels nice (when you turn off the HUD), but there are performance problems galore and a very weak AI ready to ruin your day.
- 60 IGN Breakpoint offers initial fun following Ubisoft's open-world structure as gospel, but a lack of variety and conflicting pieces leave it devoid of personality.
- 40 PC Gamer Poorly stapled-on mechanics and a general lack of polish make Breakpoint's open-world tactics simply not worth the time.
- 3.1 User Score Based on 1056 user reviews.
- 80 Carole Quintaine Ghost Recon Breakpoint offers a vast universe, where the survival aspects have been strengthened from GR Widlands. If the game suffers from a perfectible AI and a clear feeling of "déjà-vu", it doesn’t take anything away from its effectiveness. It works well, especially in coop, while the PVP is viciously nervous. An imperfect title, but with great moments, and a huge potential if handled with care by Ubisoft in the coming months.
- 70 DarkStation Absent server crashes and disconnects, playing through the campaign in co-op mode is still fun and certainly more efficient than slogging through it solo, though it doesn’t improve the quality of writing or convoluted narrative. Ghost Recon: Breakpoint blurs the line between a singular, well-defined approach to the tactical shooter and a whole mess of other games, and the result is a loss of identity with little gained in the process.
- 90 Digital Chumps Tom Clancy’s Ghost Recon: Breakpoint is an exciting game. It knows what it wants to do. It wants to give players options, it wants them to feel unshackled by design decisions that offer to gently nudge them in a direction or possibility. It wants to give a platform to four friends to cause chaos in a variety of scenarios. Breakpoint is a freeing game and it has its flaws. But, above anything, it is fun.
- 60 Metro GameCentral Something of a greatest hits collection of ideas from Ubisoft’s other open world games but it also has some fun new ideas of its own… as well as a mountain of glitches and microtransactions.
- 3.6 User Score Based on 302 user reviews.
- 60 BaziCenter Tom Clancy’s Ghost Recon Breakpoint, unfortunately, is not a complete game and obviously needed more development time. Besides that, the in-app purchases ruin the whole concept of the game and brings one of the best tactical shooters in history of video games down to a simple action title.
- 40 EGM Looting for better gear is a trend that’s taken over gaming, but it’s never seemed as unnecessary and as cynical as it does in Tom Clancy’s Ghost Recon Breakpoint. Turning the game into an amalgamation of Wildlands and The Division, Breakpoint’s gear system ruins any immersion you may have felt in pretending to be an elite spec ops soldier. If that was the game’s only issue, it might have still been salvageable, but its predictable story, graphical infidelity, and obnoxious open world make this a failed experiment at marrying two or three different properties from the same publisher.
- 68 MondoXbox Ghost Recon Breakpoint introduces many new feature but fails to properly develop any of them, resulting in an unconvincing game with some nice ideas, made more interesting only when played in co-op with friends.
- 60 We Got This Covered Though Ghost Recon Breakpoint starts off strong by throwing you in a dangerous, beautiful, and dense world, it quickly shows its hand and ends up being a repetitive let-down.
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Tom Clancy's Ghost Recon Breakpoint review - a limp and lifeless spin on the Ubisoft formula
Life in modern Ubisoft games ticks by regardless of how much - or how little - you interact with it.
Stand in a spot long enough in Far Cry 5, and a critter will cross your path, scouting for a snack. Stop to look out across a canyon in Assassin's Creed Odyssey, and you might see an unsuspecting villager jumped by a cougar. Townsfolk take on both warring factions and fauna with wildly fluctuating success, and sometimes, you'll only be privy to the aftermath of these encounters as you pick through the spoils of the corpses.
It doesn't matter if you intervene or not; people will go about their daily lives, life - and death - persisting with or without your interference.
As the years have trickled past, however, the unique digital fingerprints of Ubisoft games have become smudged and less distinct. At first, it's trivial things; you notice Far Cry's ally icon pops up in Assassin's Creed Origins, perhaps, or realise that Ghost Recon's all-seeing drone is merely a different interpretation of Creed's eagle-vision. But the harder you look, the tougher it is to refute: these once separate franchises are bleeding into each other.
In some ways, I suppose it's inevitable. This developer is stuffed with wildly successful franchises and has had decades to fine-tune its exquisite, if now a tad predictable, template. It makes sense to pick apart the finest specimens and recycle the best bits of that magical formula.
I know, I know; I'm here to talk about Tom Clancy's Ghost Recon Breakpoint, and I promise - it's coming. Reluctantly. But to be honest, it's increasingly challenging to assess the merit of one Ubisoft game now without drawing heavily on its contemporaries. As for all the magic sprinkled throughout ancient Egypt and Hope County, for all the astonishing secrets stuffed into those stunning worlds that beg your exploration, Tom Clancy's Ghost Recon Breakpoint is utterly bereft of it.
And I'm at a bit of a loss to understand how Breakpoint can emulate so many of the features I recognise from some of my favourite games and still fail so miserably.
It doesn't feel good to write that, by the way. When I wasn't being kicked by the server or forced to do a hard reboot because I'd inexplicably and permanently impaled myself on an invisible piece of scenery, I did have fun with Breakpoint. Though there is some diversity in its environments, Auroa's expansive world is a curiously nondescript place. There's no animal hunting here - hurray! - but this means the natural world remains curiously detached from you.
You play as Nomad, the chief Ghost protag you'll get to craft physically to your own specifications. While a touch better than a mute meat bag - I'm looking at you, Far Cry 5 - it's difficult to warm or relate to them in any meaningful way, but I'll give the developers the benefit of the doubt and suppose any elite soldier must keep a tight lid on those pesky emotions. That said, there's little camaraderie between Nomad and their squad, and the only character of any interest is, perhaps predictably enough, Jon Bernthal's antagonist, Cole Walker. It's to Breakpoint's credit that despite its many flaws, I was sufficiently engaged in the story to keep on playing even when the game seemed hellbent on preventing me from doing so.
So much of Breakpoint's mechanics sound good in theory but fail in practice. The survival elements - camps called bivouacs at which you can craft gear and items, as well as fast-travel between - are interesting enough, until you realise there's scant else they do other than replenish your exhaustion meter. The idea of being alone and vulnerable in a series that had hitherto placed so much emphasis on squad companionship could've been an intriguing departure, but you're left feeling frustrated, not lonely. There are plenty of missions, and the detective-lite "investigations" in particular - solved by interrogating suspects and scavenging clues - are an attractive addition, but these quests sadly do not offer enough variety, either.
The RPG loot is great - again, in theory - and there's plenty of it about, but it chiefly serves to smother and elongate your progress. There are plenty of guns around, and the constant need to level-up keeps you experimenting with new weaponry, but you'll soon learn there's little meaningful difference between them. It's just as well, really, given there's no way to lock or upgrade a favourite weapon or clothing, anyway.
The combat itself is perfunctory, if not revolutionary, but it's easy to be overwhelmed by foes, especially if you're alone and reinforcements are called in. Indoors things get a little clumsier, though, as perpetually-looking-for-cover Nomad continually ricochets off walls like a gin-soaked pinball. You automatically pick up loot as you step over it - yay! - but grabbing collectables or documents require you to hold down a button. Nope, I don't know why there's that distinction, either.
Oh, and there's a skill tree because of course there's a skill tree, but half of your hard-earned perks are useless as they're only active if you equip them in your very limited perk slots.
Even moving around the world is a frustrating affair, usually ending in Nomad tumbling to the ground, weakened to the point of nausea, because they're exhausted. Again. Other times they'll slam herself against a pebble and can only overcome it with a glug of seemingly magical water and the liberal hammering of the 'X' button (if you're looking for fluid parkour here, you won't find it in this particular Ubi game).
And it's unpolished, too. Depressingly so. Vehicles jump about on their back wheels like they've been lifted from a 90s hip-hop video. Dead bodies zip about the place as if being pulled by an evil puppeteer's strings. The lip-syncing - something I didn't realise would bother me, to be honest - is atrocious, and perhaps wouldn't stick out so grievously if Nomad's plastic-botox-tastic face wasn't so devoid of emotion.
Loading your inventory and/or map is unacceptably slow. That Ubisoft staple, tagging enemies, barely works half the time. Sometimes my drone would deploy, and others it couldn't be arsed. There are glitchy assets and screen tears and entire sequences with choppy, jerky audio, but I learned to live with that as the other option - no sound at all - is marginally worse. For a couple of days, my waypoints refused to indicate how far away I was from my objective, sending me forever scurrying to Breakpoint's achingly slow, grey map. And I once had to wait a full two minutes to progress a mission because the character I needed to talk to wouldn't spawn in. Oh, and you can invite players to join you in your world to help out with missions, but there's no way of booting or removing them without quitting the game yourself entirely. Rad.
There's a force-fed social hub in the guise of Erewhon - because that's what all games need now, apparently, as though veteran Recon players were screaming out for the chance to elbow each other for space in front of the shop - and, of course, there's Ubisoft's obligatory selection of microtransactions, ranging from inoffensive to thoroughly egregious. Dialogue choices seemingly have little bearing on your story. Even the mission sub-menu is curiously over-complicated, and while I do like the idea of pinning three missions simultaneously - main, side, and faction missions, usually - they take up way too much real-estate on your HUD. Yes, they can be concealed with a flick of your d-pad, but doing so also conceals your mini-map, too. I mean, I could go on, but I've had enough, to be honest, and I've a feeling you probably have by now too, right?
Thing is, when it's not broken or forcing me to stop at bivouacs to recover because my elite soldier has the lung capacity of an asthmatic ant, I forget Breakpoint's overwhelming limitations and find myself enjoying it. Buddying up with a pal and taking on the secret base of a villainous hi-tech scally is unquestionably fun, especially when you unlock night- and thermal-vision for your drone and you can mow down unsuspecting enemies with gleeful abandon. I'm an unashamed sucker for the gentle, mesmerising pull of collectables and side missions, and Ubisoft's painstaking formula is one I usually fall for with shocking, even shameful, rapidity. Unfettered by bugs, get into the hypnotic Breakpoint groove and you too might even start to enjoy yourself.
Thing is, no amount of collectables or subtle, satisfying gameplay loops can counter this half-baked hotchpotch of magpie'd ideas that neither function properly nor mesh. It's just a broken, swirling vortex of recycled Ubisoft mechanics stamped across a dismal, forgettable world.
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Tom Clancy's Ghost Recon Breakpoint
Top Critic Average
Tom Clancy's Ghost Recon Breakpoint Review Summary
Fails to push the series forward.
All sorts of issues ensured a messy launch.
Feature-creep breaks the game.
Ghost Recon Breakpoint doesn't manage to retain the goodwill earned by Wildlands. That was an enjoyable reimagining of the series, but this is just more of the same. Where it does iterate, it's unwelcome to, like unnecessary gear scores and looter shooter elements. This live-service game may be repaired over time, but it'll take a while.
Tom Clancy's Ghost Recon Breakpoint Trailers
Tom Clancy’s Ghost Recon Breakpoint: E3 2019 We Are Brothers Gameplay Trailer | Ubisoft [NA]
Tom Clancy’s Ghost Recon Breakpoint: We Are Wolves 4K Gameplay Trailer | Ubisoft [NA]
Tom Clancy’s Ghost Recon Breakpoint: Global Threat Story Trailer | Ubisoft [NA]
Tom Clancy's Ghost Recon Breakpoint Screenshots
Critic reviews for tom clancy's ghost recon breakpoint.
A smudge of systems from other Ubisoft games fail to coalesce - and sometimes are plain crippled - in this weak open world shooter.
Read full review
Breakpoint offers initial fun following Ubisoft's open-world structure as gospel, but a lack of variety and conflicting pieces leave it devoid of personality.
Poorly stapled-on mechanics and a general lack of polish make Breakpoint's open-world tactics simply not worth the time.
Something of a greatest hits collection of ideas from Ubisoft's other open world games but it also has some fun new ideas of its own… as well as a mountain of glitches and microtransactions.
Despite hewing close to its predecessor, Ghost Recon Breakpoint feels like a step backward for the franchise, with mechanics that hew too close to its open-world cousins.
Playing with friends can be fun, especially when stealth is working. But whether the game "works" is the key question at all times
Ghost Recon Breakpoint is a confused hodgepodge of disparate ideas that rarely come together in an enjoyable way.
Ghost Recon Breakpoint is a game that wants to evolve, but has trouble picking a direction. There's an extensive amount of loot, but that can get in the way of player choice in terms of specific playstyle. Equipping loot to keep up your gear score is needed to fight drone enemies, but most human enemies can be killed with a headshot, making it useless at the same time. The survival system is a selling point, but it can be largely ignored. Breakpoint needed a real direction, because what's left is just Wildlands 2.0. And doing the same thing has less impact years later.
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Ghost Recon Breakpoint Review
Ubisoft's formula might have reached its breaking point
Ghost Recon Breakpoint may have solid shooting and co-op play foundations, but it can't make up for the aggressive microstransactions, infuriating technical issues and mission structures so repetitive they soon become tedious to complete. After attempting to cherry pick popular features from other games, Breakpoint ends up feeling like a chaotic yet bland mess that really isn't worthy of your time.
- Great gunplay
- Fun stealth co-op experience
- Decent PvP multiplayer
- Looting feels like a chore
- Microtransactions are exploitative
- Plagued by technical issues
- Open-world map is a bore
- Review Price: £44.93
- Developer: Ubisoft Paris
- Release date: 4 October
- Genre: Tactical shooter
- Platforms: PC, Stadia, Xbox One, PS4 (version tested)
The most frustrating thing about Ghost Recon Breakpoint is that there’s genuinely a great co-op stealth game buried beneath the bloat Ubisoft has piled on top of this stealth shooter.
Sniping soldiers from afar while your pal sneaks into an enemy holding is not only fun, but one of the few experiences where I felt rewarded for strategic co-operative play. Gunplay is excellent too, with high-level realism provided by rifle kickbacks and the juddering spray of a machine gun.
Unfortunately, repetitive missions, technical bugs and predatory microtransactions grate so hard throughout this lengthy open-world venture that the positives are swiftly forgotten.
Ubisoft’s influence is as blatant as bloody handprints in a crime scene, with its infamous cluttered map, obtrusive UI and uneven mesh of varying gaming systems making Ghost Recon Breakpoint feel like a Frankenstein’s monster assortment of past Ubisoft titles, with a shoddy Ghost Recon paint job over the top.
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Despite swapping swords for sniper rifles, Breakpoint shares many features with Assassin’s Creed Odyssey , but does a worse job of integrating them. The average rating of your equipped gear – whether that be guns or armour – results in your overall strength level. This puts a large emphasis on raiding buildings for rare gear and provides an extra incentive to complete side missions and clear out enemy holds.
The addictive cycle of attaining new loot isn’t as effective as it is with popular looter shooters such as Destiny 2 and Borderlands 3 though. High-level weapons only really differ from your standard gear in terms of damage and handling, rarely invoking any sort of excitement upon discovery.
Armour is even more guilty for this, as you continuously swap unremarkable looking gloves, helmets and boots for slightly higher level unremarkable looking alternatives. I never felt like I was personalising my character to the extent that he stood out from the other armour-clad avatars at the hub base. You also climb through levels at such a rate you’re forced to swap gear constantly, preventing you from forming any sort of attachment to your gear while also making inventory management a chore.
Every enemy in the game also has a numeric gear rating, but bizarrely their level fluctuates depending on your own when playing story missions, so you rarely feel out of your depth. The only enemy in the main campaign who does have a fixed numeral value attached to them is the final boss.
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Bizarrely, you can face Colonel Cole D. Walker (played by Jon Bernthal) whenever you fancy, similar to how Breath of the Wild gives you the option of fighting Ganondorf straight away. But just like in the Nintendo adventure, you’re extremely likely to be beaten to a pulp in a matter of seconds if you dare confront the boss prematurely, since Walker occupies an almighty 150 gear rating.
Rather than emphasising the grandiose task ahead of you though, the capability to fight Walker from the start only acts as encouragement to grind. Factor in one of the very worst microtransaction stores I’ve ever seen – allowing you to buy any weapon, attachment or gear with real world cash – and this feature seems to only exist to tempt you into opening your wallet.
In typical Ubisoft fashion, the map is cluttered with icons, signalling points of interests such as your next mission, potential camping spots and loot-filled crates. Breakpoint does at least offer an optional Exploration mode, which erases all of these icons from the map and instead provides you with environmental clues. This is a welcome addition, but I rarely had the urge to use it, mainly because the island the game takes place on is so damn boring.
This island, entitled Aurora, is owned by billionaire Jace Skell who is the founder of a company that manufactures drones. This means that apart from multiple laboratories, warehouses, small residential areas and military bases, there isn’t much going on in Aurora. The island looks practically identical wherever you venture too, covered in dense forest and soaring mountains
While the map is dotted with icons signalling loot-filled crates and random NPCs offering up weapon blueprints, there’s rarely anything worth discovering. The level of loot you can find is limited by your own gear level, ensuring a gradual progression in strength, but also destroying any chance of stumbling upon exciting gear. This removes any incentive to explore the island, despite Ubisoft’s attempt to add survival elements.
Stumbling down rocky cliffs can temporarily handicap your stamina meter while injuries sustained from combat can burden you with a limp that can’t be fixed via the regenerative health system. Drinking water and applying bandages are instead required to address these issues. Such systems might be interesting in a more survival-focused title, say Breath of the Wild or The Last of Us , but feel oddly out of place in Ghost Recon Breakpoint, especially since you can just fast travel or spawn a helicopter in one of the many bivouac camping spots scattered across the island.
I’m not convinced Ghost Recon Breakpoint occupying an open-world map actually improves the experience. At the very least it provides a more chaotic and unpredictable structure to missions, as random troops of soldiers can wander past and force you to improvise, but this quickly becomes annoying. I personally think splitting Breakpoint into multiple, smaller hub worlds, similar to the Hitman games, would be a far better fit for this stealth series.
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The ridiculous number of technical bugs in Ghost Recon Breakpoint doesn’t do the open-world format any favours either. During my 25-hour playthrough, I stumbled upon countless enemies walking into walls or sitting idly in a car after all their fellow troops had been gunned down. There were also too many game-breaking bugs to forgive: I fell through the ground into the abyss on a couple of occasions and even had to restart a couple of missions after objective-compulsory items failed to spawn. Even a week after launch, many of these issues are still prevalent.
Technical issues also creep into story-focused cutscenes, with clipping and shoddy animations making serious and dramatic scenes inadvertently humorous. Perhaps they’re a welcome distraction in this instance though, as the writing and narrative is laughably cringe-worthy.
Ghost Recon Breakpoint focuses on Walker’s attempt to take over the island via his army of drones. There’s little more depth to it, with the majority of cutscenes focusing on flashbacks with the main purpose of explaining and justifying Walker’s betrayal of the US army. Jon Bernthal at least puts in a decent performance as the main villain, but essentially just portrays a one-dimensional version of the Punisher with stubborn pride and more testosterone than a sperm bank.
The story missions also lack any sort of narrative pacing, with little sign of a difficulty curve or variation on the typical base-infiltrating mission structure. There’s not much build up for the final showdown with Walker, and even that results in an anti-climax. Of course, a cinematic cliffhanger suggests there will be more story content arriving in the future, along with raids and new weapons/gear, but I for one have absolutely no urge to ever return to the drone-infested island of Aurora.
If I ever do return to Ghost Recon Breakpoint, it would only be for the PvP multiplayer. Squads of four face off against each other, encouraging cooperative and strategic play. Maps are usually fairly large, but with almost every player armed with a sniper rifle, it’s compulsory to stay behind cover and sneak undetected through the battlefield.
Drones can be picked up around the map, which allow players to scope out the enemy and mark them on the mini map temporarily. If you hack into a computer terminal located in the centre of the battlefield, you can have every enemy flag up on the map for a lengthy amount of time, which often results in a sniper turning your head into a raspberry firework.
One feature I really like is that you only can be revived at any point in a multiplayer match until every one of your teammates kicks the bucket. This forces you to defend downed enemies from hopeful medics or risk the opposition escaping the brink of destruction and reviving every single member of the squad.
A massive downside of the PvP matches though, is that you’re able to carry the gear and weapons looted from the story campaign over into multiplayer. High-level loot perks are seemingly removed for PvP, evening the odds by some extent, but gold-tier guns naturally handle better and can equip more useful attachments than what you start off with.
This unfortunately means multiplayer matches feature a pay-to-win element, as buying the best guns available via the microtransaction store will undeniably give players the advantage. Ubisoft has clearly done this on purpose as another incentive to part with your cash, with little concern for the enjoyment of those unprepared to pay more than the cost of the base game.
Ghost Recon Breakpoint gets the fundamentals right, with excellent gunplay and fun stealth missions that encourage strategy with a friend via online co-op. Unfortunately those are the only positives in a game riddled with technical issues and exploitative microtransactions.
Ubisoft attempted to cherry pick the most trendy elements of modern video game for Breakpoint, featuring an RPG-style loot system, a survival mechanic and a sprawling open-world map. Unfortunately they don’t feel like a natural fit for this series and end up feeling like a cluttered mess detracting from the core shooter experience.
Formerly the Staff Writer at Stuff Magazine, Ryan's been writing about tech since he graduated from Cardiff University. At Trusted Reviews he is focused on everything computer-related, giving him a va…
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Everything you need to know about Ghost Recon Breakpoint
Take back the island of Auroa.
Ghost Recon Breakpoint is a story-driven co-op adventure which also pushes the boundaries of storytelling. The game is designed to push you further than you've ever gone in a Ghost Recon experience. Instead of the usual organization and certainty of your actions, you're being hunted by a powerful enemy and thrown onto the dangerous Pacific island of Auroa — without any backup. Ghost Recon Breakpoint is all about survival and slowly pulling yourself up after a harrowing escape.
A covert operations shooter
Ghost Recon Breakpoint is a military shooter set in a diverse and hostile open world. The game can be played solo or with up to four players. You'll discover Auroa, a mysterious island where the most technically advanced facilities meet untamed nature. It houses the headquarters of Skell Technology, which has fallen into the wrong hands.
Ghost Recon Breakpoint story and setting
Ghost Recon Wildlands dealt with the scourge of drug cartels, but Ghost Recon Breakpoint pits you against Skell Technology and a familiar face. Skell Technology is responsible for creating a world which is essentially policed by drones. Unfortunately, nefarious forces gain access to these devices and wreck havoc across the globe — including carrying out heinous acts like political assassinations. In order to get to the bottom of this, you're sent to Skell Technology's headquarters in the Pacific, but immediately your helicopter is shot down by a swarm of drones. The story begins from there. According to the game's writer and technical adviser Emil Daubon, the team wants you to "eat, sleep, and breathe" this world.
If you still play Ghost Recon Wildlands, you may recognize your new archenemy. Last week, Operation Oracle introduced us to Cole D. Walker. Walker is another operative and you consider him one of your closest friends. It's unclear what causes him to take over Skell Technology, or what he plans to do with the drones at his disposal. Taking on your friend — and his "Wolves" — should provide a powerful narrative. The mystery surrounding his actions is at the heart of the plot. What's even better is that Ubisoft hired The Punisher's Jon Bernthal to provide significant depth to this character.
Ghost Recon Breakpoint choices and realism
Ghost Recon Breakpoint features dialogue options which seem to impact the way certain missions unfold. We were tasked with rescuing a developer from a heavily-guarded complex. Once we reached the target, we were given the choice to either sabotage the drone-manufacturing facility or make a quick getaway. According to the developers, this choice doesn't impact the story as a whole, but allows you to tailor missions to your liking. It's more about expressing your personality than anything else. Are you cautious or do you want to play as Rambo? The choice is yours.
Ghost Recon Breakpoint tells a powerful and personal story.
Unlike Ghost Recon Wildlands, Ghost Recon Breakpoint focuses on realism. Not only do you have to recruit and train operatives, but you have to monitor elements like hunger, thirst, visible bodies, terrain angle, quality of intelligence, and much more. For example, let's say that one of your teammates is injured during a mission. Instead of simply "walking it off," you have to rest at a camp and heal. If you don't do that, your teammate will limp during the next mission and their efficacy will be severely impacted. You have to eat, drink, and rest to perform at your best. Lastly, just like Middle-earth: Shadow of War , you'll have to interrogate enemy soldiers to learn more about your targets.
Ghost Recon Breakpoint loot drops
Just like Ghost Recon Wildlands, character customization is back. You'll be able to create the operative of your dreams, or make someone that resembles you in the game. However, in order to stand out, you'll have to acquire loot. Loot can be found throughout the world, and drops from mini-bosses and other challenging foes. You can find everything from boots to weapons as you try to become the most powerful force on the island of Auroa.
The loot drops are quite similar to The Division 2 , but the developers didn't want to make the comparison. It seems that they want Ghost Recon Breakpoint to be judged on its own merit. There are five levels of rarity, so you'll spend a lot of time replaying missions to acquire better gear. There are also a ton of weapon attachments accessible through a vendor.
Ghost Recon Breakpoint classes and skills
Ghost Recon Breakpoint features a number of unique classes and skills. For example, you can choose to be an "Assault," "Sharpshooter," or "Panther." Depending on your selection, you'll be required to fulfill a particular role. The Assault specialist will be the person to rely on during an intense firefight. The Sharpshooter will act as a sniper to quickly dispatch foes from afar. Lastly, the Panther will rely on stealth to open certain closed-off areas so that the rest of the team can enter a particular area.
During our demonstration, Ubisoft told us that the Panther had the ability to open fences. This was made possible with the help of a breach kit. That's just one example of the many abilities Ghost Recon Breakpoint will bestow on players. Luckily, the team has promised tremendous post-launch support for the game, and that includes new classes with their own skills and perks.
Ghost Recon Breakpoint requires each player to carry out their role. Due to this, the sequel is a slower-paced game. While there are plenty of action-packed moments involving vehicles and daring escapes, the gameplay revolves around strategic infiltration. You want to scope the area, mark targets with your drones, have a specialist create a discreet opening, and use stealth to take out as many enemies as you can. This requires time and patience.
The game seem to be geared towards four-player co-op, but you can play it on your own. Instead of human players, you'll be given three drones that can fire at enemies and do much more. For example, the infamous "Sync Shot" is back, but you can use your drones to execute three other enemies at the same time if you're playing alone.
Ghost Recon Breakpoint multiplayer and strategy
Unlike the Bolivian jungle, Ghost Recon Breakpoint features a variety of biomes. You'll traverse an expansive open-world environment featuring deserts, mountains, forests, and much more. The color of your armor also plays an important role in the game. While it may not cause you to be spotted during player vs. enemy (PvE) encounters, it'll play a major role in player vs. player (PvP).
At launch, Ghost Recon Breakpoint will feature a PvP mode which pits players against each other. In order to blend into the environment, you'll need to find loot that makes you a part of the world. Let's say that you're fighting other gamers on a snow-covered mountain. Instead of using green or orange gear, you'll probably want to equip white armor. The ability to create multiple loadouts helps to manage it all.
Ghost Recon Breakpoint's PvP also helps you to acquire better gear. Progress is shared across all modes so if you only want to focus on the competitive aspect of the game, you can still earn loot. The developers wanted to make it clear that "no mode is wasted," because you'll always be able to progress further.
Ghost Recon Breakpoint visual upgrades
During our playthrough, we noticed that Ghost Recon Breakpoint is a significant step above its predecessor in two noticeable ways: the gorgeous lighting makes the visuals stand out, and the interiors are wonderfully detailed. The majority of Ghost Recon Wildlands took place outdoors, so there wasn't a need to create sprawling buildings with layers of complexity. Luckily, that's changed with the sequel because everything from factory equipment to scientific equipment enhance immersion.
Ghost Recon Breakpoint is an evolution of Ghost Recon Wildlands.
This console generation is coming to an end, but the developers vowed to support the game no matter what the future brings. Maybe Ghost Recon Breakpoint will receive a patch for "Xbox Anaconda" when the system is available. However, that depends on factors like backward compatibility and so much more. However, we do know that it's going to be Xbox One X Enhanced because the team told us it runs at "upscaled 4K and 30 frames per second on PlayStation 4 Pro and Xbox One X."
Ghost Recon Breakpoint post-launch plans
Ghost Recon Breakpoint will add The Division 2-like "Raids" after the title launches. We saw a preview of these and they look spectacular. It seems like the majority of them will require you to fight massive tank-like drones that look like vehicles out of Batman. There's even one that takes place inside a volcano. Keep in mind that Raids are co-op only missions so you'll need other players to access them.
During the event, Ubisoft promised to support the game for "years to come." This includes special events and story content. The developers have "big ideas for the whole franchise," and Ghost Recon Breakpoint is just the beginning.
Ghost Recon Breakpoint early impressions
Ghost Recon Breakpoint is a covert operations simulator, but what surprised us the most was how much effort has gone into the story. If the team pulls this off, it might just be its defining factor. The story is told to flashbacks, and these should help us understand the relationship between our character and Walker. It may also unravel what happened to Walker — since we met him in Bolivia — that caused him to become a terrorist.
The game launches on October 4, starting at $60. As with any Ubisoft title, there will be a multitude of editions, including a Ubisoft Store exclusive collector's edition which appears to feature Bernthal's character. So far, we only know that the game is launching on Xbox One , PC, and PlayStation 4. It's unclear if it'll be available on Google Stadia (the developers were unable to discuss the platform at the event).
Hopefully the game will come together in a meaningful way. The survival aspect will probably appeal to many gamers, so hopefully it'll allow elements like hunting and scavenging resources to survive. Ubisoft has the ability to create a magical experience, but it has to be a comprehensive experience in order to succeed.
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Asher previewed Ghost Recon Breakpoint on PC at an event sponsored by Ubisoft.
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Ghost Recon: Breakpoint Reviews Roundup -- All The Critics' Scores
By Oscar Dayus on October 11, 2019 at 8:29AM PDT
Ghost Recon: Breakpoint 's release date has finally arrived, meaning copies of the PS4, Xbox One, and PC shooter are landing on doormats all over the world. It also means reviews are now popping up around the web, with critics giving their opinions on Ubisoft's latest tactical FPS.
GameSpot's own verdict is on the way, but our early Ghost Recon: Breakpoint review impressions are live now for you to get an initial feel for our thoughts on the game. You can also take a look at a selection of reviews below or head on over to Metacritic to get the full picture. If you've already got the game and want some tips on how to proceed, check out our Ghost Reckon: Breakpoint beginner's guide .
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Now Playing: 10 Minutes Of Ghost Recon Breakpoint Co-op Gameplay
- Game: Ghost Recon Breakpoint
- Platforms: PS4, Xbox One, PC
- Developer / Publisher: Ubisoft
- Release date: Out now
- Price: $60 / £60 / AU $100
GameSpot -- 4/10 (in progress)
"There's some surprising fun to be had stealthily infiltrating enemy compounds and playing with friends, but Breakpoint is still a generic and distinctly sub-par game. It's essentially every Ubisoft open-world game rolled into one, failing to excel in any one area or establish its own identity. Breakpoint is a messy, confused game and a ghost of the series' former self." -- Richard Wakeling [ Full review in progress ]
GamesRadar+ -- 2.5/5
"More than anything, [Breakpoint] is frustrating. There are frustrating moments when you explore the world. There were frustrating moments when my immersion was interrupted by technical hiccups. There are frustrating moments when you realize the dressing of the story and the loot actually make it harder to stand out from other shooters. I don’t know about you, but I don’t play video games to get frustrated." -- Mike Epstein [ Full review ]
Eurogamer -- Avoid
"No amount of collectibles or subtle, satisfying gameplay loops can counter this half-baked hotchpotch of magpie'd ideas that neither function properly nor mesh. It's just a broken, swirling vortex of recycled Ubisoft mechanics stamped across a dismal, forgettable world." -- Vikki Blake [ Full review ]
VG247 -- 1/5
"Ubisoft has failed in two areas where it usually excels here – sequels and open worlds – but there’s still a small glimmer of hope in another area: reinvention. Perhaps this concept will get scrapped entirely for the next one and we’ll go back to the good old days where Ghost Recon was an excellent shooter with its own identity. Right now it’s out of focus, confused, and frustrating. A ghost of its former self." -- Kirk McKeand [ Full review ]
VideoGamer -- 7/10
"It’s easy to be skeptical of Ubisoft, but I happen to find much to revere in reliability. It’s a solid shooter, with a happy churn of loot, elevated by Jon Bernthal. Fun for the few days it holds your attention." -- Josh Wise [ Full review ]
IGN -- 6/10
"Ghost Recon Breakpoint seems to be trying to please everyone. Its slow-burn of a single-player story coexists with an open-world bombastic romp with friends, which leads into a play-everyday grind for PvP-rewards, faction and raid gear with seasonal content, and a realistically gritty wargame of survival. But almost every ingredient clashes with another, making them all feel a little more padded, underwhelming, or contradicting than they need to be. But fun can be salvaged if you focus on one or two of those and just limit your expectations." -- Brandin Tyrrel [ Full review ]
Metro UK -- 6/10
"Something of a greatest hits collection of ideas from Ubisoft's other open-world games but it also has some fun new ideas of its own… as well as a mountain of glitches and microtransactions." -- Nick Gillet [ Full review ]
Push Square -- 6/10
"For the most part, Ghost Recon: Breakpoint is an enjoyable open-world excursion, provided you know what to expect -- and let's face it, you probably know exactly what to expect. Its loot and gear score systems seem more than a little tacked on, but much like many of Ubisoft's other open worlders, there's a moreish quality to Breakpoint that's difficult to deny. In co-op there's potential for a lot of fun, and the freedom that you're given in both building Nomad and tackling missions is the game's greatest strength. However, an eye-watering number of microtransactions leaves a sour taste, and a parade of annoying bugs gives the release a disappointingly rough feel. Robust but bloated, Breakpoint is a mishmash that has its fun moments, but its identity is MIA." -- Robert Ramsay [ Full review ]
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About This Game
Mature content description.
The developers describe the content like this:
This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit versions only)
- Processor: AMD Ryzen 3 1200 @3.1 GHz, Intel Core i5 4460 @ 3.2 GHz, or better
- Memory: 8 GB RAM
- Graphics: AMD Radeon R9 280X or NVIDIA GeForce GTX 960 (4 GB VRAM with Shader Model 5.0 or better)
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 67 GB available space
- Additional Notes: originally released for Windows 7, the game can be played on Windows 10 and Windows 11 OS
- Processor: AMD Ryzen 5 1600 @3.2 GHz, Intel Core i7 6700K @4.0 GHz, or better
- Graphics: AMD Radeon RX 480 or NVIDIA GeForce GTX 1060 (6 GB VRAM with Shader Model 5.0 or better)
© 2019 Ubisoft Entertainment. All Rights Reserved. Tom Clancy’s, Ghost Recon, the Soldier Icon, Ubisoft, and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the US and/or other countries.
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GHOST RECON BREAKPOINT: OPERATION MOTHERLAND
GHOST EXPERIENCE 2.0
Customize your Ghost experience like never before with the latest free update to Ghost Recon Breakpoint.
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Read the details on Tom Clancy’s Ghost Recon® Breakpoint’s Twitch Drops and Redeem Codes program for Operation Motherland, lasting from November 2–¬8!
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Check out the new content coming to Tom Clancy’s Ghost Recon® Breakpoint, include a new game mode, new enemy faction (The Bodark), upgradable Optical Camo, increased max level cap, weapon mastery system, and more!
TOM CLANCY’S GHOST RECON BREAKPOINT – MAJOR BUG FIXES COMING TO TU 4.1.0
Discover the list of major bug fixes and general game improvements coming alongside the release of Operation Motherland, aka Title Update 4.1.0 .
Tom Clancy’s Ghost Recon Breakpoint: Operation Motherland Launch Trailer | Ubisoft
TU410 Ghost Recon Operation Motherland Update
Ghosts, we are very excited to announce Operation Motherland and the new Conquest mode, coming to Tom Clancy’s Ghost Recon® Breakpoint on November 2. Let’s jump right in to what players can expect from this exciting new mission.
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Discover the diverse open world of Auroa and the deadly Wolves that have made it their home.
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Is Tom Clancy’s Ghost Recon Breakpoint Worth Buying in 2023? Answered
When it originally launched in October 2019, Tom Clancy’s Ghost Recon Breakpoint received negative reviews. Players and critics considered the game generic and its gameplay loop boring and repetitive. It underperformed in terms of sales and was considered a disappointment by Ubisoft itself. Since its launch, there have been numerous updates and changes made to the game that have made it different than it was in 2019. In this guide, you’ll find out if the game is still worth playing in 2023.
Is Ghost Recon Breakpoint Worth Buying in 2023?
If you’re looking for a tactical game with immersive, realistic features then you’ll want to play Tom Clancy’s Ghost Recon Breakpoint. In March 2020, Ubisoft released an update that added Immersive Mode to the game. This mode comes with multiple options to help make the game feel more realistic and immersive. You’ll have three options to choose from: regular experience, immersive experience, and custom experience. Immersive mode lets players turn off gear levels entirely and instead introduces new tactical options to customize such as your stamina level, bandage quantity, primary weapon quantity, and realistic looting.
In addition to Immersive mode, players new to the game may also be interested in the content the game has received since launch. There have been many DLC episodes that added new story missions along with new weapons and vehicles. Tom Clancy fans will be happy to know that the Deep State DLC features the return of Splinter Cell protagonist Sam Fisher along with his original voice actor Michael Ironside.
Many players don’t like Tom Clancy’s Ghost Recon Breakpoint compared to its predecessor Wildlands because of the many changes made to the game. If you didn’t play Wildlands and want to experience an immersive tactical shooter with plenty of content, you should give Breakpoint a try.
We hope you enjoyed our guide on Tom Clancy’s Ghost Recon Breakpoint Game. Please check out Gamer Journalist on Facebook to join the discussion and keep up to date with our content. You may also want to check out our guide on playing The Division 2 in 2023 .
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Ghost Recon Breakpoint
Originally posted by RMJ : No idea why people buy games from a 2nd Party and cry in their beer over all the issues involved! SImple fix - Buy UBI games from UBI service as UBI is required for UBI games, Not the 2nd partys you bought it from and these silly issues go away. There are countless reasons why Steam and UBI are not communicating correctly. Youe guess is as good as anyones = WInblows very bad security not allowing is a #1 reason.