There is something about Jon Bernthal
that suggests a gun. The sawn-off hair, oiled and black. The tuned and
calibrated body. And the loaded stare that tells you the safety is off.
Every time he speaks, in Ghost Recon Breakpoint, his dialogue rolls and
rumbles with what can only be described as muzzle velocity. He plays the
game’s villain, Lieutenant Colonel Cole D. Walker, the leader of a
rogue group of ex-special forces soldiers called the Wolves, and he has
the wit to wake the game’s story up with a blend of wryness and rage.
‘That just brings a tear to my eye,’ he says, as a canister of tear gas
clatters along the floor. Moments later, he stands firing his revolver
repeatedly into a window of bulletproof glass, behind which lies his
prey. Whatever Walker’s breakpoint was, he’s way passed it now.
You take (or rather, if you played 2017’s Ghost Recon Wildlands,
you reprise) the role of Nomad, a member of the Ghosts – the elite unit
that Walker walked out on. Your team is sent to a fictional archipelago
in the middle of the South Pacific, called Auroa (a cooler climate than
the Bolivia of Wildlands, which was heated less by the sun and more by
the tempers, and trampling boots, of the U.S. military), when a cargo
ship, the USS Seay, sinks off the coast. Auroa is owned by Jace Skell, a
tech magnate with bushy eyebrows and a blonde mop, who is a dead ringer
for Andy Warhol. It was Warhol who said, ‘I think having land and not
ruining it is the most beautiful art that anybody could ever want’; In
that spirit, Skell sets about securing humanity’s green future. ‘Welcome
to Auroa,’ he says, in a corporate instructional video, ‘the incubator
of World 2.0.’
Such sentiments are a breath away from Bond villain territory, hence
the dispatching of the Ghosts. But before they can land, their
helicopters are besieged by a swarm of buzzing drones. After waking in
the forest, dazed and dangling upside down from the canopy (a neat
closeup of Nomad’s face catches the blood as if it were running upwards
from each cut), you set about finding your fallen comrades; pursuing
Walker and his Wolves, who have taken up residency on the islands; and
working out what’s going on. This is done by decluttering the map of
question marks, shooting your foes (who have numbered power levels),
storming enemy bases, and using your pet drone to scout ahead.
In other words, it’s a Ubisoft game. But there are times when it’s tough to tell which Ubisoft
game it is. One NPC informs you that ‘a powerful evil has infiltrated
the Ancient Forest,’ before telling you that she was ‘praying that the
spirits would send a brave warrior to help us in our moment of need.’
Close your eyes and you could be playing Assassin’s Creed, For Honour,
Far Cry, or even Rayman. And even with them open, the cross-pollination
of mechanics has merged the publisher’s games into a set of repeated
rituals. It’s gaming’s equivalent to the Carry On films, in which,
whether you were screaming, cruising, camping, or up the Khyber, you
were assured of the presence of Kenneth Williams.
It’s easy to be skeptical of Ubisoft – to drag one’s feet through its
worlds, which feel, at times, as though they were themselves clicked
and dragged into being. But I happen to find much to revere in
reliability: in the gradual climbing of a skill tree, into which the
ceaseless surge of your XP is piled, and in the bright sprawl of the
landscape, broken up into biomes of varying prettiness. All of which are
present in Ghost Recon Breakpoint and are accompanied by a steady diet
of guns, explosions, and the Barbie-doll thrill of reworking your
wardrobe. The latter is done not merely for the merits of fashion but
for increasing the level of your gear, and thus your overall strength.
Still, I would be lying if I said I didn’t feel a smirk of satisfaction
in obtaining boots, gloves, and body armour in matching black.
All this gear is strewn throughout Auroa – in crates and scattered by
dead soldiers – along with the guns, and it’s graded from green to blue
and purple, increasing in quality. Old guns are cannibalised by the
new; you strip each weapon down for scrap, which is then encrusted onto
newer models – increasing accuracy, range, firepower etc. What a
marvellous waste of time, especially considering mine was the stealthy
approach, prizing, above all else, the pop of a headshot, which could be
done with the first gun you find. Still, whether the chasing of loot,
championed by Destiny and The Division, is a blight or a blessing, I
can’t deny that for a few days I was lost in the cheerful churn. There
is, after some time, a sudden sensation of snapping out of it, but I
made no dramatic disavowal of Breakpoint (as I would for something like
The Sims, after spending long stretches of life without eating and
showering). I just drifted happily on.
And I have to say, it helps an awful lot that the getting of
those headshots is satisfying. The shooting in Ghost Recon Breakpoint
has more grit than, say, The Division – with its frictionless slide and
snap, as you breeze from cover to cover. I’m not sure that Breakpoint
belongs to the tactical shooter genre, as did the Ghost Recon games of
old; for one thing, the texture of those tactics has changed. Rather
than squad-based strategy, you are now glutted with solo options. I made
frequent trips to the over-crammed control screen, the better to brief
myself on the finer points of combat: switching shoulders and rifle
scopes; firing up night and thermal vision modes; clicking into
over-the-shoulder aim, to widen the field of view, before switching to
first-person, for extra precision; and the feathery art of the light
trigger-squeeze, to hold your breath and thus steady the sway of your
aim.
What this deluge of options does, aside from provide a pleasing
specificity to dealing death, is widen the range of available
approaches – my favoured plan was to lie prone and dust myself with
dirt, inching along and loosing off headshots – what it doesn’t do is
guarantee any measure of challenge, which, before Breakpoint and
Wildlands, was synonymous with the series. When you start the game, you
are given the option of an ‘Arcade’ difficulty, offering ‘a laid-back
experience.’ I opted for the ‘Regular’ setting, but, considering my
go-to option, on occasions of dwindling patience, was to anchor an AH-64
Apache helicopter high above a base and blast it with Hellfire
missiles, I’m not convinced there is much of a difference. I mean, what
is that if not a laid-back experience?
If you’re after something more intense, you might try the multiplayer
– particularly, the new Ghost War PvP mode, in which two teams of four
clash in a carved-out patch of Auroa. There is Sabotage: where one team
attempts to plant a bomb and the other tries to defuse it. And there is
Elimination: a standard deathmatch mode. Strangely enough, it was in
these modes – infested with frantic assaults and bursts of clamouring
voice communication – that I could make out the shape of the older Ghost
Recon games. They were the sort of difficult that demanded patience and
alertness, rather than raw mechanical skill; Ghost War requires both,
something I was able to reflect on at length, as my body was being
lugged along on the shoulders of a sharp-witted teammate.
I spent most of my time with Breakpoint going it alone, in the
single-player missions, not bound solely by a sense of deadline-driven
purpose but rather intrigued by the plot. Correction: by Bernthal.
Ever-lengthening is the list of games that bear the name of Clancy, and
ever thinner is their connection to anything in his books. But there are
a couple of things here that Clancy might approve of. First, there is
the tech-infested Auroa, which has the airy feel of a battle royale map,
numb to natural life. It seems the sort of place that the
techno-thriller, so popularised by Clancy, was destined to end up. Then,
there is Walker. Clancy once described
the hero of Rainbow Six, John Clark, as a shadowy version of his
true-blue boyscout hero Jack Ryan: ‘John has always been Ryan’s dark
side. He’s the guy who does things that Ryan would prefer not to do.’
Might they be the sort of things that drive someone to breakpoint? Never
mind Nomad, give Walker a game of his own!
Developer: Ubisoft Paris
Publisher: Ubisoft
Available on: PlayStation 4 [reviewed on], Xbox One, and PC
Release Date: October 4, 2019
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