I've made this thread for everyone to discuss their own theories on what will happen in the narrative of the campaign.
Here's my personal theory-
The game is supposed to take place 3-4 years in the future, so 2019-2020. That's a year to two years before Future Soldier. I believe we will be playing as Joe Ramirez's team, AFO Predator. Also know as the team that dies at the beginning of Future Soldier.
Now this may seem like it's not likely but here is where I have my idea from. Predator Team was hunting down an arms shipment smuggled into Nicaragua. That shipment of course turned out to be a dirty bomb. That arms shipment just happened to be from Bolivia, where the campaign is taking place.
Anyone else have speculation concerning the campaign?
That's a pretty neat idea, obviously there are a few squad-sized groups that make up the Ghosts. It would be really neat to see some continuity between games like this.
Crossover continuity between media elements is a huge draw for me. It's a big reason I'm such a fan of the new Marvel Cinematic Universe (all the new Marvel superhero movies+TV shows). They all mix and match and intermingle storylines. It's really neat.
I would love to see this with the Tom Clancy universe to some degree. Perhaps we won't see a lot of it with Wildlands, but maybe in the future we'll start to see references to team Rainbow in Ghost Recon games, and 5th SFG-related intel in The Division expansions... Etc...
It sure would be awesome!
Funny how gamers are so different. Don't get me wrong I think it's great that we are, but the "story" of the characters means so little to me in games. The immersion for me comes from it is actually Bluefox in there. It's me in this alternate world and when I'm complete I'm nipping down to pub to grab a beer, not following the story in the Clancy verse. It's all about the setting.
I was running some co-op in the Division with a clan buddy who is really into that game, and the mission took us into a building where JTF officers had been clearly mistreated and killed. He was genuinely angry at what had happened, whereas I was only thinking about how to approach the upcoming firefight. I think the characters in the original stuck with me so much as in that one we felt like team mates who were creating their own story, not specific characters following a story.
I really hope we being to see more interconnected-ness amount more of the Tom Clancy games. Currently the ones that has done it most is probably Ghost Recon Future Soldier; connections to that Advanced Warfighter games with Scott Mitchell leading the Ghosts, Joe Ramirez getting his own team with, the HAWX Squadron helps bomb a target for you during one mission, Third/Fourth Echelon from Splinter Cell is referenced when Mitchell mentions "NSA operatives" and finally you rescue Guram Osadze's (he was a Specialist in the original game) brother in the campaign and they acknowledge that he was a member of the Ghosts. Now that's some world building if I would say so myself. I really hope we see some of that in Wildlands.Originally Posted by Cortexian Go to original post
Yeah do love coop, and multiplayer (come on Ubisoft give us Arma style multiplayer) but I've always felt invested in stories. I have a lot of family in the military, and I've always enjoyed hearing their stories, I've also been a huge fan of the Tom Clancy novels, and I love it that I've been able to play through events like that through these games. I felt real emotion when Predator Team was killed in Future Soldier, Ramirez and Allen where there in Advanced Warfighter 1/2 and they were characters I was invested in.Originally Posted by AI BLUEFOX Go to original post
I was under the impression Future soldier was four or five years down the line from Wildlands. I hope its better than something generic like drugs are bad and lets kill all the cartel. Trafficking weapons is a good one and the Cartel was deemed a national security threat. Maybe trafficking arms to terrorists in the US or a terror attack on the US itself or its interests forcing a US response. I hope character customization is in play because I don't want to play as a team that dies lol
OR... The Santa Blanca cartel has made moves hostile towards the interests of the US. Drug trade is big business and when the money stops flowing into the purses of the VIPs of Wallstreet (et al.) it is deemed that said cartel must be shut downOriginally Posted by Magsmp31 Go to original post
Terrorists don't call the kingpin of a cartel and request a delivery of weaponry, they buy them from low level dealers. Lol.![]()
Eh...this is a difficult topic for me. The stories have been one of the weakest points of the TC franchise titles for a long, long time. Seriously, remember when terrorists attacked Las Vegas in Rainbow 6 because Gabriel Nowak was an emo kid? Yeah. I also fault the stories as being primarily one of the things I blame for these franchises getting so off the rails over the years in terms of gameplay (main characters can't die unless the story dictates it for example). I might be in the minority but I want the story to be as low key as possible to afford the maximum amount of tactical and gameplay freedom to us, the players. I'm content with this game starting over in a reboot fashion for GR if I'm honest.
So basically what I want to see are problems being presented to me - reasons for going on missions and what the ramifications could potentially be depending on what tactical choices I make during said missions. That's all I need.
Seconded. Judging from the trailer that's what the devs intend to do. Or that was the original idea anyway.I want the story to be as low key as possible to afford the maximum amount of tactical and gameplay freedom to us, the players
I'd like to see GRWL break off from the traditional boundaries that shooters have had. I believe that removing artificial "failure conditions" (such as failing a mission because there was a civilian casualty) from the picture, the result will be a much more immersive and fluid experience. Instead of failing the mission due to these artificial failure conditions, the player could be made to deal with the consequences of their actions, eg. killing civilians would cause the locals to cease to support the Ghosts/rebels and letting an HVT slip away should result in the enemy responding in a natural way. IMO the only failure condition should be dying, but this could prove to be difficult to implement in game since the outcomes of player actions would be very diverse. The final product would, at the very least, have copious amounts of bugs. That's my mortal view on making a game anyway.
I believe the setting/story is, for the most part, set in stone at this point.
The Vegas games seriously were crap story wise. The very fact that they set it in Las Vegas just set up the story to be some Hollywood blockbuster style campaign. Now I'm not saying they need to do really deep and complex story, but it would be awesome to see the universe grow from the events in the game. For a universe that has as many titles as the Tom Clancy universe, you don't really need to create a complex story, but you need to world-build. Put in little things that establish the universe as its own like referencing other events, giving personalities to characters, or even giving small details about the most trivial things. I believe that Future Soldier did this well, they made connections to other events and organizations in the universe as well as having a narrative.Originally Posted by DanHibikiFanXM Go to original post