Ubisoft..I caved..
Due to the pre black Friday 50% off sale I couldn't resist. I had to see for myself first hand what it's all about. I'm willing to risk losing $30. on a bad game but most definitely not $60. So.. so far with about 6 hours of play I've already experienced 2 Whalers and thats not good.. The game is so vastly different from Wildlands it almost feels like it operates in a completely different engine. Some of the visuals are really nice though, also I enjoy the ruddy look of Nomad especially after having to go prone. The movement has been a learning curve as I already said.. (Clunky in a way).. maybe that's just my take on it. One BIG drawback for me is that you cannot invert the Y axis on drones and helicopters without inverting the X axis as well. Big bummer..
There is a huge amount of potential for this title but I never get my hopes up about potential because that's all it is.. potential.. I do think it was a huge mistake by not initially having ai teammates, it makes the massive map feel cold and bland without your squad behind you.
At the moment I am playing the game without paying any attention to gear score. (and it is a fun game) But.. apart from the forced online connection, gear score is a close 2nd in regards to the biggest turn offs about this game. What makes matters worse is the way you're forced to manage your ever growing inventory.
You are only allowed to deconstruct 1 item at a time so I'm assuming this is an oversight but it's one that should be corrected asap. As it stands, the best way I've found to circumvent this is by constantly managing inventory. This by all accounts is something that takes away from the fun factor.
The idea behind having a gear score in some "better suited" games is not all bad. Ghost Recon however; is not the correct game for this mechanic. I hate to sound philosophic but by and large, Ghost Recon has always been recieved by its fan base as a "tactical, semi-realistic, shooter". Where as the gear score mechanics only seem to be well recieved in fantasy titles. In other words.. games where you don't do what you would in real life. For example.. in The Division, I'm not afraid to charge into a space where there are 10+ heaviy damage dealing ai opponents because of the fictitious nature of the game. My character can withstand a ton of damage.. but when my armor gets depleted since I run with the. "unbreakable" perk.. it will automatically refill 75% of my armor. Also since I run with the exotic"Gunslinger" holster.. when my LMG runs out of ammo, I simply holster it and draw out my pistol then pull back out my LMG and the ammo canister is refilled without having to wait the long reload time.
My point is, gear score fits in those games since that's what the grind has always been about.. matching sets and gear score. However, Ghost Recon loses what sets it apart when this mechanic is introduced. For long time GR fans like myself, the grind has always been about the situations you can find yourself in that gives this game its replay value..
There has NEVER been a game that gives me the shakes like GRW did when Ghost Mode was introduced. Everytime I was forced to go guns blazing I had that real life survival feeling in my gut that made me aim more crisply, make better decisions when in and out of cover, and it even made me utilize my squad mates the way they were intended. Those times when Wildlands put me in the battle.. I had all my time and effort at stake so for me personally.. that's why I will always go back to Wildlands when the new fads lose their glam.
So again I say, gear score mechanics will never belong in a Ghost Recon game and will never be the reason for replayability imho.
6/10
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