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  1. #1
    El_Cuervacho's Avatar Senior Member
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    Eagles Down: Release the Breakpoint Cut!

    It's been my contention for a while now, that everything wrong with how Breakpoint's narrative and theme is presented, is encapsulated in the very first mission of this game.
    In the interest of expanding on that assessment I'd like to offer a short analysis of BP's opening mission and how it's execution deters from it's core theme to manifest through both gameplay and cutscenes alike.

    The game opens up with a Skell Tech promotional video establishing the setting and idealized principles which motivate Skell's whole Auroa 2.0 enterprise.
    While this video gives you a good idea of the game's world, it's inhabitants and it's mainly there in the benefit of informing the player, I'd however argue that, it could've been better implemented in the context of a GR game, and NEVER in place of a proper military-style briefing.
    Yet, instead of a briefing aboard USS Wasp what we get is a promo for Skell Tech and 3 sentences summarizing what the situation is and why we're there. This isn't a movie, WE ARE Nomad, we're NOT watching these people do their thing, this isn't a film!

    After that we're immediately presented with a scene showing 4 helicopters flying our Ghosts into Auroa where, soon thereafter we get a glimpse of a Nomad, not OUR Nomad mind you, but a randomly generated one right before we get to apply any modifications to him. Jarring doesn't even begin to describe it.
    Why not instead have us customize our Nomad BEFORE starting the game?!
    On the topic of cosmetics and loot why not, offer every piece of gear and clothing at the start, just this once, it would better suit the theme as well as preventing us from looking like budget weekend-airsofters instead of a well equiped Tier 1 operator (dead Ghosts and dead pilots should get this treatment as well, no more t-shirt-&-jeans-wearing pilots please).
    I get this doesn't apply to Holt, Weaver or the Nomad figure for that matter, they're Funko Pop material now; cartoon characters, they have ascended to Ubisoft iconic status, they'll wear sweaters, squared shirts and t-shirts no matter the mission no matter the climate.
    We clearly cannot be expected as viewers/players to recognize them in any other form of attire.

    Right after we recreate our Nomad, the swarm hits and our chopper goes down. Hard cut and we're presented with an upside down Nomad hanging from a tree, representing in no subtle terms that everything's not going all that great for our Ghosts, only to comically precipitate himself to the ground; landing right by a dead Ghost wearing none other than the now mythical Covered Bump Helmet.
    Nomad grabs the pistol from his departed team mate (he should've taken the helmet as well) and painfully stands up as the game's title slowly fades in.

    Now, you could stand there, by the wreck of your chopper 'til the end of time and not one Sentinel or Wolf will come around looking for survivors ever. Completely disolving any pretense of immediacy or danger. You stand up, bandage yourself up and see how the main premise of the game begins to evaporate as you watch your health rapidly fill back up.
    So, why not get some Sentinel or even Wolves in there, executing a few dying Ghosts as they advance to your crash site, forcing you get down in the mud, crawl your way out of there, use prome camo. Get more smoke and fire in the scene, flares, mist even, to make it more foreboding and facilitating your sneaking away from the whole predicament. Have them talk amongst each other, as they seach the wreck.
    The whole mission needs to be imbued with a sense of commotion; screams in the distance, yelling of orders, gunfire, etc.
    The general area of the crashes needs to be swarming with enemy troops; seach parties, helicopters with seachlights.
    This is how you establish this game's theme of survival and resilience.
    Instead what we see up to the Weaver cutscene, is pairs of Sentinel PMCs, here and there, with their backs turned towards the general direction you're coming from, standing around, as if nothing happened, merely 50 mts from the crash sites.
    Around that time we get our hands on a primary weapon and well, I feel like I have already survived my breakpoint by now, a mere 15 mins into the game.

    And we come upon the infamous Weaver death scene; I've never cared about any of these characters myself but, for the narrative's sake, Nomad should and yet, even if you take the effort of dispatching every Wolf down by the crash site, there's no moment when Nomad leans over Weaver's body, says a few words, I mean, something, anything at all.
    What I propose instead is, let us rescue a mortally wounded Weaver from Sentinel or Wolves, carry him on your shoulder to a safe spot where to treat his wounds. Have us sneak around or deal with Sentinel search parties as we desperately try to save our buddy's life. Have Weaver speak to Nomad on a personal level as he dies. Should we take too much time to reach a safe place, he dies on us, on the other hand if we manage to get him in time, play a scene in which Nomad does his best to save him but he dies anyway.

    By this time is already light, which further dissipates the tension, we come upon the last wreckage, after a bit of seach party action across the marsh (which is the better part of this mission), talk to Holt over the radio and do a beeline all the way up to Erewhon, encountering 3 or four Sentinel PMCs along the way.
    This is where, right before Erewhon I usually do a detour to a small Sentinel outpost south of my destination. You know why I do that? Because I can, 'cause the whole Breakpoint premise died a few minutes after the title crawl, there's no tension or urgency to get to safety. None.

    THE WHOLE PROVINCE SHOULD BE TEEMING WITH ROADBLOCKS; CHOPPERS; TROOPS, YOU NAME IT.
    This is the first mission, it sets the mood for the whole game, for God's sake.

    TL: DR: Redo the first mission.
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  2. #2
    TrickShady's Avatar Senior Member
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    Good post and really sums up breakpoint which is a let down. I have seen so many great ideas on here since the ott but nothing is going to change in terms of the game itself getting any better. Yes the immersive mode makes gameplay more enjoyable but there is only so much that will bring when the rest of the game is flatlined. There is no life in the game everything that it could of been it isn't and unless they rewrite the whole game i honestly don't see any of this changing. Having a immersive mode is great if the game itself has enough going for it which breakpoint doesn't i don't think.

    I felt the same with the start of episode 2 with new content i was expecting to show off what we have done but no, go clear a base meet sam use a grenade launcher on a vehicle and that's it. It is all just so underwhelming and for all the great ideas that come out i just don't see the game ever being what people want it to be.
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  3. #3
    ArgimonEd's Avatar Senior Member
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    Tomb raider had this feeling in almost all of the new games.
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  4. #4
    Solvejk's Avatar Senior Member
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    Yes, the clothing part is something I found weird as well. It made sense in Wildlands, since they wanted to blend in, too. But here, flying into a possible hot zone while wearing a t-shirt and jeans doesn't feel really good. Also it doesn't make sense to switch to such cloths later regarding how the world is set up. There is not really a civilian that you could try to blend in with. But since this game was designed as a looter shooter, where you can have stuff like emotes, kilts, golden guns and such, I think they thought it belongs into the game as well and of course as means to attract a much broader audience. I mean it doesn't bother me that much anymore, since I can turn those little Sith Lords off in Erewhon now.

    And regarding Weaver, who knows. Maybe his body was recovered, frozen for a while and now his mind is being transferred into Project Deus. That way they can let him return in the Transcendence DLC and give me another face palm moment, like they did with the ending of Deep State
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  5. #5
    AvengerGR35's Avatar Senior Member
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    "budget weekend-airsofters", mate, my coffee almost came out of my nose

    But I agree with everything you said. I started a new save a couple of times and after the first 5 minutes into the mission I don't really feel motivated to continue, but I do anyway just to get to Errorwhon. But since I had enough of this broken mess I deleted the game and don't plan on returning anytime soon.
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  6. #6
    El_Cuervacho's Avatar Senior Member
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    Originally Posted by Solvejk Go to original post
    Yes, the clothing part is something I found weird as well. It made sense in Wildlands, since they wanted to blend in, too. But here, flying into a possible hot zone while wearing a t-shirt and jeans doesn't feel really good. Also it doesn't make sense to switch to such cloths later regarding how the world is set up. There is not really a civilian that you could try to blend in with. But since this game was designed as a looter shooter, where you can have stuff like emotes, kilts, golden guns and such, I think they thought it belongs into the game as well and of course as means to attract a much broader audience. I mean it doesn't bother me that much anymore, since I can turn those little Sith Lords off in Erewhon now.

    And regarding Weaver, who knows. Maybe his body was recovered, frozen for a while and now his mind is being transferred into Project Deus. That way they can let him return in the Transcendence DLC and give me another face palm moment, like they did with the ending of Deep State
    Hopefully they don't do that with Weaver but still if they planned to do so, they should've shown Wolves putting Weaver on Walker's helo or at least give a hint of it being the case. I mean we're there as it happens.
    What we have to consider IMHO, is which is the more effective, in my mind, trying to save Weaver's life, in that context, is the most adecuate out of the two
    Letting us kill Walker at this point is not a good call either; if they want to do that they could offer that possibility further along the line, on a different mission.
    What I'm trying to convey is that this game needs FOCUS; wanna do SERE, great, then do SERE. Do just that.
    This studio put almost every resource and time into the world, promotional material, celebrity fees and whatever was left into game mechanics. So we ended up with a nice looking world (although clearly unfinished) in which to get bored in.
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  7. #7
    ArgimonEd's Avatar Senior Member
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    Hey El C...
    I loved this, I'm gonna mention your idea on my thread
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  8. #8
    AI BLUEFOX's Avatar Senior Member
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    Good ideas and good write up on them, @El_Cuervacho. Like it.
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  9. #9
    Solvejk's Avatar Senior Member
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    Originally Posted by El_Cuervacho Go to original post
    Hopefully they don't do that with Weaver but still if they planned to do so, they should've shown Wolves putting Weaver on Walker's helo or at least give a hint of it being the case. I mean we're there as it happens.
    The thing is, what we have to consider IMHO, is which is the more effective, in my mind, trying to save Weaver's life, in that context, is the most adecuate out of the two
    Letting us kill Walker at this point is not a good call either; if they want to do that they could offer that possibility further along the line, on a different mission.
    What I',m trying to convey is that this game needs FOCUS; wanna do SERE, great, then do SERE.
    This studio put almost every resource and time into the world, promotional material, celebrity fees and whatever was left into game mechanics. So we ended up with a nice looking world (although clearly unfinished) in which to get bored.
    Since it is possible to kill Walker right at the beginning, at least it was and I am not sure if it is still, putting him onto helicopter might have caused the body to maybe burn. Also I went down to that location after finishing off the wolves and Weaver wasn't lying somewhere. Who knows with what magic he was brought away. But still, it is something that I hope they didn't even think of doing.

    Also regarding how the game starts, I have been watching the official announce trailer again and even the little glimpse of the Erewhon version you see there seems so much better. It appeared more like an abandoned cave that you seem to find and turn it into your Base, together with the imaginary teammates. Would have been nice to have it like that and maybe the other few surviving ghosts. Then you could have started to figure out what was going on and even bringing the rescued homesteaders over and with their help further improve the Base. But when I first arrived there it seemed so damn crowded and I am not taking about other players. And regarding their trailers, I really wished they wouldn't always depict a full team, as long as there isn't really one (I mean AI Teammates, not a coop group)
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  10. #10
    El_Cuervacho's Avatar Senior Member
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    Originally Posted by Solvejk Go to original post
    Since it is possible to kill Walker right at the beginning, at least it was and I am not sure if it is still, putting him onto helicopter might have caused the body to maybe burn. Also I went down to that location after finishing off the wolves and Weaver wasn't lying somewhere. Who knows with what magic he was brought away. But still, it is something that I hope they didn't even think of doing.

    Also regarding how the game starts, I have been watching the official announce trailer again and even the little glimpse of the Erewhon version you see there seems so much better. It appeared more like an abandoned cave that you seem to find and turn it into your Base, together with the imaginary teammates. Would have been nice to have it like that and maybe the other few surviving ghosts. Then you could have started to figure out what was going on and even bringing the rescued homesteaders over and with their help further improve the Base. But when I first arrived there it seemed so damn crowded and I am not taking about other players. And regarding their trailers, I really wished they wouldn't always depict a full team, as long as there isn't really one (I mean AI Teammates, not a coop group)
    That sounds a heck like a far more preferable version of Erewhon than the underground tiki nightmare we ended up with. Actually if it were up to me I wouldn't have had an Erewhon at all, instead I'd have predetermined rallying points established during the opening briefing and have Nomad link up with other Ghosts as part of the first mission.
    On the topic of AI team mates, if there's any chance of ever redoing the opening mission, I'd propose they do so and release it together with the AI team mates, as an excuse to replay the game as a team from the begining.
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