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  1. #1
    Marcin79W's Avatar Member
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    Apr 2020
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    UK
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    There is no story in GRB and characters are flat and generic.

    Hi,

    It seems like there is no story in this game. There is a story line, but no story told. It feels so generic and always with the same theme: find someone who would tell you where is someone else and kill or rescue that person. Mostly no any good talk in between or it feels like the one you'd like to skip. Cut scenes are breaking the action and would be better if there was some interaction or feedback while walking/travelling not only click dialogue box while in cut scene

    In some game I was playing recently, there was a need to put a gas mask on, so someone told me to do so. We started walk and I didn't put mask on, so the character was reminding me while telling a story to put it on until I did it . Little things like that makes huge difference while playing.

    All the characters are dead dummies once delivered to Erewhon, except Maria and Schultz who are dummies since born in the game. They don't sleep, eat, have shifts at work. Schultz is just standing 24/7 in one position. Maria never leave the shop or no one is changing her, so she could rest.

    Remember the other game (with the gas mask I told a moment ago)? NPC's were appearing to and leaving places, going with player for a mission (sometime to follow, sometime to lead it), they were going for a walk, telling the stories of life, thoughts about future and the past while walking next to them. Disappearing for a patrol or mission without the player. Had some parties (eating/drinking) in a meantime, were cleaning weapons, ect.

    In GRB they stand still all the time or do the same thing 24/7. Since Madeira or Skell rescued they both sit 24/7 on their computers. People sit the same next to fire in Erewhon. The same people do gardening 24/7.

    Being back on story line - showing from the beginning what is going to be discovered (what characters: Skell, Madeira, or Wolves, ect.) is ruining surprises and kind of future predicting, since player knows what Ghost shouldn't. This way there is no story unfolding, it's just unlocking another boss to kill or victim to rescue in a line we already know - all by the same theme: find someone who knows someone and kill or rescue this person.

    As much as gathering intel to find someone and do the mission is regular thing to do in SpecOp life, because of how schematic it is in GRB it;s just extremely boring after few missions.

    I still didn't finish episode 2, but can't be asked to do so, since I know I just need to go to some places I've already been once, ask some people about some other people and rescue those or kill. I know who it is going to be already, since it's shown in episode "story line". This boxes with people to kill/rescue/help should be invisible until we would get intel on them.

    No life in this game. The level of coding and behaviour of NPC's stuck in year of 2000, maybe 2001...
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  2. #2
    Marcin79W's Avatar Member
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    Apr 2020
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    Ghost Recon story in short:

    - "Tell me all I need to know"
    - "That's all I know... Don't kill me"

    or

    - "Tell me all I need to know about this"
    - "That's all intel I have..."

    End of story...

    Oh... It wasn't in short. It was with all the details included in the game for 90% of game conversation.
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