Ghost Recon Retreat
GHOST RECON REVIEW
Reviewer
System Specs -
Abit KG7-Raid, AMD Athlon XP 1500+ (1.33
ghz), Visiontek Xtasy 5864 - 64 MB GeForce
2 Ti, 768 MB PC2100 DDR, Soundblaster
Live Audigy.
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Released
today, Red Storm's newest tactical first
person shooter is sure to become a fan
favorite. Make no mistake, Ghost Recon
follows the mold RSE pioneered with Rainbow
Six and Rogue Spear. While not officially
"Rainbow Six 3", Ghost Recon
is essentially the next incarnation of
the series, unless of course RSE wants
to prove me wrong by releasing R6:3 sometime
soon. The major difference between Ghost
Recon and the previous tactical shooters
released by RSE is the immense outdoor
environments present in Ghost Recon.
First
things first: RTFM
Ubi
Soft provided the Ghost Recon Retreat
a paper copy of the manual that will ship
with the game. The document was nearly
sixty pages of 8 ½ x 11 paper.
That is a lot of information for it to
be a printed manual for a game, considering
many games ship with very sparse, if any
printed documentation at all.
I
found the manual to be well written and
helpful in explaining many parts of the
game. Some jargon slipped in, such as
the use of the word "pips" to
describe the waypoint and north indicators
on the threat indicator. Many people may
not know what a "pip" is and
they may find this slightly confusing.
All in all, the manual was very helpful
in determining in game functions, especially
for the new map and planning interface
that takes place during the game.
One
thing I found interesting, was that after
reading the manual I came away with the
impression that the game is designed for
you, the player, to do most of the primary
functions, and complete most of the objectives,
unlike Rogue Spear where it was common
to send a team off on its own to accomplish
many facets of the mission at hand.
Initial
Game play Impressions
After
installing Ghost Recon, a fairly lengthy
task for those of you with older PCs and
slower hard drives considering that the
install is just less than 1GB of data,
I loaded up the training section to get
an initial taste of in game control.

Sticking
with the default keymap, I quickly learned
that control-wise, Ghost Recon is very
similar to Rogue Spear. The training map
lets you practice everything from the
new sniper rifle reticule, to the standard
assault rifle, to practicing the command
map interface for controlling your teammates.
One
of the first and most striking new features
was the introduction of the "smooth
zoom" allowing me to go from min
to max zoom and back using my middle mouse
wheel. This feature would prove to be
one of the better control enhancements
from Rogue Spear.
After
fiddling around in the training mission
for about 10 minutes, I loaded up the
campaign.
In
standard RSE form, I was presented with
a briefing screen documenting the mission
objectives. From the briefing screen you
are quickly moved to the soldier selection
screen. Unlike R6 and RS, you can only
have 6 operatives for
a mission in Ghost Recon, with no more
than 3 on one squad. The team selection
screen allows for the 6 operatives to
be spread out among an Alpha, Bravo, and
Charlie squad. For those of you scoring
at home, that allows for squads of 3x3,
2x2x2, 1x2x3, or any other combination
that has 3 or fewer per squad and uses
no more than 6 operatives, total.
The
operatives themselves are broken down
into specialty classes, and for the initial
mission you can chose from, 6 rifleman,
2 support specialists (think SAW laden
bearers of death and destruction), 2 snipers
and 2 demolitions experts. After picking
up 3 rifleman, I clicked the begin mission
button, eagerly anticipating the game
behind the gorgeous screenshots that have
been coming from RSE and Ubi Soft for
months now.
RSE
sure chose a wonderful first mission to
set the tone for the new eye candy that
is present in GhostRecon.
When I loaded into the mission I sat there
for a second saying WOW once I saw the
trees. The implementation of trees and
shrubbery (Gah! Is this a gardening review?)
is quite simply the best I have ever seen
in any game. As I sat there for the initial
few seconds admiring the new world, I
noticed that the trees seemed impressively
alive. At first I couldn't figure it out
and then it struck me, they were swaying
in the wind. Do swaying trees make for
good game play? Not really, but it damn
sure looks cool.
Meat
and potatoes
The
game itself consists of 15 missions, varying
in locale from forests, to a murky swamp,
to a healthy dose of urban combat environments.
As mentioned before, graphics have taken
a tremendous step up from Rogue Spear.
The character models are superb, if you
have the PC to run at high resolutions
that is. The single player campaign is
difficult to say the least. I couldn't
get past level 5 without enacting a cheat
code. This may seem daunting; however
the fans of this series that love the
"tactical" part of the tactical
shooter genre will quickly fall in love
with the challenging missions.
The
AI, both enemy and friendly is much better
than in previous games from RSE. Try to
hide on a ledge using you "elite"
sniper skills, and be prepared to be met
with either a hand tossed or weapon propelled
grenade round. The enemy AI will fire
in the general direction they are taking
fire from, its rather eerie, shooting
at one tango and seeing tracers, yes that's
right tracers, go zipping over your head
from a direction you weren't expecting
to see enemy fire from.
This
is where the threat indicator comes in,
alerting you to the location of enemies.
The best way to explain the threat indicator
is to simply show you a picture of it.
The game play changes dramatically in
multiplayer when you disable the TI. Some
may hate it, but after playing without
it I can say the game is nearly impossible.
More realistic? Yes, but very frustrating.
The
enemy AI will make use of cover, as well
as covering fire, as they to flank you
and your squad members. I can't tell you
the surprise I felt when I was perched
on a ledge sniping and suddenly got shot
from close range from behind. Almost always,
upon taking fire, instead of standing
there in an "alerted" state
as they did in RS, the enemy troops will
seek cover, or go prone and fire in your
direction.
The
enemy AI still has an innate long range
marksmanship quality, however; at least
they usually miss on their first and second
shots now. For the most part I found the
enemy AI's marksmanship to be a tad too
good in my opinion, some would argue I
need to avoid getting shot better, but
its no longer down right frustrating as
it was in RS. You will not see any 75m
snapshot headshots from the enemy anymore.
This is a very good thing.
Your
teammates' AI is also improved. On only
a few occasions did I have difficulty
exiting tight quarters. This is in a way
understandable as for the most part we
are not supposed to be operating in close
quarters, however there are a few buildings
on most maps that need cleared. All in
all the movement and following models
for the AI backup is greatly improved
from RS.
The
in-game planning interface, in combination
with your teammates AI, is a tremendous
change from the
R6/RS planning interface. I will say that
it does work, and you can definitely use
it with great success; however I am inclined
to think that I enjoyed the planning stage
in RS better. This is not a negative point
for Ghost Recon, it is just something
that is different. The pre-action stage
planning in R6/RS suits my playing style
much better than the in-game, think on
your feet, use the other teams primarily
as support instead of having them complete
mission objectives, style of play that
the new planning interface dictates. Supposedly,
this in-game planning interface represents
the future implementation of the US Military's
Land Warrior system. If so, I think it
may be a fairly good implementation of
it from what the public knows about the
system.
Let's
get it on... Next
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