Who forgot to tell us this is Destiny?
If Ghost Recon: Wildlands was the starter, then its sequel feels like the dinners you’ve been eating for the past week rolled up into one gigantic main course. Seriously, Ghost Recon: Breakpoint is huge. We’ve poured a handful of hours into this past weekend’s beta and come away impressed thanks to what appears to be a much more fleshed out open world, customisation up the wazoo, and intricate gunplay. It has turned us initial non-believers into an interested party that’ll be there day one come the game’s launch on 4th October, although we can’t shake the feeling that what’s on offer might almost be a little too much.
After crash landing on the island of Auroa, what we assume is the game’s set of introductory missions paints the picture of a business empire gone wrong. Jon Bernthal and his army of Wolves are working together with Skel on undercover projects and doing their best to stop anyone from leaving the island. It’s all fairly standard for a military shooter from the outset – regroup with your squad, make contact with the locals, and start to forge out some ground to work with – but it’s the more we progressed that we started to realise that Breakpoint almost seems to be a completely different beast when compared to Ghost Recon: Wildlands.
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