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Tom Clancy’s Ghost Recon: Future Soldier
Future Soldier is the fifth main game in the Ghost Recon series. Just like the other installments it is a tactical 3rd-person shooter where a strategic approach based on cover and stealth is favoured over going in all guns blazing. The game is set in 2024 and the main campaign consists of twelve missions. It starts in Nicaragua where the ghost team Predator attempts to disrupt weapon trafficking in the region. During the mission the team is killed by a dirty bomb and afterwards a new team called Hunter is sent in to investigate the bomb’s source. The player controls the team of four soldiers through a story that takes them to Bolivia, Zambia, Nigeria, Pakistan, Norway and Russia.
The game is played from third-person perspective but switches to first-person while aiming down the sights. Enemies can be taken out with guns but also with silent melee attacks. The soldiers can move around freely in the environment, usually from cover to cover, and have access to adaptive camouflage that renders them invisible when moving slowly and it is enabled or disabled automatically. Cover can be destroyed and while under attack or shooting the camouflage is removed. Another part of the equipment is magnetics, a view that makes all metallic objects pop out in the environment. Before starting a mission the loadout is determined, based on a primary and a secondary weapon, and two items. Guns can be fully customized in the Gunsmith mode where various attachments and modifications can be applied. Combinations can also be tested on a firing range before starting a mission. Other equipment includes sensor grenades, airstrikes, and remote-controlled drones. The drone provides an aerial view, has its own camouflage and a sonic blast to disorient enemies, and can be used to mark opponents next to using a scope. One mission features the War Hound, a remote-controlled heavy robot.
Players can prioritize targets using Sync Shot, where up to four can be marked for a synchronized takedown by the full team. Team mates do not blindly pursue targets and stand down when it compromises their position permanently. Their other actions are done through autonomous AI not influenced by the player. The tagging system replaces the direct order system from the previous games. When the player’s soldier is targeted by suppressed fire, the field of vision narrows down, making it harder to aim. Each campaign missions has four additional objectives to unlock further weapons and upgrades. Many story elements are provided through the chats between the team members.
Multiplayer includes a four-player cooperative mode with the campaign along with a separate Guerrilla mode where an outpost needs to be defended, as well as competitive multiplayer with four game modes based on the two factions Ghosts and Bodark:
Tom Clany’s Ghost Recon: Advanced Warfighter 2
Not even a day has fully passed since you rescued the US president from Mexican soil and you and the rest of your Ghost team are on the way home. Then the General phones in and gives you your next mission: a group of terrorists deposited two dirty bombs (normal blasting compositions combined with radioactive material) near the city of Juarez. Your goal as Captain Mitchell is to once again save the day with your three team mates.
Like in its predecessor Tom Clancy’s Ghost Recon: Advanced Warfighter you see Captain Mitchell from behind while you command your team mates directly over the Cross-Com to fulfil your objectives like blowing up a bunch of anti-air-vehicles and then raiding a rebel outpost. To do so you have the normal Ghost team weaponry like the MR-C to your disposal which you can equip you and your team with before and at some points even during the missions. You also have access to a tactical map which allows you to see an aerial view of the current level.
The four multiplayer modes from the previous game are back: Co-op Campaign, Deathmatch, Team Deathmatch, and Hamburger Hill in which a team needs to hold a central zone of the map for a certain amount of time.
The PC version of the game was independently developed from the Xbox 360 version and is, besides the storyline, almost completely different and much more tactic-oriented. The 360 version is played from a third-person perspective and has a fewer multiplayer maps (and game modes). With the more action-based approach, there are no individual orders and a limited amount of team order (4 compared to 8 in the PC version). Players also cannot pick up enemy weapon or use stationary turrets. The game’s planning phase is entirely linear, while in the PC version players can plan dynamic insertion points. There are less classes and the tactical map is limited, using wire-frame instead of a full 3D map.
Compared to the 360 version, the PS3 game supports the SIXAXIS control, and adds extra multiplayer maps, 8 new weapons in quick mission mode, and two new co-operative multiplayer modes.
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