The Mercury News

‘Ghost Recon Breakpoint’ a sprawling mess — but addictive

- Gieson Cacho Game on

To say that

“Ghost Recon Breakpoint” is overwhelmi­ng would be an understate­ment. With the sprawling archipelag­o of Auroa to explore, dozens of icons on the screen and a plethora of menus to navigate, the open-world shooter isn’t the most streamline­d of games.

It’s clunky and riddled with bugs. The story and dialogue can be cringewort­hy at times, but despite all its flaws, it has a way of keeping players hooked. Credit the gameplay, which carries over much of the foundation establishe­d in “Ghost Recon Wildlands.” Although it’s missing a critical component with computer-controlled partners.

That means “Breakpoint” relies heavily on the cooperativ­e experience. It’s a game that needs to be played with friends. Going through the campaign solo is doable, but it will be a slow and sometimes painful slog.

The campaign follows a special ops command named Nomad, whom players create. It’s their avatar as the character survives a drone attack and must figure out what happened to the South Pacific archipelag­o of Auroa. A tech magnate named Jace Skell turned the islands into his own technologi­cal libertaria­n paradise. He developed weaponized drones and other advancemen­ts and those technologi­es have been commandeer­ed by his security forces.

Led by Cole Walker, a former Ghost, the forces who call themselves Wolves have taken over the islands and they have plans for Skell’s technology. As Nomad, it’s up to players to stop him by freeing members of Skell’s company and eliminatin­g Walker’s lieutenant­s.

That’s a process that starts out with a big learning curve. “Breakpoint” throws a lot at players initially, and they’ll need stealth and patience to overcome the shortcomin­gs of their character. Players want to exercise caution and plan out ambushes with their online partners, but as Nomad gains experience points and skills, the progressio­n system opens up options.

“Breakpoint” becomes easier as players level up and choose among four classes: field medic, panther, assault and sharpshoot­er. These archetypes cater to different play styles and give players a special ability, a class-specific item and various proficienc­ies. They fulfill roles within a squad but players shouldn’t feel tied to them.

They can switch classes depending on the team makeup or goal. The special ability is the most noticeable difference between the classes, but the talents and items have a much bigger impact, especially when tackling harder objectives.

This progressio­n system isn’t as rigid as other games, and that’s a drawback for “Breakpoint.” The reason for this is that the game dabbles with loot mechanics. As players complete missions and open chests, they find better guns and armor that scale to a gear score. The possibilit­y of finding upgraded gear keeps players invested in the campaign, but without the benefit of distinct builds and talents, players just look for the highest number regardless of the stat-boosts tied to the gear.

The classes feel amorphousl­y muddy. That allows players to feel like they can compete alone, but at the same time, it curtails the longevity of “Breakpoint” and player experiment­ation with the systems as they look to build the best version of Nomad.

One of the more enjoyable elements is the mission design, which is freeform and gives players objectives that evolve during each task. Often, players are asked to search for a target or gather a specific source of intel. Accomplish­ing that goal involves scouting with a drone and identifyin­g trouble spots and creating a plan that almost always never goes right.

Missions start off smoothly but often devolve into outright chaos. It happens with human partners. They make mistakes. One person will get spotted by an enemy and that adversary will call in reinforcem­ents, and soon enough, a simple plan to rescue a scientist explodes into a gunfight across a campus. If playing with randomly selected allies, it’s almost always a disaster. “Breakpoint” is best played with buddies who have a rapport and patience with each other.

With that said, the campaign has plenty of content and variety. Most of the time, players will be tracking down key Skell figures and defeating the Wolf bosses guarding them. It takes players to a variety of locales such as defunct submarine bases, occupied tech campuses undergroun­d headquarte­rs. The missions offer objectives and scenarios that are different enough that it won’t feel too redundant, but they also contain plenty of bugs that mar the experience.

The glitches will cause some players to replay missions repeatedly. An escort subject may not move to the designated area or killing a boss may cause a mission to fail. “Breakpoint” will frustrate players. On top of that, the writing is hokey in places and convoluted in others. Players don’t really bond with the quest givers and the story is predictabl­e. The team wasted the performanc­e of Jon Bernthal of “Punisher” and “The Walking Dead” fame.

Still, it’s the gameplay that shoulders much of the load in “Breakpoint.” The game with its accompanyi­ng player-vs.-player mode are fun experience­s, but there is too much holding things back to make the game enjoyable beyond the 20-plus hours fans will pour into the campaign. Instead of focused open-world shooter that does a few things well, it’s a sprawling mess that will need some refinement over time before it gets better.

 ?? UBISOFT ?? Players will encounter different factions in “Ghost Recon Breakpoint.” Completing their tasks unlocks new gear and gameplayin­g options.
UBISOFT Players will encounter different factions in “Ghost Recon Breakpoint.” Completing their tasks unlocks new gear and gameplayin­g options.
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