Ghost Recon: Breakpoint’s story begins with Nomad and a team of Ghost Recon soldiers deploying to the island of Auroa. Nomad and her squadmates get shot down over the island, immediately learning that former Ghost Cole D. Walker has taken it over with his army of ‘Wolves’.
Stuck without backup and proper equipment, Nomad has to liberate the island and its citizens of their newfound dictators, and find out what exactly the Wolves are after. This is the beginning of the game, and unfortunately is just about as interesting as it will ever get.
After this, Breakpoint’s story missions feel unnecessarily stretched out, existing to simply extend the game’s runtime or to provide equipment for players to level up their gear score (we’ll get into that later). Quests and side-quests revolve around you going to a part of the map, finding an enemy base, getting information or rescuing someone, and getting out. Bases are sloppily put together as well, with clearly cut-and-paste buildings all over the entire map. That’s as good as Auroa’s world design gets, too.
Thus, the story never actually feels interesting enough to invest in. There’s a way to do shooter campaigns right, and most developers realise that it’s not by repeatedly throwing players into the same room with the same enemies again and again.
Diese Geschichte stammt aus der November 2019-Ausgabe von HWM Singapore.
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Diese Geschichte stammt aus der November 2019-Ausgabe von HWM Singapore.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
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