Analysis and testing/Pourquoi Ghost Recon fait péter un plomb ?
Pourquoi Ghost Recon fait péter un plomb ?

Pourquoi Ghost Recon fait péter un plomb ?

TheGreatReview6 minDec 18, 2019
6 chapters
  • Introduction and first impressions of the game(0'000'46)
    The creator completed Breakpoint entirely and found the game difficult to tolerate.
    • The further you progress in the story, the less interesting it becomes • 8000 collectibles that serve no purpose but you gather them anyway • Side quest storylines are very weak
    The standard problems of Ubisoft open-world games are present.
    The game contains elements that should not have survived the testing phase.
  • Enemy overload on the map(0'461'24)
    It is impossible to move from point A to point B without constantly encountering enemies.
    • Pickup patrols • Guys near a motorcycle • Drones • Mountain expeditions • Random witnesses
    In a stealth game, being constantly assaulted by an entire battalion destroys the stealth mechanic and is not fun.
    You're supposed to face a private militia, but it seems they have the manpower of the Chinese People's Army.
  • A full map and ignored solutions(1'242'49)
    • The map is large, varied, and beautiful • Filled with points of interest • Proof of the talent of Ubisoft's open-world creators • Excellent quality even on an average project
    The game suggests that without constant patrols, the map would be empty. This is false because it is already filled with points of interest.
    Instead of filling the map with patrols, it should be filled with interesting activities.
    Far Cry had the same problem: constant random encounters made every traversal chaotic and unpredictable.
  • Exploration mode and the game's lie(2'494'17)
    At launch, the game offers an exploration mode without markers and presents it as the correct way to play the game.
    Exploration mode doesn't actually work. The missions were not written to function without markers.
    During a mission to find an employee in a residential complex, the game offers vague clues then gives up and displays a gigantic yellow marker on screen.
    Manually disabling markers makes the game unplayable because you have to search every room in every house, which takes 30 minutes with no guarantee of success.
  • The reason for the inconsistency: Ubisoft's editorial vision(4'175'01)
    The decision likely comes from Ubisoft's editorial leadership, not the developer studio.
    • Executives set an overall direction for all games • They adopt ideas that worked on certain titles • They impose them on other games without adaptation
    Exploration mode had worked well in Assassin's Creed Odyssey, so it was imposed on Breakpoint.
    Three-quarters of Breakpoint's missions were not written to work with exploration mode, creating a major inconsistency.
  • Other flaws and a positive conclusion(5'016'06)
    The game is filled with other elements that have no place in it beyond the two major issues discussed.
    These problems should have been caught during the testing phase by any tester.
    When you shoot in the mountains, there is sound echo that adds immersion.
    Despite this minor quality, the game suffers from flaws serious enough to justify a negative review.