Life in modern Ubisoft games ticks by regardless of how much - or how little - you interact with it.
Stand
in a spot long enough in Far Cry 5, and a critter will cross your path,
scouting for a snack. Stop to look out across a canyon in Assassin's
Creed Odyssey, and you might see an unsuspecting villager jumped by a
cougar. Townsfolk take on both warring factions and fauna with wildly
fluctuating success, and sometimes, you'll only be privy to the
aftermath of these encounters as you pick through the spoils of the
corpses.
It
doesn't matter if you intervene or not; people will go about their
daily lives, life - and death - persisting with or without your
interference.
As the years have trickled past, however, the unique
digital fingerprints of Ubisoft games have become smudged and less
distinct. At first, it's trivial things; you notice Far Cry's ally icon
pops up in Assassin's Creed Origins, perhaps, or realise that Ghost
Recon's all-seeing drone is merely a different interpretation of Creed's
eagle-vision. But the harder you look, the tougher it is to refute:
these once separate franchises are bleeding into each other.
In some ways, I suppose it's inevitable. This developer is stuffed with
wildly successful franchises and has had decades to fine-tune its
exquisite, if now a tad predictable, template. It makes sense to pick
apart the finest specimens and recycle the best bits of that magical
formula
I know, I know; I'm here to talk about Tom Clancy's Ghost Recon
Breakpoint, and I promise - it's coming. Reluctantly. But to be honest,
it's increasingly challenging to assess the merit of one Ubisoft game
now without drawing heavily on its contemporaries. As for all the magic
sprinkled throughout ancient Egypt and Hope County, for all the
astonishing secrets stuffed into those stunning worlds that beg your
exploration, Tom Clancy's Ghost Recon Breakpoint is utterly bereft of
it.
And I'm at a bit of a loss to understand how Breakpoint can emulate so
many of the features I recognise from some of my favourite games and
still fail so miserably.
It doesn't feel good to write that, by the way. When I wasn't being
kicked by the server or forced to do a hard reboot because I'd
inexplicably and permanently impaled myself on an invisible piece of
scenery, I did have fun with Breakpoint. Though there is some diversity
in its environments, Auroa's expansive world is a curiously nondescript
place. There's no animal hunting here - hurray! - but this means the
natural world remains curiously detached from you.
You play as
Nomad, the chief Ghost protag you'll get to craft physically to your own
specifications. While a touch better than a mute meat bag - I'm looking
at you, Far Cry 5 - it's difficult to warm or relate to them in any
meaningful way, but I'll give the developers the benefit of the doubt
and suppose any elite soldier must keep a tight lid on those pesky
emotions. That said, there's little camaraderie between Nomad and their
squad, and the only character of any interest is, perhaps predictably
enough, Jon Bernthal's antagonist, Cole Walker. It's to Breakpoint's
credit that despite its many flaws, I was sufficiently engaged in the
story to keep on playing even when the game seemed hellbent on
preventing me from doing so.
So much of Breakpoint's mechanics sound good in theory but fail in
practice. The survival elements - camps called bivouacs at which you can
craft gear and items, as well as fast-travel between - are interesting
enough, until you realise there's scant else they do other than
replenish your exhaustion meter. The idea of being alone and vulnerable
in a series that had hitherto placed so much emphasis on squad
companionship could've been an intriguing departure, but you're left
feeling frustrated, not lonely. There are plenty of missions, and the
detective-lite "investigations" in particular - solved by interrogating
suspects and scavenging clues - are an attractive addition, but these
quests sadly do not offer enough variety, either.
The RPG loot is great - again, in theory - and there's plenty of it
about, but it chiefly serves to smother and elongate your progress.
There are plenty of guns around, and the constant need to level-up keeps
you experimenting with new weaponry, but you'll soon learn there's
little meaningful difference between them. It's just as well, really,
given there's no way to lock or upgrade a favourite weapon or clothing,
anyway.
The combat itself is perfunctory, if not revolutionary, but it's easy to
be overwhelmed by foes, especially if you're alone and reinforcements
are called in. Indoors things get a little clumsier, though, as
perpetually-looking-for-cover Nomad continually ricochets off walls like
a gin-soaked pinball. You automatically pick up loot as you step over
it - yay! - but grabbing collectables or documents require you to hold
down a button. Nope, I don't know why there's that distinction, either.
Oh, and there's a skill tree because of course there's a skill
tree, but half of your hard-earned perks are useless as they're only
active if you equip them in your very limited perk slots.
Even moving around the world is a frustrating affair, usually ending in
Nomad tumbling to the ground, weakened to the point of nausea, because
they're exhausted. Again. Other times they'll slam herself against a
pebble and can only overcome it with a glug of seemingly magical water
and the liberal hammering of the 'X' button (if you're looking for fluid
parkour here, you won't find it in this particular Ubi game).
And it's unpolished, too. Depressingly so. Vehicles jump about on their
back wheels like they've been lifted from a 90s hip-hop video. Dead
bodies zip about the place as if being pulled by an evil puppeteer's
strings. The lip-syncing - something I didn't realise would bother me,
to be honest - is atrocious, and perhaps wouldn't stick out so
grievously if Nomad's plastic-botox-tastic face wasn't so devoid of
emotion.
Loading your inventory and/or map is unacceptably slow. That Ubisoft
staple, tagging enemies, barely works half the time. Sometimes my drone
would deploy, and others it couldn't be arsed. There are glitchy assets
and screen tears and entire sequences with choppy, jerky audio, but I
learned to live with that as the other option - no sound at all - is
marginally worse. For a couple of days, my waypoints refused to indicate
how far away I was from my objective, sending me forever scurrying to
Breakpoint's achingly slow, grey map. And I once had to wait a full two
minutes to progress a mission because the character I needed to talk to
wouldn't spawn in. Oh, and you can invite players to join you in your
world to help out with missions, but there's no way of booting or
removing them without quitting the game yourself entirely. Rad.
There's a force-fed social hub in the guise of Erewhon - because that's
what all games need now, apparently, as though veteran Recon players
were screaming out for the chance to elbow each other for space in front
of the shop - and, of course, there's Ubisoft's obligatory selection of
microtransactions, ranging from inoffensive to thoroughly egregious.
Dialogue choices seemingly have little bearing on your story. Even the
mission sub-menu is curiously over-complicated, and while I do like the
idea of pinning three missions simultaneously - main, side, and faction
missions, usually - they take up way too much real-estate on your HUD.
Yes, they can be concealed with a flick of your d-pad, but doing so also
conceals your mini-map, too. I mean, I could go on, but I've had
enough, to be honest, and I've a feeling you probably have by now too,
right?
Thing is, when it's not broken or forcing me to stop at bivouacs to
recover because my elite soldier has the lung capacity of an asthmatic
ant, I forget Breakpoint's overwhelming limitations and find myself
enjoying it. Buddying up with a pal and taking on the secret base of a
villainous hi-tech scally is unquestionably fun, especially when you
unlock night- and thermal-vision for your drone and you can mow down
unsuspecting enemies with gleeful abandon. I'm an unashamed sucker for
the gentle, mesmerising pull of collectables and side missions, and
Ubisoft's painstaking formula is one I usually fall for with shocking,
even shameful, rapidity. Unfettered by bugs, get into the hypnotic
Breakpoint groove and you too might even start to enjoy yourself.
Thing is, no amount of collectables or subtle, satisfying gameplay loops
can counter this half-baked hotchpotch of magpie'd ideas that neither
function properly nor mesh. It's just a broken, swirling vortex of
recycled Ubisoft mechanics stamped across a dismal, forgettable world.
0 Comments