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Review: Tom Clancy's Ghost Recon: Future Soldier

Maurice Tan
11:00 AM on 05.22.2012
Review: Tom Clancy's Ghost Recon: Future Soldier photo


It's an interesting world we live in, where games with titles such as Ghost Recon: Advanced Warfighter 2 and the near-future Call of Duty: Black Ops II end up looking more "out there" when it comes to future warfare than something titled Ghost Recon: Future Soldier.

While Future Soldier takes place in the future, it's one that rings much closer to home than any futuristic military shooter we've seen to date. It may come as a surprise to those who lost interest in the Ghost Recon franchise after GRAW 2, that this latest title has ended up as one of the finest military shooters in recent years.

Tom Clancy's Ghost Recon: Future Soldier (PC, PlayStation 3, Xbox 360 [reviewed])
Developer: Ubisoft Paris, Ubisoft Bucharest, Ubisoft Red Storm
Publisher: Ubisoft
Released: May 22, 2012
MSRP: $59.99

Much of the slow-paced careful planning and executing of tactical engagements in the original Ghost Recon was lost in the console versions of Ghost Recon: Advanced Warfighter, while the Rainbow Six: Vegas series cannibalized the franchise with its beloved co-op tactics. Future Soldier attempts to take the franchise back to its roots, but in a modern fashion. In more ways than one, it's also somewhat of a stylistic reboot in the way Conviction changed the way we look at, and play, Splinter Cell.

The influence of Ubisofts last installment of the spy thriller series is evident through Future Soldier's bountiful visual aids -- such as overlaid text on top of the 3D scenery -- and the action in general is much more dynamic and in-your-face than before, largely helped by a competent camera system that appears to be handled by by a shaky hands cameraman directed by someone like Paul Greengrass. If Conviction was the Bourne Ultimatum of Splinter Cell, Future Soldier is The Hurt Locker of the Ghost Recon series.

Perhaps the biggest change to the formula is the way the artificial intelligence now works with the player, instead of being delegated to a position where it constantly looks at the telephone every five minutes, desperately waiting for your call. Computer-controllerd squad-mates can no longer be assigned to move to specific locations, nor ordered to a specific placement to get ready to breach a room. Instead, the AI takes care of a lot of these aspects on its own, which works much better than a potential lack of freedom would suggest.

AI direction still plays a major role when it comes to stealth squad tactics, however. Up to four enemy targets can be tagged with the press of a bumper button, leaving the player free to either aim at the fourth target yourself so your team-mates eliminate their assigned tangos on your shot, or you can simply command your three brothers in arms to execute their shots in sync by holding down the same bumper. Remaining undetected is often rewarded, but sometimes open engagement is inevitable. In that case, targets can no longer be quietly lined up and silenced, and the bumper becomes a "please kill this guy here please" button.

Between running around from place to place and stealthily walking in a crouched position -- which enables an active camouflage system that renders you largely invisible -- various locations require the team to work in unison. Breaching a door is now simply a matter of getting to an appointed location, waiting for the team to get ready, and pressing a button, which leads to the breach and a slow-motion sequence of shooting down bad guys. Likewise, you'll need to move to a pre-determined spot to get the team ready in yoga-like positions before sliding open a panel door. Occasionally, you'll automatically form up in a diamond formation around a VIP, which leads to an "on rails" section where you take care of all the enemies in your field of view, as the team makes its way through a hostile environment as a single unit of capable of 360 degrees of devastation.

Perhaps some fans of the traditional Ghost Recon experience may lament the more scripted approaches, but it never feels like player freedom is taken away in favor of added variety. In no small part, this is because the style of careful planning and tactics has made a big return, largely thanks to the toys of the future which provide you with the necessary situational awareness.

Sensor grenades can be tossed in the field to highlight enemies, a magnetic view vision mode allows you to discriminate armed soldiers from civilians through walls and terrain, and the ever-popular quad-rotor UAV drone can be used to scout the terrain ahead from the skies. If running into the action isn't your thing, this drone allows you to tag enemies and let the rest of your team take care of them, provided you only select those targets that won't be spotted by patrols if they go down. In some of the twelve very lenghty missions in the campaign, you can rely on this drone and the resulting tactical disposal puzzles without firing a single shot yourself.

Those in favor of getting down to business themselves can rely on their AI squad-mates to take smart positions, lay down effective fields of fire, and generally make you feel like you are part of a team consisting of equally qualified members. The same can't always be said for the enemy AI, which tends to run between the same positions or pops out of cover in predictable ways, and which seems designed to turn any engagement into either a scripted event or a balanced-yet-fluid standoff between your team and countless enemies. Having said that, the missions' linear nature and the ease with which you can be shot down by enemy fire means the lacking enemy AI never becomes a big detriment.

If you prefer the human approach, all of the campaign missions can be played cooperatively with up to four players -- something that is all too evident when you are supposed to move into breach positions in solo mode. Each mission also includes specific weapon challenges (make 12 kills with one SMG clip), and tactical challenges (reach location X without alerting any enemies), that affect your final "Ghost" score for that mission. A few of these challenges make co-op partners a necessity, although these are few and far between, and many of the challenges won't likely be completed on your first run through the game, which adds a lot of replayability if you're not into multiplayer.

For its part, multiplayer is an expansive affair. A Guerrilla "horde" mode pits you against up to 50 increasingly hard waves of enemies on five maps, alternating defensive action with a stealth wave whenever you switch to a new HQ location to defend. Surviving waves unlocks wavestreaks, such as becoming invisible, using a sentry turret, or calling in an airstrike, and surviving successive waves upgrades your wavestreaks' potency. While Guerrilla mode can be played with two players in split-screen, you'll want at least one extra player to join online since the waves become pretty damn hard around the midway point.

Traditional multiplayer comes in the form of "Conflict" mode, and this mode can best be described as a mix between Gears of War and Call of Duty (or any other online military shooter) with the addition of gadgets and goals. Your gadgets allow you to do things like planting claymores, throwing sensor grenades, and placing fixed cameras, while each mode has certain goals on the map to create a dynamic between the two teams as a round progresses. Capture and hold an EMP location goal, for instance, and the enemy team loses its HUD to make it very hard to distinguish between friend and foe. It turns regular team deathmatch into a more tactical affair than running and gunning, although there's still plenty of that on offer if you tailor your character to that style of play.

Other modes include "Decoy," in which a team has to locate the real target out of a potential of three without either team knowing which is the real one, "Saboteur" which is your typical place-the-bomb mode, and the hardcore "Siege" mode, which requires the attacking team to complete an objective without respawns.

A big part of multiplayer is leveling up our character and unlocking and tailoring weapons. This "Gunsmith" system is more effective at changing your playstyle in multiplayer than it is during the campaign. A huge amount of weapons can be easily customized at the component level, meaning you can change barrel sizes, types of triggers, scopes, muzzles, ammunition, and parts of a weapon that most people won't even know had names. Each weapon component costs "attachment credits" in multiplayer, which are gained by leveling up, forcing you to focus on specific weapons in order to get the most out of them. On Xbox 360, the Gunsmith system can be used with Kinect if you want to, but while the Kinect integration isn't intrusive, there really is no point in doing so when it's faster to use a controller.

While the different multiplayer modes are a lot of fun depending on how much you care about this aspect of any military shooter, they are unlikely to surprise anyone. It's a carefully crafted and polished component, but despite the added variety in terms of both classic game types and customization, it largely boils down to the tried-and-trusted methods of online play with the addition of a bunch of toys to spice things up. The campaign, though, is a completely different affair, surprisingly enough.

Future Soldier's story sends our team of Ghosts to a hugely varied set of current hotspots of international tension. From the Niger delta, to Dagestan, and Pakistan's Peshawar, the slightly traditional Tom Clancy fair fits better into the current post-War on Terror era than any other ridiculous near-future military shooter. Strip away the advanced hardware at your disposal and the overarching storyline, and each mission could've taken place in a fictional version of today's world.

Perhaps the most impressive aspect of the campaign is how it shifts the flow of shooting people in the head to create variety, both inside and between missions, and keeps you continuously pressing onwards. One mission you are sneaking around, the next you are going in guns blazing, and suddenly you find yourself without your toys or playing as a lone ranger. An early mission, reminiscent of Call of Duty 4's excellent "Ghillies in the Mist" Chernobyl sniping level, is particularly noteworthy: you are sent into an African refugee camp to stealthily kill patrols and guards, while civilians go about their business and are often harassed by militia.

There are times when Future Soldier's mechanics and pacing fall into place masterfully, and in the process creates some of the most enjoyable tactical shooting on offer at the moment. Just when you're starting to get tired of using the methods you've come up with, the game throws you a bone in the form of a mobile weapons platform with which to absolutely annihilate a winter landscape with infinite mortars.

Outside of the advances in the streamlining of the mechanics and its approach to a total package of singleplayer, co-op, and multiplayer modes, Ghost Recon: Future Soldier displays a level of content maturation that has been evident in some of Ubisoft's big-budget action games, and which has served to set the publisher's games apart from the competition in recent years. From the biting social commentary of Assassin's Creed: Brotherhood's database info, to the gritty Bourne-esque and visually distinct Splinter Cell: Conviction, to even the concept of using homegrown terrorism in the upcoming Rainbow Six: Patriots, there is a prevalent sense that Ubisoft doesn't shy away from threading off the safe and beaten path.

It is somewhat disappointing that Future Soldier doesn't fully evolve the series along this trend as much as it shows it's capable of doing. When one mission reduces your team from save-the-world heroes to government-sponsored assassins with the simple objective to commit sanctioned murder, you can hear a target's wife scream as you execute your orders and riddle the invisible family's rustic safehouse with bullets. You never know why the cries are silenced, and there's nothing else to do but carry on with the job.

The masses of civilians you encounter are almost always at the receiving end of militia and soldiers who have rape and torture on their mind, and saving them from their plight is often optional and extremely satisfying. At other times, you find yourself in situations where it's very hard not to accidentally create collateral deaths while trying to stay alive, as hundreds of civilians panic and flee the sudden eruption of violence you bring to a town.

The manner in which these moments offer a level of self-reflection, making you think about just how you're feeling about actively going through events you have little control over, due to both your orders and shifting circumstances, are great, and it's something we need to see more of in modern mainstream gaming. It's just too bad that such moments, while worthy of praise, are still sparse in Future Soldier when they are so effective.

To offset the aspects that shine, attempts at humanizing the members of the Ghost squad are not very effective, and it's hard to care about the members of your squad when it's so hard to know who is who behind their masks. Being a Tom Clancy game, the actual story is of course a bit cliché and ends rather abruptly, yet it does a great job at placing the diverse scenarios at play in a wide enough context to care.

Ghost Recon: Future Soldier is the type of title that might be easy to overlook if you're not partial to the franchise, or even if you are tired of warfare in post-modern times, but it's a great title nonetheless. Between the impressive campaign, the myriad of co-op options and the added replayability of the mission challenges, as well as the expansive multiplayer component, it's as solid a package as military shooters provide. 



THE VERDICT


9.0 /10
Superb: A hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


9? Hoooooly shit.
I prepared for the worst, then I saw the score. Considering getting this now
For multiplayer... how does the group system work - can you squad up in groups of 8 and then launch into multiplayer? Is it a server browser or the usual crappy matchmaking service? Can you host and play a private game? Does voice chat work? (on the PS3 the voice chat in MP games is often gimped). Do the groups stay together and actually get deployed on the same team? How's the lag?
@Elsa: Thank you. One thing that annoys the piss out of me about Dtoid reviews is they never mention these things.
Wow, this wasn't on my radar at all.
Was getting it anyway but nice to see good marks all the same. Nice review.
I've never played a Ghost Recon game. Which one is the best?
I was expecting a 6 maybe so I might have to pick this up earlier than I had expected. I mean, if it got a shity review I would still be checking it out as clearing out rooms with a buddy and beer is pretty damn awesome.
this is probably the worst review i've read? have you actually played any of the Ghost Recon games before(including Advance Warfighter). from my experience with just awful, awful beta and this review it's clear that this game has NOTHING TO DO with either Ghost Recon or Rainbow Six franchise - it's just Call of Duty knock-off.

"Much of the slow-paced careful planning and executing of tactical engagements in the original Ghost Recon was lost in the console versions of Ghost Recon: Advanced Warfighter"
really? did you actually played any of the GRAW games cause compared to what you've just described, Future Soldier is basically run'n'gun with gadgets. does "tactics" for you mean that scripted AI does everything for you cause that's how you described "great" tactics:

"AI direction still plays a major role when it comes to stealth squad tactics, however. Up to four enemy targets can be tagged with the press of a bumper button, leaving the player free to either aim at the fourth target yourself so your team-mates eliminate their assigned tangos on your shot, or you can simply command your three brothers in arms to execute their shots in sync by holding down the same bumper. "
the only thing i can say here is this:
http://dolemiteandbitch.ytmnd.com/
you have no control over your team mates, you have no control over the way you're approaching the map, breach the room etc.

"In no small part, this is because the style of careful planning and tactics has made a big return, largely thanks to the toys of the future which provide you with the necessary situational awareness."
hey, but at least we have toys. toys=tactics. facepalm.

i won't even talk about the rest of this awful review.
"the myriad of co-op options"

I don't think you're supposed to say "myriad of". From what I remember, technically it's supposed to just be "the myriad co-op options". Yeah it doesn't seem natural or right, but it's another one of those stupid rules that rich English people made up so that they could pretend their language was the smartest in all the lands. -_-
Well shit. They didn't fuck it up? Oh man. Do I pick up Dragons Dogma now, or cancel and grab this? I've been missing tactical shooters a lot lately... Got till 3 to decide.
Question about the Gunsmith thing; How many of the things that you can change have more than one or two options?
Great review, and I completely agree Maurice. The campaign is juist awesome and is surprisingly more stealthy then conviction was.
@PhilK3nS3bb3n,
this is not a tactical shooter, read the review(just in first 3-4 paragraphs you know that whole review is complete BS). it's basically Call of Duty: Ghost Recon game as described by reviewer. how exactly did this shit got a 9? the fact that you have no control over your teammates, approaching the mission, breaching and literally ANYTHING that can be even remotely related to tactics and you guys give it a 9/10 as not just a tactical shooter, but a Ghost Recon game. just because you can use different toys during missions? if that's a tactical shooter then GRAW games were Real Time Strategy games.
@sofik88 please explain how this game is anything like Call of Duty? Why must every game with guns be a ripoff of Call of Duty? You just gave a review of a review. Play the damn game before you bash it.
This is what passes for 'tactical' nowadays? From what I played of it the game has more in common with Gears of War or Call of Duty but whatever, I'm sure it'll be a blast in co-op.
Well shit. They didn't fuck it up? Oh man. Do I pick up Dragons Dogma now, or cancel and grab this? I've been missing tactical shooters a lot lately... Got till 3 to decide.
"If Conviction was the Bourne Ultimatum of Splinter Cell, Future Soldier is the Hurt Locker of the Ghost Recon series."

What a glorious analogy. More please.
By by a shaky hands. Heh.

@sofik: That's what I was worried about but it doesn't sound like autopilot exactly. Read Igns review, they go into depth about controlling your squad. Sounds good to me.
@sofik88 just because the game doesn't play the way you expect it to play doesn't make it a bad game. Just because it doesn't play like a typical tactical shooter doesn't mean it isn't a good game. Splinter Cell Conviction is the worse Splinter Cell in terms of what you expect from Splinter Cell, that doesn't mean it was shitty.
Doesn't look like the old Recon games to me though...
@Freakydemon

That's because it's not even close to the originals, in comparison it's a joke that this is considered 'tactical' at all by comparison.

And before someone gets all butthurt, I'm not denying it doesn't look fun or infact a good game, it's just not all that different to CoD or Gears of War imo.
"If Conviction was the Bourne Ultimatum of Splinter Cell, Future Soldier is the Hurt Locker of the Ghost Recon series."

If by that you mean its incredibly predictable and cliche for what its trying to do. :D

Sorry, had to. That movies almost as overrated as Gran Torino.
@Elsa:

It's 8 vs. 8 with matchmaking on the 360. You are "assigned" into two squads but you don't notice a lot of that in the multiplayer, unless you have a party that really communicates. We had a few cases of partying up beforehand and one guy ending up on the other team, but his connection sucked and he kept dropping out, so I don't know for sure if that was due to the game or his connection.

Voice chat on PSN: Can't tell you, I only played the 360 one with randoms and parties. Voice chat worked like normal on there.

Private games are possible, and in co-op you can splitscreen with others who join via online.

@Sofik:
I played about half of GRAW and GRAW2 on the console before getting tired of it. From what I recall, those games were a lot more run and gun on the consoles than this one is.

Despite the lack of direct AI control in Future Soldier, I preferred this approach over the one in GRAW. If you play it in co-op on the harder difficulties, you're still going to need tactics and you definitely can't just run & gun. It IS definitely different from the old Ghost Recon, so not everyone is going to like the new approach. I did.

@The Nakedest:
Depends on the component. I'd say around 2-4 per component. Usually it's around 3, like a semi-auto trigger, match trigger, or full auto trigger.
Game of the year.
This has been on my Radar for about 2 years now, and as I said before, and I'll say it once again, Tom Clancy has done wonders with Rainbow 6 and Ghost Recon, it's nice to actually have a game where being TACTICAL helps you succeed. If you want to see it in action, make sure to Tune into Super Fantastic Video Game Rad Show: Get There! on Sunday on the Dtoid.tv
That's fine, but is the PC version going to be ruined by Ubisoft like their last few titles?
Thanks for the heads up, Maurice! Forgot to say so the first comment, but great review.
@Maurice... thank you so much!! I tend to play online games with a group of friends and it's nice to know what the infrastructure is like. This one sounds ok with the 8 player groups (some are restricted to only 4). It's nice to have games that are possible for FNF nights! :)

I think I'll still wait till after release and see what specific problems there might be on the PS3 via player feedback on the forums. I've been burned so many times with poor game infrastructure on the PS3 (yes, I'm looking at you Homefront! Great game... if you want to play by yourself and spend much of your time sitting in a lobby waiting for the matchmaking system to work).
Good review, I'm surprised it took this long for a game to have customizable gun components...here's hoping someone incorporates that into a more fictional title.

How many hours did it take to beat the campaign? I may get this for the couch co-op alone.
I was looking forward to Destructoid's review, now I know I will be picking that one up.
@Maurice Tan,
well it still has nothing to do with Ghost Recon to me. as usual in my country game went on sale the moment stores got it and i didn't hear a single positive review of this game from people who just like me were fans of both GR/R6 franchises since their beginning.
it's basically Call of Duty with gadgets and illusion of tactics. it may be tactical in singleplayer if you're doing co-op, but i always played campaign alone and given the lack of depth in approaching the missions(compared to the past titles) i doubt even co-op would help(at least for me). multiplayer also can't even compare to the past games.
at this point ArmA is the only franchise that's about tactics and planning. thankfully Bohemia is releasing Carrier Command on 360(and PC) this summer and ArmA 3 so we should get at least two tactical shooter this year.
while Splinter Cell Conviction was "rebooted" the right way for me, this game is complete disaster.
@Elsa:

The only thing I noticed is that you really need at least 4v4 to start a competitive match. This was problematic during the early days the game was available to reviewers, but over the weekend there were already plenty of people playing. So if you want, you can get 3 friends in "Alpha team" and use the military slang :)

Also, I think most people would know this already, but there is of course the obligatory Ubisoft online pass. Basically everything related to playing with other people is locked away if you don't get it new, or don't buy the pass.
@sofik


Hype.
Well I haven't been eyeballing this at all, but I might just pick it up depending on what my homies do. These games are always much better when you can party up.

Great read too btw.
I fucking LOVE this game, and I haven't even touched the single player yet.
yeah, the online pass thing might be something worth mentioning in multiplayer game reviews... I guess it's just something we have to live with, but a rather nasty surprise for those that might decide to wait and buy a used copy. :(

4vs4 isn't so bad... and again, it would make for a pretty good FNF option. :)
I was hoping for a more deep analysis on MP. Looks like SP is fun but not my cup of tea.
I'll take GR over CoD any day. I guess I prefer tactics over action movie gameplay. I'm not much of a shooter player anymore so my opinion means even less than it already did. Good read:)
@Smo5000: Blacklight Retribution. If you're into customization, it's a very wet spooge dream in that respect.
Bollocks Sofiks an ARMA/ OFP fan , ghat makes him one of me.

I have to agree consoles have had a terrible run of strategic shooters this gen. The rainbow six's were good but still not open enough to be really tactical. Never liked ghost recon because it's third person, this one is third person right?
"If Conviction was the Bourne Ultimatum of Splinter Cell, Future Soldier is The Hurt Locker of the Ghost Recon series."

Well fuck me. That got me interested.
Getting it. Max Payne and Dragon's Dogma will just have to wait.
What I wonder is if this is a a bad PC port like Battlefield or if it's made for consoles. I don't want to make the same mistake twice.
-You play a team of soldiers who hop around the world for some cliche Tom Clancy reason - I'm gonna guess nukes, emps, and treason.
-You don't control your squad beyond telling them who you want dead.
-You go invisible by crouch-walking.
-You can't approach interior situations from different angles, you have to stand next to a door, wait for your team to walk to you and then breach-and-clear, where the game goes slow motion and you click on every enemy's face.
-It has on rails sections that replace what would usually be a vehicle with your whole squad.
-The enemy A.I is stupid and runs back and forth and is wholly predictable.
-The multiplayer is essentially Gears of War crossed with MW.
-The game does nothing new or interesting to advance the IP or the genre, and actually takes a step BACK by reducing intricate tactical approaches.

You literally say the following in your review: the game's story is poor, the characters are bland and you didn't care about them, the gameplay is nothing new, there are no intricate tactics required, it has on rails segments, breach and clear segments, the enemy A.I is stupid and predictable, and the multiplayer is everything we've seen in every other military shooter.

And you give it an almost perfect score?

Don't get me wrong,I think the game looks decent. I plan to pick it up at some point to play with my buddies. But what you described does not sound like a "hallmark of excellence".
Still waiting for Starhawk's review.

Are you guys even doing one?
YEEEEESSSS.

I loved the beta, just couldn't get any friends to play it with me, even when I gave them codes (Usedtabe's a bitch). Hopefully that changes with the full game. Although it's cool the main campaign is playable in co-op, it's a shame they removed the separate co-op missions like they had in GRAW 2. Regardless, I'm fucking stoked. I couldn't care less about Dragon's Dogma or Max Payne, I'm ready for more stealthy gun ninjas (even if the detection grenades are obnoxious). \m/
@sofik

Who the fuck cares if it's not like the others in the series? We're talking about THIS GAME, not the previous ones.
I typed this on an ipad with terrible lag, typos are abound, probably.

The tactical aspect comes forth during the stealth sections in the game, when you kill an enemy and his body is discovered by a guard the alarm goes off and you screwd up. What you do is you pop up the drone and try to kill all guards in suchn a way that no one is alerted to your presense and no bodies are found. It is surprisingly difficult sometimes and really satisfying when you pull it off without raising the alarm. And so you will probably like this ghost recon game for different reasons then the previous entries in the series.

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