If the group became alerted they would shoot him without a second thought. The key to this particular puzzle was that the deserter, already out of favour, was dispensable to the cartel. The task was simple, but identifying all the components in addition to perfect execution was tough for our new team. Our guy was being guarded by an organised team out in the open somewhere, with spotters and snipers positioned on the rocks and guards patrolling muddy roads close to their cars. Where the game truly became Ghost Recon is in the attempted exfiltration of a cartel deserter. This was Battlefield or Call of Duty territory.
Shooting our way in and out of an outpost just about ran smoothly, with few friendly casualties. Guess which one will raise the alarm, though.Īfter gathering intel by interrogating a cartel soldier, it was the next stage of the mission that tested the team most of all.
Why take the flat-bed truck when an armoured troop carrier is also at hand? One is subtle, the other not so much. Vehicles play a major role in the entertainment value, as well as being a practical concern. As a shared activity, though, the beats feel quite familiar, and perfected along similar lines. Speaking in terms of Destiny, the four-man missions feel something between a Strike and a Raid in many ways, but more free-form and – okay – without colossal bosses to take-down. Once you’re committed to the strategy, you have to make it work as the team. We could’ve parachuted from a chopper, or shot the place to shreds from the air (or tried to) but the ground assault seemed right at the time. With night-vision equipped, we coordinated reasonably well to thin the numbers of guards armed with mini-guns. Second, and equally important, is how the method of approach to locations can affect mission outcomes in significant ways.Īnd so, for our first infiltration of a cartel outpost, we wisely drove by night, stopping short of the facility to scope it out.
First, Wildlands is not a shared-world shooter with instanced scenarios, it is played as a regular co-op campaign with difficulty set from the menus. The mission routine in Ghost Recon: Wildlands is different to The Division in a couple of key ways. Mission success in Wildlands is down to decision making and execution, pure and simple.
At this stage it is perhaps worth pointing out that, unlike with The Division, health and mobility on both sides of the battle remain neutral – characters are not artificially levelled to necessitate grinding. Our instructor had the AI ramped up to Elite, one below the most difficult Ghost setting, so that our enemy would now be more aware and retaliate with greater force. Assigned three random (respected fellow journalist) players, my missions require excellent real-world verbal communication in addition to cover-and-shoot experience and expertise. With a handful of EXP-points to spend on upgrading our weapon, drone, equipment and squad capabilities, the Ghost Recon: Wildlands experience was about to get real. "If the End Game is completing all the missions on Ghost difficulty, it may be hard to convince friends to pursue this without superior loot in prospect"įirst attempts at 4-player co-op in Tom Clancy's Ghost Recon: Wildlands highlight the pros and cons of the game in a brutal fashion. Once a mission is completed, is there any temptation to go back?