Ghost Recon : AW

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By Mark Adams


Many people who pre-ordered the Xbox 360 did so on the strength of the previews for this game. It was therefore a great disappointment that the game was not released for the console’s launch. Was it worth the wait? Absolutely. Is it THE killer title that says ‘THIS is next-gen gaming’? Not quite. Read on to find out why…

Ghost Recon: Advanced Warfighter (GR:AW) is a tactical shooter based in the near future (2013 to be exact). You are Captain Scott Mitchell, and during the course of the game you will command your team of three other elite ‘Ghosts’ and also go it alone for some missions. GR:AW’s plot is pretty much standard fare for Tom Clancy fans: Mexican Rebels storm a summit held in Mexico City where the Mexican and American Presidents, and the Canadian Prime Minister are meeting to discuss a peace treaty. The Canadian Prime Minister is killed during the rebels’ assault and it’s your job to get the remaining world leaders to safety and help defeat the rebel forces.
 

When you first start to play the game you may be quite astonished at how good the game looks, the character models of Scott Mitchell and the Ghost team are fantastic; the detail in the textures on their uniforms are superb. It is a shame then, that the same can not be said for the rest of game world. The textures on buildings; floors; cars etc. are of a much lower resolution. Also the detail on the enemy soldiers and friendly US soldiers is no-where near as good as on your Ghost team. The US flag patch on the US soldiers uniform for example is just a red and white smudge, and even though it is only noticeable when up close, you really shouldn’t expect to see such low-res textures in a 360 game.

So if the detail isn’t that great what makes the game look so good? Two things. First and foremost is the lighting. The way this game is lit is nothing short of fantastic, you can almost feel the Mexican sun beating down on you. It may be overly harsh for some players’ tastes, but GR:AW does give a good impression of what you would see in real life if for example you were trying to shoot a soldier while facing the sun.
 


The second reason the game looks so good is the draw distance, and it’s this that perhaps explains the heavy use of lower resolution textures. You can see everything, right out to the horizon. The draw distance is huge and it – along with the incredible lighting effects – creates a really believable city. Enormous skyscrapers loom in the distance and grow increasingly forbidding as you get closer. But it’s when you’re riding in a helicopter over the city that you really appreciate it, the entire city is there to see and it does indeed look very impressive. But even with the great draw distance it’s unfortunate that when on the ground you still see some draw-in where closer objects pop into view.

The game starts off with a training mission to explain the main game mechanics and also introduce you to the game’s various options open to you during the course of a mission. It’s very well thought out and early on it impresses upon you the importance of staying behind cover and only exposing yourself to enemy forces when you absolutely have to. I did have one problem with the training mission but more on that later.

The concept of cover is really important in GR:AW, you absolutely can not go gung-ho in this game as you well get killed almost instantly if you try. One shower of bullets and it can be game over, and on hard mode? One hit and you’re dead. Use of cover in the game is handled excellently; you can press yourself up against almost any flat surface, and peek out from behind the edge of the wall and then quickly move back into cover; if you are ducking behind a low wall or crate you can poke your head above to scan the area and pop some shots off at any enemies you spot.

You command your Ghost team through some simple commands issued via the D-Pad. You can order your team to move to a certain position; regroup to fall back on you; and attack any target that you are aiming at. You can also switch between Assault and Recon status. Assault does ‘exactly what it says on the tin’; your Ghosts will attack any enemies they spot. In recon status your Ghosts will only shoot on your order, and they will also make more use of cover, supposedly…

The AI of your Ghost team leaves a lot to be desired. Say you’ve moved ahead to scan the area; you're peeking around a corner and spot some enemies; you then order your team to regroup and join you. They should all form up behind you and stay out of sight of the enemy right? Well sometimes they do, but normally one will stand out in plain sight and get shot. You really have to baby-sit your team mates if you want to keep them alive, which is downright silly in game of this ilk. Even more questionable is the AI of the people that sometimes fall under your protection. They follow you around like headless chickens, not caring about staying behind cover at all. This is made worse by the fact that you can not order them to stay put, they just follow you wherever you go, sometimes running out into the open at the most inopportune moment, which can be very frustrating when they get shot and it’s game over.

In stark contrast however, the AI of the enemy soldiers is excellent. They will run for cover when attacked; they concentrate fire on you to pin you down while one or two others attempt to flank you; and if there is a mounted M50 machine gun nearby they will try and get to it to gain the advantage. The many fire-fights in the game can be quite exhilarating, and when you emerge from a particularly close encounter unscathed you really do feel a great sense of achievement.

A new feature in the Ghost Recon series is the UAV. The UAV is essentially a floating camera that operates over 100 ft above ground. You can direct it to anywhere via the tactical map available to you, and then command it to lower it’s altitude to detect the enemy soldiers positions which you can view via your cross-com (more on the cross-com in a bit). You have to be quite cautious when lowering the UAV however, as the enemies will attempt to shoot it down if they spot it. Often you will find yourself lowering it to mark out where the enemy is and then immediately commanding it back up out of harms way. It’s a very neat little feature that adds a new and interesting tactical element, though it is not available on every mission.

Throughout the course of the game you will also be given the command of various vehicles like the M1 Abrams tank and the Black Hawk helicopter. You can direct the M1 Abrams to move forward; back; stop; and attack. The Black Hawk is the most fun to command and operates in much the same way as the UAV, you can direct the helicopter to anywhere via the tactical map and commanding it to attack a target is as easy placing your cursor over the target and pushing up on the D-Pad. The screech of the Black Hawk's missiles streaking down on the target you've ‘painted’ is awesome.

In fact the sound in the game is excellent throughout; each weapon sounds different; and the explosions are suitably loud and convincing, especially if you have a 5.1 surround sound system. Particularly good is the sound of the chain gun available to you on certain missions when you are in the helicopter. The whir of the gun spinning up before the bullets pump out of the canon is awesome. Also the voice acting, while it won’t win any awards, is generally very good with little to no ‘American cheese’ involved, thankfully.

Another new feature is the Cross-Com. The Cross-Com is a small view-screen attached to your characters helmet and sits in front of your characters left eye. It provides tactical information and it is what makes up the HUD on your screen. The Cross-com is very useful as it has a mini-screen that can display not only what the UAV sees, but also what your Ghost team and any vehicles under your command can see. So when you order your Black Hawk to attack an enemy tank, you see what it sees and you see it firing at the tank. The cross-com is also very useful in multiplayer as you can select any of your team-mates and instantly see what they are seeing, which is very handy if one of your team scouts ahead.

The multiplayer portion of GR:AW is almost a completely different game to the single player campaign. Your character does not move in the same way as Scott Mitchell does, and you can not press yourself up against walls and buildings to peek around corners etc. The graphics have been toned down somewhat but still look really good. There is one particular map ironically called ‘Dry Dock’ where rain is absolutely belting it down and the effect is really good. Multiplayer in GR:AW is indeed great fun… when you can get a game that is. Frequently you will get booted out from a server and it can take a while to get a good game going, but once you do the online game plays really well with little to no lag. The good choice of maps and modes of play make for a really varied multiplayer game which has something for everyone. It’s arguably the best shooter on Xbox Live, though some may prefer the more instantly accessible gameplay of Call of Duty 2 and Perfect Dark Zero.

Unfortunately Ghost Recon: Advanced Warfighter is not without its faults. There are several bugs and glitches. I mentioned earlier in this review that I had a problem with the training mission. During the training one of your Ghosts gets hit and you have to administer first aid to revive him. However as the game does not incorporate rag doll physics – a glaring omission for a 360 game – my team mate fell ‘into’ a crate of wooden palettes. I could not get close enough to him to revive him and therefore could not continue the mission and had to start it over again.

Sometimes when you are prone and crawling towards a target your character will ‘pop up’ briefly with his arms straight out; it is very, very brief but absolutely should not happen. Later on in the game there is a glitch involving tanks under your command where you have to order the tanks ahead of you to identify targets. If however you run ahead and identify the targets yourself, you can not continue the level and have to start it over. It is a really glaring fault and you have to wonder how that got past the beta testers. It’s these glitches and bugs, along with the extremely poor friendly AI and the sometimes downright ugly textures on buildings and walls that makes GR:AW fall just short of true greatness.

Overall, GR:AW offers a brief glimpse of what the 360 is capable of. The good definitely far outweighs the bad. GR:AW’s single player campaign is an excellent game to play, the missions are varied enough to keep you interested and the plot develops well as you make your way through the game. The multiplayer is great fun but again is not without its quirks. Some might say that I have been harsh on GR:AW’s graphics, but I know the 360 is definitely capable of better. I believe that given time, developers will make more efficient use of the machine’s capabilities. Perhaps Ubisoft will learn from this experience and make the next Ghost Recon game – and there WILL be one – the be-all and end-all of tactical shooters, unless of course Rainbow Six Vegas, another Ubisoft title and due for release later this year, beats it to the punch.

 

Rating  84%

 

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