
You’ll quickly be introduced to some of the game’s main features and mechanics, and initially you’ll likely think they’re amaze-balls. If you begin the game from the premise of it being Stealth-orientated, everything starts out great. In essence, they seem to have thrown every popular Gaming element at Ghost Recon Wildlands, but not necessarily thought through how they need to work together, and taken with some individual and specific Gameplay choices, those things can often actually work against each other. Moreover, because that’s a thing, it makes the other issues within the game a shit-ton more obvious, problematic and, oftentimes, properly fucking infuriating.Īs the Ghost Recon thing would suggest, this is (at least nominally) intended to be on the Stealth end of the Gaming spectrum, but Ubisoft Paris have also hedged their bets with an element of Shooter-eyness, doubled down with RPG type elements, and then gone all in with a massive open world environment. See, I think TCGRW tries to have its Stealth cake, but also eat its Shooter cake at the same time and – much like this attempted analogy – the result is often clumsy and doesn’t quite work. Most of the great stuff’s down to the Intentions of Ubisoft Paris/Massive Entertainment – the ideas and ambitions of Ghost Recon Wildlands and most of the problems stem from a lack of Execution – a failure to implement those ideas as well as they could’ve been, or because those same ambitions create yet other problems that haven’t been foreseen or dealt with adequately. That said however, it’s largely possible to qualify that clusterfuck of confusion by looking at the game in terms of Intention and Execution, I think. I’ll often come out of it with only really great things to say, put that stuff in this piece, only to come out of the next session wanting to delete everything and just replace it all with a “for the love of God, don’t touch this game with a big fucking stick!‘ type of warning.

There isn’t much of a middle-ground it seems, so any given session can either be exhilarating, infuriating, or a mixture/average of both, and it’s making objective evaluation of the game somewhat problematic.

There are times when it feels like the most absorbing, smooth, addictive and thrilling game I’ve played in a while – yet there are others when it feels clumsy, repetitive and broken and, as a result, has raised the ‘controller thrown through TV’ danger level to Defcon: minus a bajillion. So far, I’ve sunk about 20 hours into Tom Clancy’s Ghost Recon Wildlands and, to be quite honest, I’m still not entirely sure how I feel about it.
