Quick Attack: Ghost Recon: Future Soldier

Quick Attacks are Vagary.TV’s way of giving you, the reader, a glimpse at a game we are playing. This could be a game we are reviewing in full or just something we picked up for a few days to kill some time but either way it will highlight thoughts and impressions from the first hour or two of gameplay. Opinions could change before our final review though.

In this Quick Attack, we look at the first few hours of  Red Storm’s Ghost Recon: Future Soldier for the Playstation 3, X360 and PC (played on the PS3).

  • I actually started playing Guerrila mode first. This is your atypical “Horde” mode (or “Nazi Zombies” for those more familiar with the Call of Duty varient), throwing enemies at you in waves. You don’t get to pick your weapon at the start, which is a shame with the amazing “Gunsmith” feature in Future Soldier.  I played solo, which is not how these modes are meant to be played, so I will reserve any serious impressions. Enemies came from multiple directions and I got overrun both games after just a few waves.
  • Now that I have the one even remotely disappointing factor out of the way; the campaign opens with a bang. I really don’t want to spoil anything, so I am going to leave the overall plot out of this piece. The first mission drops you into South America to capture an arms dealer that you hope to gain some intel from. With carefully-placed scripted events, something I generally find annoying, Red Storm gave me that feeling that what was happening was real. Subtle points, like your team acting together to open overhead doors and making sure everything was clear, made the trip from point A to point B a very enjoyable (and memorable experience).
  • The peak of the first mission not only had me standing in anticipation, but had me eagely watching the screen to make sure I was going to shoot every last enemy that came into view. This highly-scripted event is, again, something I would usually point out as a fault, but it was so well done and had me in awe that I FELT like this while playing a war shooter.
  • The first stealth mission felt great. Stealth missions in SOCOM 4 felt tacked on and were generally easy, but in Future Soldier, the stealth portions are just little sections of levels. You can tag multiple enemies at once to execute in a stylish fashion, too.
  • You don’t have everything unlocked in the Gunsmith, either. You unlock new guns, attatchments, camos, etc. while playing through the campaign. Whether it is from challenges in each level, or just progressing to the next stage, more equipment slowly becomes available. You can, however, tweak what you do have available
  • Challenges are a fair replacement for the usual “search for hidden item” mechanic. Each level has a gun challenge that will unlock a new gun (IE. 10 sniper kills while in stealth camo), and a series of tactical challenges that unlock attachments or gun camo. So completionists will have a reason to go back and not only get more gear, but get a better “Ghost Rating” (a score from 0-100 on how well you did; there’s a few trophies/achievements for good ratings).

From my first impression, Ghost Recon: Future Soldier is everything I anticipated; a top-class, tactical third-person shooter. Look for the review sometime later this week or early next week.

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Author: Don Parsons View all posts by
Starting out as a founding member of Gamingcore Podcast, Don ventured on to start Gameciety; which began as a podcast, and ended as a blog. Don now handles Vagary.tv's PR work, is part of the reviews staff and has various other little projects he does for the site.