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Tom Clancy’s Ghost Recon: Future Soldier Review

May 29th, 2012 by

Ghost Recon: Future soldier is the fourth game in the Tom Clancy inspired series. Regarded by many as a more thoughtful third-person shooter to many of its competitors. The game has certainly come a long way from its 2010 announcement, with stories of the game being scrapped and redone at least once amid several delays, suggesting a troubled development for a title fans have been waiting five years for.

The game is set in the near future and puts you into the super techy boots of Kozak, a member of Ghost Team Hunter along with his three very capable friends, Ghost lead, 30K and Pepper (maybe all the manly names were taken?). You & your team (or three probably less capable friends online) are tasked with tracking down the source of a dirty bomb that is discovered early on by another Ghost team.

The campaign features the usual twists and turns as you’d expect and sees you globe-trotting to such terrorist hotbeds as Nigeria, Pakistan and…erm Norway. Four player c0-op and tons of campaign based challenges really add to the games replayability factor, and with the campaign clocking in at a good 10-12 hours Future Soldier certainly offers a lot for those not interested in adversarial multiplayer. One gripe, however, is the frequent “on-rails” sections, and I don’t mean your usual in vehicle, blast everything in sight sections. The game has several sections that yank control from you, even the aiming is pretty much handled for you as you shoot a few fools at close range, in what I imagine is supposed to be tense immersive gameplay, but to me just felt almost as bad as a QTE.

The Multiplayer suite, however, is where this game really shines, and was obviously developer Red Storm’s focus. Offering up four adversarial objective based modes across ten maps, Future Soldier caters brilliantly for those looking for team based tactical action. None of your run and gun FPS madness here, and no simple deathmatch variant either. Instead Conflict and Saboteur mode have you completing randomly generated objectives and securing then transporting a bomb, respectively. Each mode calls on your use of teamwork and surveillance gadgetry to outsmart the opposition. Through the use of UAVs, deployable cameras and sensor grenades, you can hunt down the enemy and beat them to each objective. Meanwhile the experience you earn allows you to customise your weapons and acquire new gadgets.

Also included is Guerrilla mode, a four player wave based mode, which sees players face off against increasingly difficult waves of enemies, akin the Gears of War’s Horde mode.

Future Soldier also includes motion controller support, be it Kinect or PlayStation Move, in its Gun Smith feature. Players can wave their arms around like a mad man to make over 20 million unique combinations of weapon customisations. It’s a nice touch but after a few goes you’ll be using your controller again.

In summary, Ghost Recon: Future Soldier offers up a solid single player experience, with a variable approach to missions and some cool tech on offer, but it’s let down by some woeful PS2 style cutscenes and it does steal some beats from its FPS cousins Call of Duty and Battlefield. However it’s the multiplayer that offers the most here, a fully playable co-op campaign, four adversarial modes with three playable classes each with dozens of unlocks, and the Guerrilla horde mode makes this a title that could easily see you through the lean summer months.

MLG Rating: 8/10 Platform: Xbox 360/PS3 (coming soon to PC) Release Date: 25/05/2012

Disclosure: Midlife Gamer were provided a physical copy of Tom Clancy’s Ghost Recon: Future Soldier by the promoter for review purposes. The title was reviewed over the course of one week on an Xbox 360. For more information on what our scores mean, plus details of our reviews policy, click here.

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One Response to “Tom Clancy’s Ghost Recon: Future Soldier Review”
  1. avatar David says:

    I’m curious about the pre-ordering a DLC. I bought the game on *a certain rainforest named site* along with my brother. On first boot it wouldn’t let us set up our co-op game and instead told me he had DLC that I didn’t have (he’d entered his code, I hadn’t). Sure, after entering the provided code and (oddly) a reboot, we were all set. However, I’m led to believe that if I’d purchased somewhere else then I’d have different DLC and the above would suggest that if I purchased from online shop A, and my brother online shop B… then we wouldn’t be playing co-op as we would have different DLC.

    Any thoughts? Or am I just being all DLC crazy? :)

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