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REVIEW GHOST RECON: ADV. WARFIGHTER 2 |
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PUBLISHER
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UBISOFT
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DEVELOPER
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IN-HOUSE
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GENRE
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THIRD-PERSON SHOOTER
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PLAYERS
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1-16
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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GRAW 2 is short and late, but it’s a
ludicrously fun tactical shooter. The
learning curve is steady, the graphics are
glorious and the set pieces give the game
some character.
If you’re new to
tactical shooters,
start here. It’s great.
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SCORE
16/AUG/07 |
83% |
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| GHOST RECON: ADVANCED WARFIGHTER 2 GAMEPLAY VIDEO
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To view this trailer, you will need to have Adobe Flash Player already pre-installed.
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The PS3 version of Tom Clancy’s
Ghost Recon Advanced Warfighter
2 is five months late, but let’s
recall the moment in which we
were able to forget that. We were squatted
behind a broken wall, and gunfire was raging
overhead. Glancing out from behind the wall
reveals troops everywhere… ten, at least.
Then, you hear the rumble of a tank; their
reinforcements have arrived. As you order
your men to stay in cover, you force some
gunfire into the morass, but are quickly
rebutted by a hail of bullets. More tanks
arrive, but a meter appears on your HUD…
air support arriving
in ten seconds… the
tanks begin firing… six
seconds… there are at
least 16 enemies out
there, all showering your
broken wall with ammunition... one second...
As red targets fill your screen, the pilot’s
calm voice reassures you of the turning
tables. You pop your head out of cover for a
microsecond, ordering the airstrike to attack
every enemy tank. As you and your men sit
there, expectantly, you come out of cover and
see the airstrike total everything in one, swift
hellfire of oblivion. Every enemy is drowned in
a monster of an explosion, as the 16 soldiers
dissolve and the tanks crumble. Gone. Time
for the next mission.
We’re not exaggerating, either; GRAW 2 is a
game that distinguishes these moments all by
itself. None of this craziness is accidental, with
the over-the-top military madness making for
a more chucklesome experience throughout.
Tactical shooters are a hard genre to love, we’ll
agree, but it’s these situations that’ll make it
viable to the most FIFA-loving gamer. GRAW
2 is a very simple version of a complex genre,
and for that alone it’s worth owning.
Set in a near-future Mexico, GRAW 2 is a
tense and engaging game from the start. The
tutorial tees the experience off nicely, allowing
you to sample all of the great aspects of the
game. Moving against any structure triggers
the beautiful cover system. From here, you
can pop up from behind any object and give
the enemy a spray of gunfire, lob a grenade,
or deceive the enemy into presuming your
position. Headshots feel great, the weapons
feel meaty and the sandy fields of Mexico are
gorgeous. The weather effects are unrealistic,
but impressive. Midway through a night
mission, dawn can emerge within the space
of ten seconds, bathing you in a golden ray
of sunlight before you move on to the next
mission objective.
Although the storyline – involving Mexican
rebels and US ‘heroes’ – borders on racism,
the swagger of it all is too entertaining to
ignore. Clearly, Ubisoft was thinking only
of fun when designing GRAW 2, be it the
obscene power of your vehicles, or your idiotic
Rumsfeldian general. The game is littered
with clichés – there’s the silent-but-deadly
protagonist, of course, but this is eminently
likeable. The heavy focus on a cinematic
tone is fun, but don’t try to see the game as a
dramatic venture.
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The soundtrack is a very melodramatic,
but effective tool of the game. Although
the graphics capture the whole ‘Mexican
wasteland’ vibe, it’s the impressive score
that takes you right there. In the more frantic
moments of the game – one, for example,
leaves you helpless in the desert without your
team – it echoes the big Hollywood scores. For
this reason and many more, GRAW 2 feels like
a blockbuster version of a fairly understated
genre, and this shift to a more sensationalist
tone makes it the most complete-feeling Ghost
Recon yet. It really feels like Ubisoft has hit its
stride with this instalment.
The gameplay is simple enough to get to
grips with, but the difficulty spikes a little bit
once you enter the city of Juarez. For the first
quarter of the game, you become almost
complacent with the ease of it all: go there, kill
rebels, move on. The cover system makes every
battle a cinch, and only the weakest gamers
would be hard-pushed by this initial section.
Before you know it, however, the game kicks
off in a big way. As soon as we were landed in
the bright, dusty ciudad of Juarez, we were
immediately under fire from numerous rebels.
Crouching behind a car, we were suddenly
handed several objectives: recover a Mule (an
ammo-carrying buggy) from enemy hands,
secure a distant location from enemy presence
and find cover for your Ghost team.
We’ll admit it: one of our men was downed
in the initial ruckus, but that’s because our
expectations were toppled. The Juarez level is
a sort of turning point for the game, because
almost everything develops from that piece
of frantic, quick-paced action. Cue skilled,
trash-talking mercenaries, obscene plots
about nicking nuclear missiles, and references
to Mexicans “all looking the same”. The game
is remarkably accessible, with the R1 button
used for fire, X to reload, and the R3 button
enabled for close-ranged aiming.
There’s a handy chest of weapons available
too, which is part of what makes GRAW 2 so
entertaining. The best firearms in the game
are some immensely powerful machine guns,
which shoot through thin walls and can also
be shot from around corners thanks to a
device known as ‘Guncam’. Using Guncam,
you can shoot from behind cover without
ever being hit. Features like this characterise
the game, so even when you do end up with
a piece of piddly weaponry, you hold out for
the next great sniper rifle, or the shotgun
that has a miraculous range on it. Some real
thought has gone into the way that each of
them works, so you’ll never begrudge the
game for the choice of weapons you’re privy
to. You earn new ones as you complete more
levels, which suggests an impressive level
of planning by the developer. Clearly, they
designed a level, and questioned how the
gamer would complete it, before developing
the answer into a weapon within the game.
Actually, this articulate level design feels like
the most complete part of GRAW 2. The cities
of Mexico are vast, multi-tiered environments.
While some of the objectives require a specific
route to be taken, most of them are gifted
with multiple entrances, or back routes. With
the right tactics and skill, you can almost
always get the drop on the enemy, providing
you with a quicker opportunity to win. Actions
like cover-fire come in handy, while the lack of
explosive barrels is a pleasant step away from
gaming clichés.
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On top of this, almost every level is crafted
with breathtaking graphics. Some of the early
levels maintain ugly, PS2-quality mountains,
but in general the level of detail is consistent
and exciting. Each area of the game has its
own identity, so you can tell which level you’re
on by looking at the screen. That, in itself, is an
achievement for a series that used to get away
with lesser level design. After all, this was one
of the problems we had with the PS2 Ghost
Recon games, so the solution to that really
makes GRAW 2 a cut above.
Of course, if this was a perfect PS3
tactical shooter, then we would have told
you that by now. GRAW 2 is hampered by
some dull missions. One, in particular, sees
you rescuing a hostage from the rebels to
avoid an international incident. As exciting
as the stakes are, the mission itself is flaccid.
It’s set at night time, which is promising.
Unfortunately, this ‘rescue’ mission is just a
dull march through a poorly designed ruin,
puncturing the tone of this previously hectic
joyride. This doesn’t happen very often in
GRAW 2, but the efforts of the developer to
create more varied styles of levels fail, leaving
you in a pit of boredom while you wait for the
next big set piece, or the chance to wage war
in a massive battlefield.
The boring bits are only occasional, however.
The gameplay is tremendously varied for
the most part, with some on-rails helicopter
gunning adding a little more spice to the mix.
There are some further issues with the game,
such as the often-jerky frame rate, as well
as some pretty ugly character models, but
they’re not an awful hindrance to GRAW 2. A
factor that does rather large damage to it all,
however, is the length of the game. It ends,
suddenly, after around eight hours of solid
gameplay, which does lend the game a ‘short
but sweet’ moniker, but it also makes us a bit
angry. The last mission feels like a build-up to
some kind of final battle, but this
never occurs unfortunately.
The good guys win in the end.
We’re spoiling the story, but you
won’t really care. Captain Scott
Mitchell, the protagonist, is as interesting as
sawdust and the story is sub-Roger Corman
pants. Honestly, if we were any less interested
in the fate of the characters, we’d just start
chewing our own elbows. The music does
a great job of overdoing everything, as well
as creating a bit of tension, but this doesn’t
make the story any better. Instead of a grand,
climactic battle, you order in an airstrike to
destroy two nuclear missile launchers in the
most beautiful explosion ever seen on the PS3.
This ending is a double-edged sword: while the
interactivity is disappointing, the denouement
is perfect for such an overblown game. Still,
you’re underwhelmed once it’s done, no
matter how cool you believe the ending was.
As well as this, Ubisoft’s continued mentality
towards the PS3 is a shambles. You get a few
extra multiplayer maps here and there, but
wouldn’t you rather have had the game at
launch, or at least at a cheaper price given
its lateness? Certainly, but fortune doesn’t
seem to be on the PS3’s side with multiformat
releases. GRAW 2 is full of overblown, brilliant
moments with only a sporadic dose of boring
levels. We still recommend it, but we’re at
odds with the circumstances of its release.
Approach GRAW 2 with rationality.
Samuel Roberts
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