Ghost Recon: Breakpoint preevu: Is this still Ghost Recon?

September 8, 2019 — by Manish "Trigger-Happy" Rajesh0


When Ghost Recon: Wildlands dropped two years ago in 2017, it deviated from the usual Ghost Recon formula. The linear level based design was swapped out for an open-world, sprawling with things to do as you attempted to take out a drug cartel. The world was accurate and gorgeous too, so nobody could really complain. However, there were the various issues the game had at launch, such as the numerous bugs and the incompetent AI teammates. Despite everything though, the game did pretty well, and fans enjoyed the game. Ubisoft has taken things even further in this direction, giving Ghost Recon: Breakpoint quite a few RPG-like elements. Ubisoft seems to be doing this with a lot of their IPs of late it looks like. Look at Assassin’s Creed for example. Assassin’s Creed Origins and Odyssey look and play nothing like the Assassin’s Creed games of old. Sure, they’re good games, but they – Odyssey especially – don’t necessarily feel like Assassin’s Creed games anymore.


The main reason for this line of thought is the introduction of weapon and gear levels to the game. You now have to keep an eye out for better gear as you play the game, looking to keep upgrading and updating your gear to keep your overall gear level good and high. Even enemies have gear levels, which basically means that at higher levels they’ve got better armor and gear, and will detect you faster. You get a warning when you’re going into a high gear level area. Just the warning, nothing stopping you from continuing. You and your friends can attempt and challenge yourself but it’s going to be hard. Now a cause for concern here is that in a tactical game like Ghost Recon, we can’t have bullet sponge enemies. Headshots are meant to be one-shot, one kill. According to Ubi this is still the case in Breakpoint. No matter the enemy gear level, a shot to the head will kill them. One shot if they aren’t wearing a helmet, and two if they are, one to take the helmet off. This applies to all human enemies. Unfortuantely, thanks to the game’s plot setting, you’re going to have to deal with a lot more than just humans, including but not limited to murder-hungry mechs and drones.


The reason for the gear level system, according to Ubisoft, is that the data they collected from Ghost Recon: Wildlands showed that players were sticking to one gun for the entire duration of the game. So we guess this way players are “encouraged” (read:forced) to switch guns when they come across a better one. We don’t get this decision. It goes against the concept of what’s supposed to be a hardcore tactical skill-based shooter. Wouldn’t you ideally want to stick to a single weapon and get fully used to its ins and outs? Master it’s recoil, its bullet drop, rate-of-fire and all that? People got attached to their favourite weapons in Wildlands, and customised them how they saw fit, and spruced them up with all the cosmetic goodness that Ubisoft has to offer, and we didn’t see an issue with it. We still don’t. While you can still upgrade and mod your weapons extensively in Breakpoint, it will eventually fall off and affect your overall gear level.


We’ve got to say, gameplay feels very crisp and satisfying. Gunplay and stealth (when it worked, we probably just suck) felt good. We didn’t really get to experience co-op. There seemed to be issues teaming up on day one of the closed beta, we didn’t really attempt co-op after that. They’ve done away with AI in the game, we’re thinking because of how abysmal they were in Wildlands at launch, however, they plan to patch them soon after the game fully releases, by popular demand. In the closed beta we got to play two main story missions and a whole bunch of side-missions. If you’ve watched the game’s trailers then you probably already have a good idea of what the story is. If you haven’t, basically, the ghosts have been betrayed by ghosts, but the bad ghosts are wolves, and now you’ve gotta take the wolves down.


Like we mentioned above, there’s extensive modification that can be done, both to your weapons and gear. We didn’t get much into it, because we kept coming across better weapons and didn’t know whether we should bother investing resources into them or not, and whether we could carry them over to the new weapon or not. If it does so automatically, that’s great, if it doesn’t, we see that being a pain-in-the-behind. There are four ghost classes to choose from in Breakpoint – Medic, Assaulter, Sharpshooter and Panther. Basicaller a healer, frontline, sniper and sneaky class. They come with their own abilities, which basically compliment their class. Healers can res themselves, Assaulters can get tanky, Panther’s have stealth, Sharpshooters can shoot through walls. The skill trees have also been touched up a bit. Nothing too complicated.


We encountered a few issues every now and then, which is to be expected in a closed beta, nothing game breaking though. Opening stuff is a pain sometimes, your character refuses to angle the right way and you have to hold the key down instead of just tapping it. Traversing is fine for the most part, except when you get stuck in uneven terrain. The ability to turn the HUD on and off is great, really improves immersion.


Speaking of immersion, the game also offers a no guidelines mode, where you have to figure out where to go without any assistance from markers and such. You’ll have to actually go through intel you acquire in order to progress. However, it can be turned on and off with ease, so you can flip it on and off on the fly.

The game’s taking place on a remote island this time around, we didn’t really get to take in the sights, so to speak, but whatever we saw looked pretty good.

Ghost Recon: Breakpoint Preevu – Conclusion

To put it bluntly, Ghost Recon: Breakpoint feels like a traditional (that’s a thing now, we’ve made it a thing) AAA ubisoft game, with all the features you’d expect in one. You’ve also got the huge map with the collectibles and the question marks sprinkled all over it. Heck, it’s even a good game. Fun too. We really enjoyed the gameplay. We did get to try out some co-op before the closed beta and that was also fun. But it’s beginning to feel less like Ghost Recon and more like the Division at this point. Getting better gear of higher rarity and seeing your gear levels going up is still fun, especially paired with good gameplay, however, we’re losing the essence of Ghost Recon.


WWE 2K19 preview – many changes coming your way

September 20, 2018 — by Manish "Trigger-Happy" Rajesh0


We recently had the opportunity to try out WWE 2K19 and honestly we weren’t expecting much. Like with most titles in the series, we expected a game almost identical to the previous one in the series with maybe slightly improved graphics and a new game mode maybe. WWE 2K19 left us pleasantly surprised. While there are still factors that could use some polishing, ultimately, what we can say is that 2K19 is definitely taking steps in the right direction. Here are our first impressions, for WWE 2K19.

Starting things off

Right off the bat, we noticed that the game’s UI has been changed. It’s very minimalistic now and looks clean. Some might have preferred the older UI, but we personally thought this was not bad. The superstars featured in each the menus have a water-paint like aesthetic to them, crumbling away (think Thanos snapping his fingers) when you switch to another menu. It looked pretty rad. Do people still use rad? Whatever, it was rad.

WWE 2K19


There wasn’t any noticeably large improvement in the graphics department in WWE 2K19 over WWE 2K18. The water-paint like aesthetic we spoke about in the UI seemed to have been there in the actual game itself as well. So superstars appeared slightly blurred. Basically, it wasn’t crisp. However, while some characters didn’t look too accurate, or appeared blurry, others looked fairly accurate and sharp. It wasn’t consistent at all times. However, these may be further optimized by the time the game actually comes out.


While improvements in graphics are nice, what we truly wanted to see was an improvement in the gameplay. And it looks like we actually have that in WWE 2K19. 2K have said that they’ve made controls more responsive and the matches more fluid. And we actually felt it (of-sorts). The feeling of just missing a counter by a few seconds was still there, but it didn’t feel like the button just didn’t respond when you pressed it, it felt like you missed. Basically, you can’t blame the game now if you suck. Transitions are also smoother, wrestlers react better to and interact better with the environment. Ropes actually feel like they exist, even though they behave hilariously at times.

WWE 2K19

They’ve reworked the Steel Cage and Hell in a Cell matches to better represent what the actual matches are like, and they’ve also completely changed movesets when you’re outside the ring in one of these matches, to provide more options for players to react with their environment, i.e., the cage itself, the stairs etc. It might take some getting used to though.

WWE 2K19

The biggest gameplay change comes in the form of what is called the “Payback system”. The Payback system consists of a bunch of “powers” of sorts which you can activate or use during a match. There’s two categories, one which you can use frequently, and one that’s limited. These Payback abilities are capable of turning the match in your favor, making it somewhat easier for someone who’s behind to try and make a comeback. The various payback abilities are tailored to champions, based on how they actually wrestle, however, players are free to choose whichever ones they want at the start of the match. You chose your paybacks when you’re deciding on which WWE Superstar to play as. Certain paybacks allow you to shrug off attacks and instantly recover for a counter attack, others will speed you up to put in a flurry of strikes. There’s some interesting ones, like a poison punch? of sorts but they do add more variety to matches. There’s also paybacks like the low-blow, which you have to be careful when using, because if the ref sees you, you get DQed.

WWE 2K19

The big head mode, which was a hidden feature in 2K18, is now easily accessible in 2K19 and can be turned on in the match settings for “te luls”.

Game modes – What’s new and what’s improved

2K have said that they’ve addressed the issues the MyCareer mode had, which they introduced in 2K18. While the concept was nice, it suffered from poor writing and the lack of any voice-overs. So cutting promos was basically your character moving his or her mouth with no sounds coming out. Now, they’ve apparently got 26 Superstars who’ve lent their voice to the game and there are supposedly over 1000 voice over lines in the game. They’ve also apparently put more effort into the script itself with an improved storyline with plot twists and everything. We unfortunately did not have the time to take a look at the new MyCareer, but we definitely will for the review.

2K19 is introducing a new game mode called 2K Towers, in an effort to offer more content for those who aren’t interesting in online or multiplayer. There will be 20 towers when the game releases, with additional ones releasing over time. The towers follow a storyline arc of sorts from the TV series and will reward you for completing them. There are two types of towers, Gauntlet and Step. With Gauntlet requiring you to finish the entire tower in one sitting and Step allowing you to save your progress after a match and continuing where you left off later on.

WWE 2K19

The WWE 2K games have pretty massive rosters, and the size only keeps increasing. This time around there are over 200 playable superstars, including legends and different iterations of superstars. The pre-order bonus this time includes two bonus Superstars and not one, in “Rowdy” Ronda Rousey and Rey Mysterio. There’s also a “Wooo” edition, which is limited to 30,000 units worldwide and comes with a piece of Rick Flairs’ iconic coat. Or jacket. Or Robe?

WWE 2K19

The Showcase mode, which we had last in 2K16 is also making a comeback. This time it will feature Daniel Bryan, who is arguably one of the most popular wrestlers in the world right now. The Showcase features clips of the Bryan himself talking about his journey, his start, his retirement and his comeback and features key matches of his career. This was a good addition in our opinion and something fans wanted to see more of.

MyUniverse mode has also seen some improvements, the number of active belt slots has been increased from four to six.

On a final note, they’ve also improved the custom creation and added more customisation options than ever. Including some silly and gimmicky ones for the ones who want to fool around.

WWE 2K19 preview verdict

There were more changes than we expected in WWE 2K19, and we were pleasantly surprised. Most of the changes are welcome ones. We’ll let you know our thoughts in the review once the game is out officially. WWE 2K19 releases on October 5, 2018.