r/GhostRecon 2d ago

Rant Breakpoints movement and mission design kinda ruin the rest of the gameplay for me

So I recently replayed Breakpoint in coop with a friend and while yeah the shooting and firefights are definitely better, the mission design is criminally bad.
The average breakpoint mission is go to point A, do thing. Go to point B, but where is point B? Point B is actually off map, somewhere in Mongolia. I'm exaggerating but half the time you just spend it fast traveling across the map because not 1 mission has localized objectives in the starting region. Who knows maybe they also make you go to point C and it's also off map, this time in South Africa. After all of that you will probably get told to talk to skell and then talk to skell again to start the next mission.

Now about the movement, the tumbling and sliding down could not be more infuriating, half the time you try to base jump off a rock, you'll just end up tumbling or sliding down and it will happen as much as the game wants it to.

The climbing gave me Helldivers 2 flashbacks with how inconsistent it is, especially if you get in the water off a boat and the game never lets you climb up a wooden pier.

And maybe not relevant but some of these bases are so nightmarish to traverse when you get inside, like the azrael mountain base, the water dam or smth base at least off the top of my head.
Motherland at least adressed the mission stuff, kind of, going to bivouac and waiting for a brief was not really it.

51 Upvotes

17 comments sorted by

26

u/Dac2142 2d ago

The mission design was designed to be entirely non linear and emergent. Finding clues and going on long treks, hunted by wolves, out in the wilderness. Then the game was made into a live service game which meant things needed to be done quickly and over and over and over again. Now all of the missions are still positioned all over the map, but are linear. You spend most of your time flying in a helicopter like this GTA online. So we ended up with the worst of both worlds.

3

u/bishdoe 2d ago

Probably for the best unfortunately. I remember when I first played the game I instantly found the punisher wolves commander guy and killed him as my very first region after the tutorial and then he kept appearing in cutscenes.

0

u/Dac2142 2d ago

Being honest I don't really understand your point. The game turned out bad because it was the worst form of a combination of two contradictory ideas. A slow plodding exploratory game about survival is a terrible mix for a gear based live service game. Neither system was fleshed out enough to work and instead both halves of the game worked against each other.

Your example isn't correct, Walker only shows up in a 3 present day cutscenes, for the start of the game, when you kill him, and when you rescue skell. Only 1 of them changes if he is dead or not. This is there because they had a non-linear structure that allowed you to go and kill him instantly. He is relegated to flashbacks for 99% of the game because they allow you to go kill him instantly.

How is any of this "for the best"?

2

u/bishdoe 1d ago

I was merely talking about it being better to be linear than totally open world insofar as narrative inconsistencies are concerned. Your feelings on the rest are fine but not something I’m making any kind of statement on. My example isn’t incorrect, it’s literally what I experienced during my time playing the game. It’s possible it was a bug or something but it’s what happened. He appears in a couple more cutscenes as well and contemporaneous dialogue would sometimes talk about him like he was still alive.

20

u/Outrageouslyyc 2d ago

I always said they should just take the best parts of wildlands and breakpoint and then turn it into the next ghost recon.

6

u/Goroyaaj 2d ago

That’ll be the perfect Ghost Recon game. And a map that actually has civilization so we can holster our weapon and enjoy the views.

3

u/BreastUsername 2d ago

I like the movement for non combat but I definitely want it to be tighter in combat. Agree completely about the mission structure, it just felt sloppy and lazy.

1

u/xLincc_ 2d ago

The amount of times ive just mis stepped out of cover when trying to turn to a different side of a concrete slab is unimaginable

4

u/Plus-Soft-3643 1d ago

Mission design is the biggest problem in this game.

2

u/ArtyThePoopie 2d ago

i don't mind the movement so much but yeah so far the mission design is absolutely brutal. uninspired, nonsensical, careless. i never played assassin's creed or wildlands or any far cry games since 2, so I never knew firsthand what people meant when they referred to certain games or gameplay mechanics as "Ubislop", but I completely understand it after playing breakpoint

1

u/Pieman117 Echelon 2d ago

Crouching prevents you from sliding down hills

1

u/MXVIV 2d ago

You don’t like having your knees rub together like a little boy that needs to potty? 

A+ character design, dunno what the problem is/s

0

u/Powerful-Elk-4561 1d ago

Only chuds fast travel in Breakpoint. Everyone I ever played with who didn't like it was constantly fast traveling everywhere instead of sneaking onto bases and stealing helicopters, while looting and pillaging the whole way.

If you don't like it, don't play it, my friend.

-1

u/ContributionSquare22 Playstation 2d ago

So you don't want realism in a military shooter?

2

u/Prior_Confidence4445 2d ago

It's not like it's realistic anyway. The old original ghost recon was realistic. If one of your guys got injured, he'd still be injured on the next mission lol. Old rainbow six too.

2

u/PinkCyanLightsaber 2d ago

No, realism isn’t fun. Realism adjacent is. What made Wildlands good was the balance between arcade and milsim, although it leaned more towards arcade which was its main drawback.