One of the best and worst things about conventions is how certain games are set up. Often times they’ll be set up in the most ideal situation, which is great, but there is no guarantee everyone you get will be an ideal player. This was likely a problem I caused for my Final Fantasy XIV team and one that appeared when playing Ghost Recon Breakpoint.
The reason I bring this up is, Ghost Recon Breakpoint is about working as a team and when you have one person constantly dying, is a bit trigger happy and asking for help doing basic things like scoping, it doesn’t make for the best experience on the floor, though I’d argue it makes it feel more realistic.
Where our rep was more than happy to highlight key mechanics, like grenades can damage friendly players, whereas bullets can’t, and aid us by marking targets, things didn’t go quite to plan. Teammates fell, objectives were a struggle and there was no communication, but it didn’t stop Ghost Recon Breakpoint from being fun.
Instead of a leisurely run though a forest and facility, we had to pick off hostile forces, deal with some kind of mechanical threat, mourn a not so lucky civilian and overcome more to find success.
If there was one thing the demo showed, it’s that the mechanics were there. If you work as a team, highlight foes, snipe hostile forces and do everything in your power to move as one, you can dominate any threat, just like one poor player can cause a number of problems. It will be an interesting headache when Ghost Recon Breakpoint releases on Oct. 4, 2019, but it looks like it will be something fans know and love.