Tom Clancy’s Ghost Recon: Future Soldier
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Many war-based shooters have nailed the feeling of being in a battlefield. Explosions everywhere, bullets flying by your head, squad mates yelling commands, and countless ‘do or die’ situations. But few have actually conveyed the feeling of being a badass soldier. The Ghost Recon series is different - and the upcoming Future Soldier really ups the ante.
A lot of it is down to the fluid, refined controls and visceral sound direction - from the very first mission, you can get a real sense of the slower, rhythmic pace of this third-person tactical shooter. Whilst sneaking around, you are handed many opportunities to cap unsuspecting terrorist soldiers in the head. Each shot feels powerful, and every kill returns a satisfying ‘thud,’ making you feel a little bit like Superman every time.
In Future Soldier, America’s worst enemy has once again become the Russians. A para-military faction looks to overthrow the current Federation and re-establish the country as a superpower.
Where Ubisoft has really laid down some impressive work is in the artificial intelligence. Your squad mates are smart enough to know where to go, what to do and how best to assist you without the player issuing any commands whatsoever. Similarly, the enemy AI has been improved to the point where you will be fighting against formidable opponents. Without paying attention to the benefits of the future-age gadgets you wield and the nuances of the game’s mechanics, you’re going to fall pretty hard.
Released to Buy:
25 May 2012
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The game is a third-person cover-based shooter, except when aiming using sights at which point the game switches to a first-person camera in order to facilitate more precise aiming. Cover can be partially destroyed, forcing the players to constantly seek other hiding spots. While in cover, players can be suppressed. When under fire by an enemy machine gun, the field of vision will decrease, making it harder to return fire.
A new feature in the series is the "optical camouflage", a form of active camouflage which allows the Ghosts to become harder to see. According to the game designer Rafael Morado, the optical camo technology is still a prototype and there are disadvantages. The camo will only stay active as long as the player maintains a low profile. When the player moves too quickly or fires their weapon, the camo will deactivate. It should also be noted that the optical camo will not function as an invisibility cloak. Enemies will be able to see the Ghosts when they are close enough.
Unlike previous Ghost Recon games, the player will not micromanage their squad. Instead, the player can mark targets. During firefights, the player can mark one high priority target, on which squad-members should focus fire. Outside of firefights, up to four targets can be marked for a synchronized shot. The Ghosts will automatically choose a target and move into position to take this target out. When the player gives the command or when the player shoots their own target, all other Ghosts will simultaneously shoot their targets.
Players will also be able to control drones. Some drones have already been confirmed, such as the Drone Crawler (a small remote controlled quadrotor which can land and drive around) and the War Hound (a heavy walking robot, similar to BigDog, which can be used as portable cover).
During E3 2011 Ubisoft debuted Gunsmith, which allows the player to customize and try out their weapons. Parts that can be customized include optics, attachments, trigger group and barrel. Gunsmith will be available for both single player and multiplayer. In the campaign, players will unlock complete weapons (that include all parts) by completing missions and challenges. In multiplayer, players will unlock weapons and earn credits as they level their character. The credits can then be spent on weapon parts. On the Xbox 360, players can use Kinect to customize their weapons through hand gestures and voice commands.
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