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Wildlands Hand On

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g1nt3r

Death Otter
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Great Outdoors: Hands On With Ghost Recon Wildlands

Ghost Recon: Wildlands [official site] captured the scale of its outdoor environments well enough to distract me completely from the noise and lights of E3’s gargantuan South Hall. Lying prone on a hill, scanning an enemy encampment in the valley below, I was reminded of a game I haven’t thought about for a long time. Delta Force, released by NovaLogic back in the late nineties, used a voxel-based engine to implement enormous draw distances. I’d never seen anything quite like it back in 1998 and while Wildlands doesn’t seem quite as fresh to older eyes, it’s a game that won me over within minutes of setting my hands on a controller.

If the Delta Force reference doesn’t mean anything to you, picture a more serious version of Just Cause or even Far Cry 3, with which at least some areas of Wildlands’ Bolivian setting share a palette. I played part of a single mission, accompanied in four player co-op by an Ubisoft guide and two other visitors to E3. Our task was to capture a specific target on the battlefield, interrogate him for intel and then to attack an enemy base. We sniped, we stole a helicopter, we parachuted and we formed a convoy of getaway vehicles as the mission came to an end.

Although it’s possible to go anywhere and do anything (anything that involves guns and vehicles, at least), Wildlands is the kind of game that made me want to play efficiently. Having the squad take up positions above and around a group of enemies, and then selecting targets while communicating via headset, satisfies the desire to create plans and play soldiers in the same way that the best Clancy games have always done. There are elements of Rainbow Six past as well as Ghost Recon, but it’s the vast spaces and some intriguing use of them that make Wildlands stand out.

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First up, there are all the obvious elements you most likely expect from an open world squad-based tactical shooter. Sniping is simple but satisfying, enhanced considerably by both the beauty of the world and the excellent sound design, which tracks every bullet sent in your direction with hums, cracks and ricochets. Vehicles work well too, providing an obvious way to cover distance quickly, but also offering plenty of opportunities for silliness. I found myself tumbling head over heels down a road when I tried to slide my motorcycle around a bend. Our team leader did not look impressed, watching from the sidelines.

But compared to some of the insubordination I saw on other screens, as I watched people play while waiting for a free spot on a team, my motorcycle mishap was an act of strict professionalism. Some people decided to ignore their objectives altogether so that they could race cars down the road or chase llamas across the hills. I saw a helicopter (intentionally?) diving perilously toward the sea and one Ghost refusing to open his parachute as he fell straight into the afterlife.

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In some ways, I wish my gang of Ghosts had contained at least one troublemaker but there’ll be time enough for shenanigans when the game launches; as it is, I’m glad I had a chance to participate in the kind of coordinated effort that the game has been designed to support. In the first mission, in which it was necessary to identify the chap we needed to interrogate to ensure he didn’t take a bullet during the assault, I piloted a spotter drone, scanning the area from above and tagging enemies around the buildings next to a worn road. Once spotted, they’re tagged for the remainder of the session: red for guards, yellow for the guy we needed to capture alive.

Split into two pairs with separate vantage points, we all picked a target and then fired simultaneously. In the ensuing panic, our target fled, diving into a car and speeding down the road. We rushed downhill and switched to assault rifles to take out the remaining guards, then clambered into vehicles and pursued, one driver and one passenger to each car. As a passenger, you can lean out of the window, weapon in hand, but we held our fire even when we caught up with the target. We needed him alive.

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He stopped at a gas station and hid inside. We cleared the guards swiftly and when told that reinforcements were incoming, rather than setting up a defensive perimeter, we captured the target and fled. One member of the squad shot all the petrol pumps as we were leaving. I’d like to think he was trying to create chaos and cover, as smoke billowed into the sky, but I think he just liked the idea of driving away from an explosion.

From there, we attacked a larger base, having approached from the air. There were alarms to take out, mortars to neutralise and snipers to avoid or eliminate. This time around we didn’t have to worry about keeping any targets alive so, Wildlands being far from a serious special forces simulator despite its lack of overt silliness, we shot every explosive red barrel in sight and left the place pocked with smoking craters.

When I saw the recent trailer for Wildlands, I joked that the first minute or so resembled a game about being a member of David Attenborough’s film crew. Replace the guns with cameras and that’d almost hold up, given that the peaceful moments were such an enjoyable part of the experience. Planning requires observation and positioning, and my favourite part of the entire playthrough didn’t involve any weapons at all.

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Diving out of a helicopter, I pulled the cord to activate my parachute far too early and drifted away from the designated landing zone. Again, that sound design came into play, the wind rushing past and rattling the fabric of the ‘chute, and the level of control, pushing against air currents, provided a sense of blissful helplessness. Like resting on calm seas, not caring for a moment where the tide might take you.

Wildlands looks fantastic from on high and hitting the ground, rolling and recovering, I enjoyed getting my bearings and heading back toward the squad. I suspect the moments in between the missions, when you travel and sightsee with friends, will be as important as the actual combat. Wildlands might realise the roadtrip ambitions of The Crew more effectively than The Crew ever did.

Everything feels good. Firefights aren’t populated by the bullet sponges of The Division, being settled by a few careful shots instead, and vehicles are easy to handle. It’s the kind of game where crashes and bumps are part of the experience rather than the end of the experience, which encourages cross country drives and risk-taking. Even though the Ghosts feel like they’ve been plucked out of the streets of Manhattan, even seeming to share animations with their Division counterparts, they’re a natural fit for the great outdoors. There are none of the MMORPG health bars or action cooldowns of that game, but it’s the multiplayer aspects of Wildlands that concern me slighty.

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Exquisitely executed plans are satisfying and having to improvise when things go wrong is great, given a group of four willing to see the funny side. And it says a great deal as to how much I enjoyed this brief hands-on that I’m already organising a four-player crew in time for release. Ubisoft say it’ll be possible to play the game solo, with AI backup, but I can’t imagine any kind of tactical squad oversight that would allow the level of timing that makes voice communication such a perfect fit. Will AI Ghosts be able to use vehicles intelligently? Will they be able to slot into my plans using simple commands? It’s all a mystery, for now.

It’s entirely possible to abandon your squad and spend some time alone in the Wildlands but if all of the missions scattered around the world encourage cooperation as much as the two I saw, it’ll be much more enjoyable to work as a team. In a Just Cause or a Far Cry, you’re often creating and reacting to chaos – in Wildlands, chaos waits in the wings, but coordination and efficiency are the order of the day.

 
*EXITED!*

I'm hoping they keep the same match maker style from The Division. I think, in this game, it could work even better. For example .... if you're a player who either doesn't have masses of time or prefers more action then .... join a players mission that's already in progress. The team leader already in the game may have spent the last 30mins scoping out the target area, allocating supporting fire zones, allocating targets to take down or key areas of ingress/egress. Then you join and he tells you exactly where to set up, what targets to hit and when. 

That's even better than joining a Division mission part way though!! 

And with enemies having more realistic damage models, perhaps a more ARMA like playstyle is in order. I wonder if you take damage the same and if its locational? For example, if you open your chute too late, sprain and ankle that you have to carry until you take some meds? Or if you have to take a target alive, shoot his foot so he can't escape??

 
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*EXITED!*

I'm hoping they keep the same match maker style from The Division. I think, in this game, it could work even better. For example .... if you're a player who either doesn't have masses of time or prefers more action then .... join a players mission that's already in progress. The team leader already in the game may have spent the last 30mins scoping out the target area, allocating supporting fire zones, allocating targets to take down or key areas of ingress/egress. Then you join and he tells you exactly where to set up, what targets to hit and when. 

That's even better than joining a Division mission part way though!! 

And with enemies having more realistic damage models, perhaps a more ARMA like playstyle is in order. I wonder if you take damage the same and if its locational? For example, if you open your chute too late, sprain and ankle that you have to carry until you take some meds? Or if you have to take a target alive, shoot his foot so he can't escape??
I can just see people getting super butthurt about trolls coming and and messing up a players 20 min long scouting of the area mission and just going in guns a blazing. Hopefully you can lock your group like in Division.

The game does look pretty awesome, I wouldn't doubt realistic survival tactics as you've mentioned but at the same time game developers tend to pander to casual gamers quite a bit. Players who don't want to deal with havin to worry about feeding and taking care of their character like in some simulator. Personally I wouldn't mind, I like a challenge.

 
I was thinking of more an easier and more accessible Arma III experience. Hunger etc aren't a metric in Arma either but wounds are location based and you have triage actions such as dressing wounds and applying morphine to "heal" players up to 100% again. Trouble with Arma is its 1) PC only and 2) Coded terribly so runs like crap on anything other than an epic system! LOL. 

So damage which is location based would be helpful as would bleeding etc (more defined than in Division) 

 
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I can just see people getting super butthurt about trolls coming and and messing up a players 20 min long scouting of the area mission and just going in guns a blazing. Hopefully you can lock your group like in Division
Completely agree with this, the game is very team focused so it will be a game even more exclusively for groups than Division and on top of that it will be with players you know!

Maybe use the first few missions to find players and stick with them.... but its certainly a concern. 

 
Yeah I'll be playing with folks I know will take things somewhat seriously.
I've been looking for a solid game like Future Soldier since it fell off and I definitely have high hopes for this.  I've recently started listening to the Wildlands podcast by AimAssist (Ghost Recon Radio - GRR) and it's really fueling the flame.

I like the Division and the RPG aspects, but since I'm a "filthy casual" I don't have the same amount of time to grind as many and I can be behind the curve.  Playing the PvE stuff this isn't a problem, but PvP is really tough.  I think Wildlands will address that since it's so much more of a strategy game and a true shooter vs a shooter that wants to be an PRG.

As for the silliness, I kind of played the same way as @g1nt3r suggested when I played Future Soldier.  Typically we'd take like 20 min or so at either the start or finish of our session for shenanigans and that helped keep everyone on point the rest of the night.  

 
With more realistic damage (I wonder if it will have bullet drop?) and the tactics we've seen so far its taking the Roleplaying away from the min-max-stat-padders. Got to like that. 

I will keep comparing it to Arma but like that its very possible us ex-soldiers will have a decent advantage. 

 
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With more realistic damage (I wonder if it will have bullet drop?) and the tactics we've seen so far its taking the Roleplaying away from the min-max-stat-padders. Got to like that. 

I will keep comparing it to Arma but like that its very possible us ex-soldiers will have a decent advantage. 
Well we'l find out in March '17... great, we get to wait till March... again.

 
If I remember right, Future Soldier had bullet drop and more physics involved than The Division, but it's been many years since I've played it and most of the MP maps were small enough that bullet drop wouldn't have been an issue (more so on the campaign).  I'd also be curious about if they'll use location specific damage, could be frustrating and entertaining at the same time. 

 
If I remember right, Future Soldier had bullet drop and more physics involved than The Division, but it's been many years since I've played it and most of the MP maps were small enough that bullet drop wouldn't have been an issue (more so on the campaign).  I'd also be curious about if they'll use location specific damage, could be frustrating and entertaining at the same time. 
I haven't played any of the ghost recon series since the original Ghost Recon on the original Xbox. Loved the game, didn't care of any of the new ones though. Im liking the squad based, recon mechanics of this new one though, I'm excited.

 
If I remember right Future Soldier could be played with 1-4 players in the campaign, like Wildlands, but I tended to play alone and it was kind of a struggle to plan multiple steps in advance when you positioned you're 3 AI bros.  You could coordinate shots and if I remember right they would silence and unsilence weapons based on what your character did, but you had to guess how enemies would react and then how your bros would respond.  I'm hoping that the AI in Wildlands will think more like a real player if you decide to play solo. 

 
GRWL will have bullet drop :)

The hype is reaL!
In something like The Division the ranges are so short that bullet drop isn't even worth building into the game. We're generally not even engaging over 100m let alone any preset 300m ranges (which is what the default engagement range is for real combat).

It will be a significant however in Wildlands so I'm hoping they get it right or at least to the standard of Sniper Elite. 

 
In something like The Division the ranges are so short that bullet drop isn't even worth building into the game. We're generally not even engaging over 100m let alone any preset 300m ranges (which is what the default engagement range is for real combat).

It will be a significant however in Wildlands so I'm hoping they get it right or at least to the standard of Sniper Elite. 
This was what I remember of Future Soldier - MP tended to be close range relative to campaign.  I remember a mission where there are multiple snipers posted on catwalks above the doors to a huge airplane hanger and on catwalks inside and you had to take them out from a pretty good distance, those definitely required some skill and calculations. 

 
This was what I remember of Future Soldier - MP tended to be close range relative to campaign.  I remember a mission where there are multiple snipers posted on catwalks above the doors to a huge airplane hanger and on catwalks inside and you had to take them out from a pretty good distance, those definitely required some skill and calculations. 
Yup, generally when I was in the service if we were taking incoming fire from over 400m we'd pretty much ignore it and close to 300-350 before engaging ourselves. Its the optimal range on a modern military fire arm for effective fire (as in accurate, on target and suppressive). 

Thinking to games, and remembering Sniper Elite 3 multiplayer .... I'm hoping this is like that in play style and mechanics. Lots of sneaking about, then furious and coordinated combat for a few moments as you take down the enemy, but this can be even bigger and already has far larger maps, greater range of weapons and therefore tactical options.

 
Future Soldier was definitely very tactical in campaign and somewhat in MP (definitely more than COD), so I'm expecting similar playstyle in Wildlands. 

 
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