Tom Clancy’s Ghost Recon Wildlands PC Game

Tom Clancy's Ghost Recon Wildlands

A bit like a big and dumb action movie Ghost Recon Wildlands has big weak heights

Playing Tom Clancy’s Ghost Recon Wildlands is a bit like going to see a big and dumb action movie at the cinema. You know that the story will be bad, but it will be maintained nevertheless. The Michael Bay factor is high and it is full of rugged, well-filled dialogue lines.

The overall story begins in practice as the TV series “Narcos”; One American DEA agent has been killed in a single drug drug addict, and the United States submits a team to wrap the “Santa Blanca” carton step by step. But the equals end up there. What follows is a special pre-release game (the game even reveals the end of a slightly obscured form in one of the first provinces) about the struggle between the Mexican cartel, peacekeepers, and the US Special Command Commanders.


Ghost Recon Wildlands is a game that really does not give a good first impression. Okay, the open world is both big and open from the very first moment, it looks pretty and is quite spacious and big. But the story presented, the premise of why you are in Bolivia, and how the bad villains are produced can at best be called comic. It’s stereotypical, dialogues are badly written and push into unnecessary obscenities apparently just to be macho and edgy, without it working in any way, other than to annoy.
The shooting in the game feels very easy, and the various weapons and weapon types seem monotonous. There is no weight behind the shots and appears to be floating. However, I think the systems around upgrading of both weapons, equipment, and skills seem eroded, even though the search for resources becomes repetitive.
Beyond that, there is still little doubt that it’s fun to have fun with three other friends in Wildlands. There is a large sandbox with opportunities to find lots of bullshit, talk crazy and see how stupid things one can get. Whether it is unique to Wildlands is unlikely, but with friends, it is anyway fun.

Four editors from the editorial team are playing Ghost Recon Wildlands, and first impressions to the other three will be text boxes in the margin of the case.


Chaos with veins

One huge Mexican gets a quick smile on me while I’m lurking past the fence with the automatic spin over my shoulder. Some Spanish power gaps go out over the garden, and before I know it, it rains bullets from all sides. I cry out loud with my teammates who sprint away to me. Some bricks are the only ones covered by their exploding gun mopeds.

I scan the battlefields and get a smile on a para Jeep parked on the west side of the garden. Our only chance. Eg, Espen, Gøran, and Andreas are asking for the welcoming car.

With bullets hovering past my head, I hid me into the car and set me behind the wheel. Andreas dumps into the seat at Sia, and gestures feverishly for driving.

Espen, on the other hand, has other planes. One road circle cares about the car when Espen hives one grenade under the front wheel. His microphone explodes in laughter when both I and Andreas get up in flames. Killed in action.

Ghost Recon Wildlands is often fun, but rarely in the way, the developer has added. One gets the most out of the game by ignoring what one should do, and spend the time watching women who manage to murder the others in the most inventive way.

Tom Clancy's Ghost Recon Wildlands

Eminent world design

Bolivia is a fantastic setting for a game.  Picture: Mikkjell Salary /

Somewhat rosy, rough blues riff fills my high-pitched while looking beyond the vast Bolivian landscape. I nod slowly with my head. The music has a tendency to arrive at just the right time to build up mood so that one gets time to enjoy the developer’s production of Bolivia.

Driving mechanics in Ghost Recon Wildlands are ridiculously freaky. Picture: Mikkjell Salary /

The design of the Verda is undoubtedly Ghost Recon Wildland’s strongest side. In the new and the neighbors, one must stop to take in nature, and if it is the high mountain range based on Potosí, Atacama Desert, Amazonas forest or woodland in the lowlands, I can guarantee that it will be great, anyway. There is an impressive diversity among the different provinces, all created with one unique detail. Choosing the incredibly contrasting Bolivia as a setting was a genre draw in itself. On the other hand, I miss the use of the setting. Bolivia has a fascinating culture that the developer produces on the surface, enough they could have made more of it. There are some hints of the magic realism of Latin American literature, but Ubisoft Paris is unable to make any of it. The cultural sides of the game seem driven by stereotyped,


To me, Ghost Recon Wildlands seems like a very potent action game. Yes, the act is a combination of miserable dialogue, South American insanity, and melodramatic drug policy, but, quite technically, it works quite well.
The universe of the game is enormously large, full of areas to explore, the mission to perform and drug trafficking to mal trackers. Playing “Team America” in virtual Bolivia, therefore, becomes a surprisingly polite affair when you get time to get into life south of Equator.
It is not to be avoided to notice that the experience is permeated by annoyances and a sobriety that is erotic for games set in an open world, but Ghost Recon Wildlands is able to elevate this more often and more often the more you play.
As a result, it all ends up like a daring, clumsy and interesting action butter, which can offer some fun (whether playing alone or with other players).

Keisam Counting

Stereotypes then reflect the degrees in the character gallery. Through our operation to destabilize the drug, one meeting meets a myriad of superficial and one-sided figures without any form of deepness. The only person who shows a hint of personal injury is CIA agent Karen Bowman, who carries out our assignment in Bolivia, and it happens only in one sequence that seems very  unworthy of that character.

With up to 40 hours in the game, I have not taught me the name of more than one of the four main characters that I play with. They are cheerful, uninteresting and little threatening. The function they are in the story is not soft Anna than to slaughter some thousands of Mexicans and act as wandering exposes. There are rock hills in the game with more personal life than they do.

I can understand to some degree, Ubisoft has done so. They have used more monumental resources to build the Verda than they have done in the development of the trades and characters. This is a pretty common grip in the sand box changer, which can work out a lot of shooting mechanics and interesting page assignments. The problem with Ghost Recon Wildlands is that the game does not make any of this good. All assignments are in practice a recycle of Far Cry range outposts with tiny variations, and the shooting mechanics are mediocre.

A typical mission starts with going into one bust, shooting more “sicarios” and finding a document. This document will tell you about other documents that you have to drive/fly before you can go into a new bus service and shoot more “sicarios”. If you have enough documents, you even get down the local boss, which in turn involves shooting “sicarios” in a slightly bigger busted. Maybe you’ll find a nice document, too. It is obviously not all assignments that are such, but the majority of assignments attached to the main lecture will be in this way.


There is a lot to do with a concept like what we find here – a concept that primarily deals with fun with friends, a big open world and a lot of action – will not work. Nevertheless, I’m very disappointed with Ghost Recon Wildlands. On the surface as well as on the inside, it reminds me of Ubisoft’s great initiative from last year, Tom Clancy’s The Division, but ends up being very different. The Division might not be perfect, but it was at least engaging and fun.
The differences are clear already from the intro sequence, and the dialogue here sets the tone for the rest of the game. I’m tired of macho-American agents for the sake of clarity, and apparently, it seems like this in Bolivia. The fact that these elite soldiers are made as rescuing angels in relation to the bad Bolivians feels like near accidental comedy. A smoother, more chic-fiction story should be looked after and cheer I do not care about does not make the situation better.
Now the focus is on the experience around the story, but unfortunately, this is not much better. The shooting and weaponry simply feel cheap and mechanics like driving and mission structure are just not engaging. That it’s more fun with friends is a matter of course when you can create experiences together, but it alone does not make up for a half-baked, crispy and unforgettable gaming experience otherwise.

If you’re gonna break one boss, get one go to Karen Bowman for an orientation. One movie sequence is spelled, and one gets some information about this boss, doing yours and dating, as Anna than in the very few cases is particularly uninteresting. If that were not enough, it’s all delivered through dialogues that are so bad that even the most amateur porn director would wrinkle on the scene. Voting players are doing their best with the material they have, and I do not believe that it’s the wrong thing that the smoothness of the performance seems flat, without any experience.

Tom Clancy's Ghost Recon Wildlands


Even if Tom Clancy’s Ghost Recon Wildlands has many clear weak heights, it’s good to keep up with it. I played about half the game with veins and the half without. Playing alone allowed me to take the game a little more seriously, but I doubt that I had completed the game if I did not write a review, so I think you should have enough friends here and there’s some shine through the whole story.

Ubisoft shows that they are good at building a big universe, but lack the ability to fill them with rewarding content. Far Cry 3 and Far Cry 4 had more of the same problems, but at least they had a Naoko Lunde engaging story, as well as worthy and interesting antagonists. Where Pagan Min and Vaas Montego capture our merchandise, the narcotics “El Sueño” fade in comparison.

High-speed differences in the Bolivian landscape are a suitable metaphor for the game. Where the magnificent building of the Verda flocked over the 6500-meter-high mountain, lay the countdown, assign and shoot/drive mechanics well down to sea level.

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Originally posted 2017-08-16 18:09:04.

Author: Syed sarim
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