
If you’re squadding-up, it’s best to know your team outside the gameĪnd playing Breakpoint just for its story is a recipe for frustration, especially if you’re playing alone.

Though Auroa’s self-sustaining infrastructure is an experiment/enterprise set up by some outfit called Skell (and I can’t get over the fact this was NYPD Blue’s go-to word meaning “lowlife,”) Walker is the muscle, and apparently has priorities that supersede Skell’s. My enemy is the drawling Cole Walker (played by The Punisher’s Jon Bernthal), a comrade from my character’s time in “the suck,” who is now the warlord in charge of Auroa, cut off from contact with the chain of command. One focus is even “role-playing.” The tactical stealth community can get so enmeshed in these sorts of games that a big assault on a compound does resemble an RPG more than a standard shooter, complete with players sharing intel and instructions with each other in-character, through sometimes dense military jargon.Īnd the customization layer, with a skill tree, weapons building, and cosmetics galore, focuses my attention on a player character more interesting to me than Breakpoint’s cautionary tale about techno-utopia, or its heart-of-darkness hunt for a mutinous elite warrior.

Ghost Recon Breakpoint wisely lets players declare a purpose for seeking partners, from exploration to completing story missions. The matchmaking for co-operative play also helps justify my slow-cooker, do what feels good approach to tackling the game. So why shackle yourself to a single narrative when you can do whatever you want, focusing on what’s fun based on how you’d like to play? There’s no activity the campaign provides that can’t be found, on demand, in Auroa, the vast, fictitious South Pacific island that Ubisoft Paris has spun from whole cloth to avoid the kind of political unpleasantries that came with its predecessor’s setting. The whole thing feels like it’s a little beside the point. I’m not sure when I’ll finish the story for Tom Clancy’s Ghost Recon Breakpoint.
