Ghost Recon: Future Soldier "fits the market expectations of gamers these days" but is nonetheless "more true to Ghost Recon than Ghost Recon: Advanced Warfighter, in terms of who the Ghosts are and what they do", UK brand manager Matt Benson has told OXM.
"The last Ghost Recon game came out in 2007, and as we all know Call of Duty has... in a post-COD world, we have to find our place in terms of gameplay, demands on the player, style and tone," he said.
http://www.oxm.co.uk/31137/new...t-cod-world-ubisoft/
What does Matt Benson mean? He's referring to changes made to make the game more accessible. SO what Ubisoft has done to the Ghost Recon franchise is: we've taken out all the overly complicated micromanagement, and the guys have worked hard to tune up the AI.
"You're not going to be babysitting your squad, you're not going to be dealing with a million buttons to press," Benson explained."
The problem with removing squad commands is that Ghost Recon then just becomes a third person shooter. Not a third person squad based combat shooter.
He defends the decision by saying that, "Although I think Future Soldier's more true to Ghost Recon than Ghost Recon: Advanced Warfighter, in terms of who the Ghosts are and what they do." I believe he's implying that since the Ghosts are elite, it's actually a more accurate representation of elite forces to NOT have to micromanage them.
I agree with him TO A DEGREE. The Ghosts are elite and you shouldn't have to babysit them. The AI should engage enemies autonomously. Having said that, what's also an accurate representation of being THE Ghost leader is that there is SOMEONE in charge. At some point as the squad leader you should be able to give commands.
In fact, I mentioned in another post how GRFS should imitate the real life Bin Laden raid. The SEALS trained and PLANNED extensively. WOuldn't it be cool to have Kinect/controller to establish waypoints and commands intuitively to your fellow Ghosts?




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