Tom Clancy's Ghost Recon: Future Soldier | |
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Developer(s) |
Red Storm Entertainment Ubisoft Paris Ubisoft Romania |
Publisher(s) | Ubisoft |
Director(s) | Jean-Marc Geffroy Eric Couzian |
Producer(s) | Jean-Baptiste Duval |
Designer(s) | Roman Campos-Oriola |
Artist(s) | Xavier Marguis |
Writer(s) | Richard Dansky |
Composer(s) |
Tom Salta Hybrid |
Series | Tom Clancy's Ghost Recon |
Engine | YETI |
Platform(s) | PlayStation 3, Xbox 360, Microsoft Windows |
Release |
PlayStation 3 & Xbox 360 Microsoft Windows Ghost Recon Trilogy
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Genre(s) | Third-person shooter |
Mode(s) | Single-player, multiplayer |
Aggregate scores | |
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Aggregator | Score |
GameRankings | (X360) 78.89% (PS3) 78.44% (PC) 66.50% |
Metacritic | (X360) 79/100 (PS3) 79/100 (PC) 71/100 |
Review scores | |
Publication | Score |
GameSpot | 7.5/10 |
IGN | 8.5/10 |
Tom Clancy's Ghost Recon: Future Soldier is a third-person tactical shooter video game developed and published by Ubisoft for the PlayStation 3, Xbox 360 and Microsoft Windows. It was released in May and June 2012.Tom Clancy's Ghost Recon: Future Soldier was announced to be in development by Ubisoft on January 22, 2009. The game has a futuristic take on the Ghost Recon series. The campaign has settings such as Nigeria, Pakistan, Russia, and Norway.
The game is a third-person cover-based shooter. Pulling the left trigger causes the over-the-shoulder view to zoom in, allowing for more precise aiming. Clicking on the right analog stick causes the game to switch to a first-person camera, which lets the player look down the iron sights. Some cover can be partially destroyed, forcing players to seek other hiding spots. While taking cover, players can be suppressed by machine gun fire, which takes the effect of narrowing and shaking the player's field of vision, making it harder to return fire.
A new feature in the series is adaptive camouflage, which allows the Ghosts to become partially invisible. In the game, it is explained that the processing power doesn't exist yet for the camouflage to keep up with quick movements, so it is only active when the player moves slowly. It's enabled automatically when the player crouches, and disengages when running, firing or taking damage.
During firefights, the player can prioritize up to four targets by marking them, on which squad members will focus fire. Outside of firefights, marking targets prepares for a synchronized takedown, so long as the enemy is still unaware of the team's presence. This mechanic is referred to by the game as "Sync Shot". The player is shown icons signifying when the squad mates have moved into position and taken aim on marked targets. If the player marks up to three targets, the player can either order them to fire, or take aim himself on one of the targets and fire, at which point the squad mates fire simultaneously. If the player marks four targets, the player must aim at one of the targets and fire in order to take down all four targets. Sync Shot also happens to be the only squad command in this game.