Ghost Recon: Future Soldier review

When there’s an international incident afoot, it’s nice to have a team handy that can clean it up with discretion. The crack squad of operatives to whom such tasks fall and their missions have defined Ghost Recon games. After numerous delays the latest installment, Ghost Recon: Future Soldier, is finally ready to deploy. It upholds the tradition well with strong catch-the-enemy-off-guard stealth mechanics, fun tech to play with, and a solid set of new features.

Future Soldier’s campaign starts with a tutorial which ties neatly into the opening passages of the story. A dirty bomb has wiped out another Ghost team and it falls to the player’s team to find out who’s behind the bombing and ensure they can’t take any further hostile actions. This mission does the expected globe-trotting, starting with the cartel-ruled parts of South America and later finding locales as remote as the frozen landscape of Russia. It’s all in a day’s work for the team as it stops a rebellious Russian organization from usurping their government, while avoiding an international incident in the process.

The Ghost team relies on tactical precision. To achieve that, some futuristic new tools are added to the player’s arsenal to compliment the standard-issue smoke grenades and night-vision goggles. One of the best new additions–and a personal favorite–is the mobile UAV drone. Once deployed, it can be flown around the battlefield to get a bird’s-eye view of hostiles. Used in conjunction with the new ability to tag up to three enemies for my AI squadmates to take out simultaneously, it offers an entirely new way to play the game. Throughout many areas I was able to lead with the UAV, tag hostiles, and have my AI teammates take them out. It started to feel more like a real-time strategy game than a cover-based shooter, an idea supported by the game’s strong AI. This strategy naturally comes off the table when playing in co-op with the AI replaced by real players. In this way, the single-player and co-op campaign can be a very different experience.

Ironically for a game that looks like a shooter on is surface, Future Soldier’s weaknesses crop up in its shootouts. One of the game’s new tools is a deployable sensor, which provides infrared enemy outlines when tossed into a group of hostiles. While this appears to show a good indicator of where to shoot, the outlines fail to indicate if the enemies are behind walls. I often found myself pulling up my gun to shoot a prominently marked bright red full-body outline, only to find I had no line of fire. I eventually gave up on using the sensor and relied more on my sniper rifle scope and the UAV drone.

Over use of the “shaky cam” technique popularized in modern filmmaking also leads to some frustration. When suppressed by heavy enemy fire, the camera will shake repeatedly. It’s meant to evoke a sense of realism, which it does to a degree, but perhaps too much for a game. I found the effect overly detrimental to controlling the action. Worse yet, it comes into play quite a bit in the game’s few escort objectives. Escort objectives are irritating in themselves, but they’re increasingly aggravating when I have to compete with the camera, as well.

One might assume that the combat issues could be avoided, so long as each mission is completed without being seen. That’s not the case in Future Soldier. The structure of nearly every mission boils down to infiltrating an area undetected, gathering information or a VIP, and then having your cover blown, anyway. I felt like there was no reward in stealth, since hostiles would eventually find me and as a result missions would devolve into firefights, regardless.

There is one notable instance, however, where a firefight is a lot of fun. Future Soldier peaks in the middle of the campaign when the Ghost team is assigned a large robot called the War Hound. Forget for a moment the ludicrous notion of being asked to infiltrate a facility while also walking around with a giant robot, decorated in the obligatory camo color scheme. The War Hound packs mortar rounds and, better yet, guided missiles that I got to control directly in the missile’s first-person camera when fired. The mission essentially boils down to blowing up as many vehicles and enemies as possible with the War Hound’s mortars and missiles. It’s mindless fun and serves as a nice break from the pace of the rest of the campaign.

Future Soldier’s online multiplayer earns credit for trying to deviate from the run-of-the-mill deathmatch formula with tactical-based game modes. Conflict (which featured the most players) introduces objectives one-at-a-time, often involving capturing or defending a point. Many of the campaign’s stealth items can also be used by certain classes. A unified team can assign one person to toss out a sensor, for instance, which makes finding opposing team members a breeze. Despite such attempts at emphasizing teamwork, though, I found multiplayer sessions constantly devolved into frag fests, with players blindly chucking grenades around. I like the idea of having to capture a piece of intel, but I was less enthused when a lucky grenade rolled in front of me while I was trying to do so.

After its delays, I didn’t know what to expect from Ghost Recon: Future Soldier, but Ubisoft’s Paris, Red Storm, and Bucharest studios have created a fine stealth experience. Their combined efforts yielded a substantial package of single and co-op campaign play to go with a sophisticated multiplayer offering. Perhaps the extended load times the game suffers from–even after a second, separate installation for the audio files–reflect just how ambitious an undertaking it became. In spite of such annoyances, Ghost Recon Future Soldier should deliver many rewarding hours for those who’ve been looking for a more tactical shooter experience.


[This Ghost Recon: Future Soldier review is based on a retail version of the game provided by the publisher.]

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Xbox Live Indie Games price changes a-go-go

Slowly, bit by bit, Microsoft is whipping the Xbox Live Indie Games marketplace into reasonable shape. Its latest change is to allow developers, from Wednesday, to change the prices of their games every seven days–a huge improvement over the previous 90. As other digital distribution platforms have shown, changing the price up can hugely help games.

Being able to change prices more frequently mean devs can host short sales, whipping up interest, and rapidly adjust their pricing if a game’s not selling too well. This is far from the biggest problem that was affecting XBLIG, but it’s certainly a welcome change.

Other XBLIG improvements over the last year or so include the ability to set release dates, clamping down on ratings abuse, and allowing bigger games and lower prices.

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Company of Heroes 2 preview

The first Company of Heroes game is beloved by many, and rightfully so. Relic Entertainment’s World War II RTS pushed the envelope in so many ways, with its bleeding-edge tech and intimate focus on infantry-level tactics. Its campaign was ambitious as well, spanning the “greatest hits” of the Battle for Normandy. With such a storied legacy, how can Relic possibly build upon the formula?

By taking the war to the Eastern Front, of course. With more than 30 million dead, the Eastern Front of World War II is largely considered the deadliest conflict in human history. Capturing the massive scale and brutality of that theater of battle requires brand new tech, one that should make the seven year wait for a sequel more tolerable.

Taking place during the winter of 1942, Company of Heroes 2 will explore the “Rzhev meat grinder,” a series of battles where the Soviet army lost a million men. And during gameplay, you’ll see the many ways these soldiers lost their lives: grenades, tanks, and worst of all, Order No. 270. A cutscene showed this brutal order in action–proving Relic is unafraid to show the less-honorable aspects of this part of the war.

Essence 3.0 is the new engine powering COH2, and thanks to DirectX 11 support, it looks terrific. But Essence offers much more than a shiny coat of paint. It also powers the real-time snow and fire effects, crucial to the sequel’s gameplay. Snow is “not just a flat texture,” Relic explained to us. Instead, it is a 3D object that players will have to deal with. Traversal will involve constant decision-making: do you take the open road, or risk being encumbered by walking through deep snow? In one battle, I saw a unit get decimated as they were unable to run away through the thick snow. Fire also plays a crucial role in gameplay, as buildings can be set aflame. Using a flamethrower, a Soviet soldier set a house on fire, causing black billows of snow to puff out the sides. Nazi soldiers were smoked out, and gunned down as they ran out. Soon afterwards, glowing embers started to appear, as the house lit up in a bright fire, smoldering moments later.

While navigating around the snowy environment is one of the biggest additions to COH2’s gameplay, there are other changes to consider as well. For example, the game’s signature cover system returns, but this time with the ability to vault over cover as well. However, the biggest change affects the “fog of war” system. Relic calls it “TrueSight,” as your field of vision is determined by your soldiers’ actual field of sight. Smoke grenades, fog, foliage, and buildings can obscure your troops’ vision, and you’ll only be able to see what they can physically see. TrueSight changes the dynamic of vehicles in the game. Getting ambushed by a tank, for example, will be devastating. However, the overwhelming power of tanks is offset by their poor vision.

Although we only saw about ten minutes of the game in action, Company of Heroes 2 already has us excited. With a compelling new setting, beautiful visuals, and intriguing new gameplay mechanics, Company of Heroes 2 might just be able to live up to the original’s legacy. Expect it on PC in 2013.


Watch the Shacknews E3 2012 page to follow all our coverage of this year’s show. This preview is based on a hands-off demo shown at a pre-E3 event.

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Released e-mails show Activision preparing for Infinity Ward fallout

The legal battle between Activision and Infinity Ward is coming to a head, and newly released court documents are giving us a better look at Activision’s internal dialogue in the days leading up to firing Jason West and Vince Zampella. The e-mails range from frustrations, to plans of how to keep projects and teams on-track without the known leadership.

Court documents published by the LA Times show conversations between CEO Bobby Kotick, and executives Dave Stohl, Mike Griffith, and Rob Kostich.

Tensions began to boil after Infinity Ward failed to get a gameplay demo of Modern Warfare 2 ready for Microsoft’s E3 press conference. “Msft [Microsoft] will go ballistic over this and the deal is seriously risked,” Kostich wrote in one email. Griffith, who was president of publishing at the time, called West and Zampella and said they hung up on him. Kotick replied, “If they really did I would change their locks and lock them out of their building.”

Griffith then suggested that Treyarch could take it over, but says that option is “scary given the tight timeline.” Plus, Stohl said the group should “discuss what the plan B is going to look like” since “there could be a ton of risk getting the project done depending on how the team takes it.”

And in a moment of truth in hindsight, Stohl also said, “Is everyone ready for the big, negative PR story this is going to turn into if we kick them out? [It's] freaking me out a little.”

Activision had also set in motion a retention plan for the top 12 team members, besides West and Zampella. This was to “help ensure we retain the team if things blow up at the top,” according to Griffith.

The company recently settled its suit against Electronic Arts, and paid a hefty non-settlement sum to the Infinity Ward Employee Group. All indications are that it’s clearing the arena for the main event against West and Zampella, and these new e-mails show just how tense the situation was before the company fired the two former executives.

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Lost Planet 3 preview

“Is this a reboot?” I asked a Capcom representative at a recent preview event. I had to ask, because Lost Planet 3 was not what I thought it would be. Beautiful, atmospheric, and intense, Lost Planet 3 is the rare game that goes completely against expectations, and offers something refreshingly new and exciting.

It’s an odd admission to make, given the awful turn the franchise took with Lost Planet 2. Perhaps taking too many cues from Monster Hunter, Capcom’s sequel became too multiplayer-focused. Battles against the game’s many towering enemies felt like grinds, with the game’s “shoot the glowing weak point for half an hour” gameplay growing thin. And with the franchise now in the hands of a developer as unproven as Spark Unlimited (Turning Point, Legendary), it’s no wonder I was skeptical. However, after thirty minutes of hands-on time, I would say Lost Planet 3 is the game I always wanted Lost Planet to be.

On paper, the Lost Planet franchise certainly sounds like a winner. You rappel over buildings, fighting giant alien bugs with giant mechs that can shoot lasers. And Spark Unlimited has ensured that the core tenants of the franchise remain intact with Lost Planet 3: rappelling, giant alien bugs, and laser-shooting mechs, of course. However, the tone is incredibly different. Instead of making yet another arcadey third-person shooter, it’s as if Spark asked “what if this were a living-on-a-frozen-planet simulator?” The end result is a much more serious approach to storytelling and gameplay–one that makes the overall experience so much more compelling.

The demo begins with Jim, Lost Planet 3’s new unassuming lead, on a quest looking for therman energy. As he jumps in his mech, you get a great sense of scale and weight. You tower above everyone else as you make your way to E.D.N. III’s frozen terrain. As you progress forward, a storm kicks up. Electrical interference distorts your in-cockpit HUD, and it eventually gets encased in ice, forcing you to evacuate the mech. That’s when things get really interesting. An Akrid attacks, jumping onto your head. The camera zooms in, and you fight it off by trying to aim your knife with an on-screen reticule. (It’s not unlike fighting off zombies in the recent Walking Dead game.)

After fighting off a few more scorpion-esque creatures, I realized that this was not going to be like any Lost Planet game before it. A fight with just a small number of enemies felt dangerous–and the intimidating purple sky and blowing winds made the mood no more comfortable. Later in the demo, Jim enters an abandoned research facility. Of course, the lights go out and Jim must try to find his way out–surviving attacks from wandering Akrid that jump from air vents. That’s when I fully accepted that Lost Planet 3 isn’t an arcade shooter; it’s a survival horror game.

While much of the demo plays to common sci-fi horror tropes, Lost Planet’s mechs help make the experience feel fresh and unique. It’s one thing feeling helpless against powerful alien foes–but what about when you’re in a massive robot? Halfway through the demo, you fight a Akrid “mini boss,” a scorpion-esque creature that towers above you. While that encounter simply proved the gunplay was competent, encountering that creature again while in the mech proved to be a much more visceral experience. The monster is much faster than your mech is, and every strike it lands adds cracks to your battered windshield. However, time the right bumper at the right time, and you’ll be able to grab its claw. Using one analog stick, you try to pin the arm as the beast tries to resist. Using the other analog stick, you aim your mech’s drill and try to rip its arm off. As you dismember the Akrid, Jim can go in for a finishing blow, by drilling the creature’s glowing back. This wasn’t a canned cinematic, or a QTE. What made this experience so memorable was because it was all happening during gameplay.

My time with Lost Planet 3 ended after that encounter, but not before seeing a glimpse of a psych evaluation. Given its new survival horror focus, could Spark be taking inspiration from Dead Space?

With such a drastic change in tone, Lost Planet 3 might as well be a reboot of the franchise. The single player has definitely drawn me in, but will Spark be able to impress with multiplayer as well? Lost Planet 3 will be available on PC, PS3, and Xbox 360 in 2013.


Watch the Shacknews E3 2012 page to follow all our coverage of this year’s show. This preview is based on a hands-on demo shown at a pre-E3 event.

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Game of Thrones social game announced

Some licenses carefully dip a toe into game adaptations, but not A Game of Thrones. The popular HBO show seems to be going with more of a scatter-shot method. It has produced a strategy title, a recently-released RPG, and now a newly announced social game.

The game is called Game of Thrones Ascent, and it’s coming from developer Disruptor Beam. Its Facebook page is already up, and Like the page to be entered in the beta test pool. You’ll be playing the part of a noble in Westoros, choosing a great house, developing your land and personal reputation, assigning sworn swords to quests, and forging alliances with friends.

“Everyone at Disruptor Beam was a huge fan of Game of Thrones long before we began working on the game, so we recognize that other fans expect character-driven conflict and intrigue to take center stage in our new game,” said CEO Jon Radoff in the announcement. “Westeros is the perfect setting to deliver on our vision of weaving stories through decisions and social interactions. Game of Thrones Ascent will bring the world of Westeros to the over 500 million social game players in the market today, featuring original artwork in a highly engaging game experience that is, most importantly, fun for fans and their friends!”

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Blizzard investigating Diablo 3 account hack reports

Since Diablo III launched a week ago, a growing number of players have found their accounts broken into and their characters stripped bare, or even had their accounts outright taken. Blizzard is investigating these reports, initially blaming them on old-fashioned hacking techniques rather than a security hole in Diablo III, but some victims insist they’ve been hit even with a Battle.net Authenticator.

As with hacks in other online games–let’s not forget Diablo III’s DRM means it’s an online game for everyone–the victims have all their characters’ items sold, their stash emptied, and all gold passed onto another account. Blizzard’s offering rollbacks for affected characters, but it’s inconvenience and upset nobody fancies dealing with.

While Blizzard is eying the usual hack vectors–keyloggers, phishing, passwords collected from hacked websites and whatnot–some unconfirmed reports say there may be a serious problem. Supposedly, miscreants can easily hijack the session ID of someone else playing, spoofing it to get access to their account.

As a forum post from community manager Micah ‘Bashiok Whiple shows, Blizzard’s not buying that yet, but is investigating.

We’ve been taking the situation extremely seriously from the start, and have done everything possible to verify how and in what circumstances these compromises are occurring. Despite the claims and theories being made, we have yet to find any situations in which a person’s account was not compromised through traditional means of someone else logging into their account through the use of their password. While the authenticator isn’t a 100% guarantee of account security, we have yet to investigate a compromise report in which an authenticator was attached beforehand.

Yet there are many reports of players using an Authenticator who have been hacked regardless. Still, you may want to beef up your account security all the same, using an actual Authenticator, the free Authenticator mobile act, or the SMS Protect service, as detailed here.

“Historically, the release of a new game–such as a World of Warcraft expansion–will result in an increase in reports of individual account compromises, and that’s exactly what we’re seeing now with Diablo III,” Blizzard said. Let’s hope that’s all it is.

With the launch of the real-money auction house coming on May 29, delayed by the launch issues, people are about to become an awful lot more concerned about the safety of their gear.

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Defiance preview

“Defy everything you know about conventional storytelling.” I can’t recall the number of hyperbolic statements I overheard at a recent preview event for Trion Worlds’ next MMO, Defiance. The word “revolutionary” was thrown around quite a bit, and as with any self-proclaimed revolution, I was skeptical.

Unfortunately for this jaded writer, Defiance is revolutionary. The upcoming MMO shooter developed by Trion Worlds isn’t a game “based on” or “inspired” by Syfy’s upcoming new show–it’s being built as an integral part of transmedia story. While many properties have attempted convergence between cinema and gaming, the persistent world of Defiance offers an opportunity to create something genuinely new.

Defiance is both a new game and a new TV show. It’s a world where, after decades of war, humans and aliens coexist in a devastated, terraformed planet. The show follows the lives of characters in St. Louis, while the game focuses on the struggles of a post-alien invasion San Francisco. Because both the TV show and game run on a schedule, their stories can intertwine immediately, with characters from the show appearing in the game and vice versa. In many ways, Defiance represents Syfy’s desire to have people move away from DVR and Netflix, and remember an era when new episodes were events worth tuning into. “It’s true appointment viewing. If you’re not watching on a Monday night when we air Defiance, then you will miss that storyline that’s referenced in the game,” Dave Howe, president of Syfy, told Shacknews in an interview.

The synergy between the two extensions of this universe is certainly novel, but there are clear logistical limitations as to what’s possible. TV shows are filmed months before they air, so is it possible for events in the game to affect the show in a meaningful way? The answer is “not really,” as the producers are unlikely to shoot alternate scenes and throw certain outcomes on the cutting room floor due to decisions players make in the game. Rather, the nods to players will be rather minor. For example, if John “XboxLover87″ Smith is the first to complete a specific mission in the game, he might be namedropped by one of the characters in the show. However, the producers are hoping that bigger game decisions will impact the storyline of a season two, when the show goes on hiatus. “For season two, we’re cautiously optimistic and confident that we’ll be able to be more responsive to stuff in the game,” Howe said.

The transmedia vision for Defiance is certainly impressive, but how is the actual game? The game is an ambitious undertaking, even without the ties to a potentially ongoing TV series. Developed by Trion Worlds, Defiance the game is a MMO shooter, meant to feature thousands of players in a persistent world–across all three platforms. Amazingly, I saw the game running not only on a PC, but on an Xbox 360 and a PlayStation 3 as well. Players won’t be able to play against each other, however, as the platform holders won’t open up their gated community to other networks. It’s an incredible technical achievement–but that’s about it.

As a shooter, Defiance is certainly competent and fun enough, but nothing truly spectacular. It’s easy navigate the environment thanks to the ability to summon a buggy at the press of a button. However, encounters against AI enemies are rather standard affairs. There isn’t much depth outside of running, gunning, and throwing the occasional grenade. One instance we were thrown into had us collectively fighting a giant insect boss that could summon minions. With a huge amount of HP, it became a bit of a chore, emptying clip after clip into the boss’ glowing, obvious weak point.

While it’s unlikely to take players away from Call of Duty, “fun enough” might be all fans really need, should Defiance take off as a show. The quality of the game won’t necessarily determine the fate of this online world. Instead, it’s the business model that will ultimately attract players. Will this be a boxed product? Will it have a subscription fee? Will it be free-to-play? Unfortunately, I couldn’t get an answer from Trion. Given whatever plan they choose needs to meet the requirements for PlayStation Network and Xbox Live, is free-to-play even an option? “If you look at what Trion did with Rift… and what we’re doing with End of Nations, we don’t really have religion about one business model or another,” Trion’s Nick Beliaeff told us. “What we decide for Defiance will make a lot of sense.”

Defiance will be available on PC, Xbox 360, and PS3 in April 2013. Season one of the show will air over twelve episodes next year on Syfy.


Watch the Shacknews E3 2012 page to follow all our coverage of this year’s show. This preview is based on a hands-on demo shown at a pre-E3 event.

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XCOM: Enemy Unknown coming October 9, PC special edition announced

Although 2K Marin’s first-person reboot of XCOM has disappeared into the ether, Firaxis’ strategy game has been dated. XCOM: Enemy Unknown will be available on PC, Xbox 360, and PlayStation 3 on October 9th.

Of course, no release date announcement is complete without mentioning pre-order bonus incentives. Pre-ordering the game from select retailers will entitle you to the “Elite Soldier Pack.” This DLC add-on includes a classic X-COM soldier, inspired by the original UFO Defense. Soldiers can also be customized with a Deco pack and “complete color customization.”

In addition, 2K Games is offering a special edition of Enemy Unknown to PC gamers. Available exclusively at retail, the $59.99 package will include the game, a bonus art book, fold-out poster of the XCOM HQ, insignia patch, and a collection of digital bonuses, including desktop wallpaper, soundtrack, and more. The game will also be available for download–but won’t come with any of these nifty bonuses.

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Daily Filter: Tom Clancy’s Ghost Recon Future Soldier, Dust 514

Shacknews receives a slew of new screenshots and trailers for upcoming games everyday. The most anticipated titles receive their own post, because we know you’re eager to see that content. For the rest, we have the Daily Filter, a place to feature all of the media we add to our enormous database on a daily basis.

Today’s Filter features a technology trailer for Tom Clancy’s Ghost Recon Future Soldier, a developer diary for Dust 514, and much more!

Tom Clancy’s Ghost Recon Future Soldier


Dust 514


We also have a tips and tricks trailer for Mortal Kombat Vita, a live-action teaser for Metro: Last Light, a television trailer for Medal of Honor: Warfighter, and launch screenshots for Tom Clancy’s Ghost Recon Commander. Be sure to check out additional trailers and screenshots on each game page!

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