
I’m not against the premise of some billionaire genius creating technology and it falling into the wrong hands, but almost every character was whiny at best, and at worst so disrespectful to Nomad that I had a hard time tolerating the way they spoke to him. In Ghost Recon Breakpoint, I didn’t care one bit about why I was in Auroa. It felt like you were really dismantling a drug cartel. The map showcased the entire organization and almost all missions felt connected to the reason you were in Bolivia in the first place. Ghosts were in Bolivia because a drug cartel murdered an agent, and a small team was sent in to dismantle them piece by piece. What it had, though, was a consistency that flowed from basic narrative to gameplay. There was a lot left to be desired when it came to Ghost Recon Wildland’s story. I’m glad I’m writing about these a week after seeing them, because the first time I saw the microtransactions in Breakpoint was like a punch in the gut from the Punisher himself. Ubisoft Paris has since removed the option to buy skill points, but a lot of the other pay-to-win elements remain. The option to buy just about every weapon and attachment in the game is there, all broken down by class. Stumbling around Erewhon is also when I found the real money store that offered me every shortcut you could imagine, including bundles of skill points to unlock the different perks, abilities, and consumables. Players will also find NPCs in Erewhon that can give them access to the game’s Faction missions tied to the Season Pass, or get them into a game of Ghost War, a 4v4 PvP mode that shares progression with the PvE side of things. Erewhon features a store that allows players to buy weapons and gear, craft blueprints acquired on their journey, purchase vehicles, pick up consumables, or sell unwanted items. Players will be given their first few missions, as well as shown their first of many Bivouacs, a place to craft, apply buffs, call vehicles, and fast travel.

Once at Erewhon, Nomad will be rudely greeted by various NPCs and shown the ropes. They will eventually arrive at Erewhon, Ghost Recon Breakpoint’s social hub where Ghosts can regroup and reset before heading out on missions. When players gain control of Nomad, they must work through a tutorial mission teaching them the basics of the gameplay, including stealth, melee combat, and using first aid.

The crash kills some soldiers, and others are quickly hunted down by Wolves. On their way to Auroa to investigate the sinking of a ship off its coast, Nomad’s Ghosts are knocked out of the sky by something they are unable to identify. As a result, he leads a company of military contractors called Sentinel to take over Auroa, led by his own former Ghosts, which he now refers to as Wolves. Walker is disgruntled after the killing of his soldiers and the events of Wildlands.

Skell fancies Auroa to be a place where the brightest minds can help the world through design, research, and development. After the events of Ghost Recon Wildlands, the Ghosts are sent to Auroa, an island in the South Pacific owned by Jace Skell, billionaire philanthropist and founder of Skell Technology. In Ghost Recon Breakpoint, players will once again fill the boots of Nomad, the leader of a group of elite soldiers called Ghosts. Unfortunately, it was one of a handful of moments that were high points in an otherwise frustrating experience. It was a planned assault pulled off to perfection, and it gave me hope that my time in Breakpoint would be filled with these moments of adrenaline. First, I snuck behind the rooftop guard and stealth killed him, then quietly climbed down the ladder into the control room and did the same to the guard there. My co-op pilot flew high above an enemy base and I parachuted down on top of a tower. There was a moment in Ghost Recon Breakpoint where it all came together.
