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Tom Clancy's Ghost Recon Online

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Kūrėjas: Ubisoft
Leidėjas:Ubisoft
Žaidimo variklis:
Žanras: Third Person Shooter
Režimai: Multiplayer
Išleidimo data: TBA
Reitingas:
Metacritic įvertinimas:
Platformos: PC
Puslapis: http://ghostrecononline.us.ubi.com/agegate


The Ghost Recon series has long been enamored with the near future of warfare, and now, it has a near-future business model to match. Ubisoft today announced Ghost Recon Online, a free-to-play PC installment in the tactical shooter series.

The downloadable multiplayer shooter will take place in a third-person perspective with a focus on cover-based tactical gameplay. As is standard for free-to-play offerings, players will be afforded opportunities to customize their characters by purchasing "premium items." Additionally, players will choose from three different character classes with persistent progress. Ubisoft is also promising to hold regular events, content updates, and live support for the title.

A closed beta test of the game is scheduled to go live this summer. Players can sign up for the program now at the official Ghost Recon Online site.

This won't be Ubisoft's first foray into the world of free-to-play. The publisher launched Might & Magic Heroes Kingdoms last year and converted its Shadowbane massively multiplayer online role-playing game to a free-to-play experience back in 2006.



Nemokamas Ghost Recon online shooteris. :thumbsup4: Redagavo OutKast

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Ghost Recon Online preview: hands on with Ubi’s free shooter
Ubisoft have just announced Ghost Recon Online, a free-to-play multiplayer game in their near-future combat series. I had the chance to play it at their offices in Paris earlier this month, and it’s surprisingly good.

I say ‘surprisingly’ because free-to-play can sometimes mean cheap. Ubisoft have been working on GRO for 2 years, and it feels like a proper shooter – in fact it’s remarkably slick. The visual fidelity is intentionally a notch below stuff like Crysis, to let it run on a wide range of systems, but the movement and shooting are satisfying. It feels to me like the halfway point between Call of Duty and Team Fortress 2: a modern-day military setting, but with classes based around unique and crazy abilities. But unlike either of those games, it’s also cover-based, and stays in third person until you aim down your sights.

You unlock new weapons, upgrades and abilities as you play, but not necessarily for cash. Senior producer Hugues Ricour says “a player that decides to never pay can have the full game and the complete experience. We don’t want a paying user to have a competitive advantage.” You don’t buy weapons earlier than you’d normally earn them, but you can buy consumables like grenades. Ricour says the other stuff you can spend money on includes new uniforms, special ammo, armour boosts and extra inventory space to store this stuff.

There are three classes: Assault, Recon and Specialist. Each is defined by a single main ability, and each gives a specific bonus to team-mates who stick near them. Recon soldiers can scan the nearby area to see all enemies, even though walls. Their passive bonus is that anyone standing near them also gets that intel on-screen.

Assault troops carry a heavy shield on their backs and metal braces on their legs. Their ability is to bring down the shield, making them invulnerable to damage from the front, and charge at inhuman speeds with their augmented legs. They can bash enemies to the ground with the shield, then switch to a weapon to finish them off before they get up. Their passive bonus boosts the armour of everyone nearby.

I can’t tell you what the Specialist class does yet, they’re saving some details for future reveals. But the main ability of each class is not fixed forever: at certain level milestones you’ll unlock a new one. As you’ll see in the trailer, the Recon can eventually get a personal cloaking device instead of his intel scanner.

Two things really impressed me about the way abilities work in GRO. One, that Assault shield-charge is immediately fun. The previously vicious kill zone becomes a hilarious playground with you as the bully, smacking people down as they try to scramble away from you. If you stop to finish one off, that’s the end of your charge. But if you have a team-mate covering you, you can keep bashing people while your friend finishes them off.

Secondly, the passive abilities encourage close team-work in a way that’s natural and intuitive. A thin line connects you to any allies who are close enough to receive your bonus, and give you theirs. So you not only know if you’re close enough, you also know where they are. And a perk like seeing your enemies through cover is a strong incentive to stay close to your Recon guy.

Making the benefits of team-work obvious to everyone is important, particularly in a free-to-play game where you’re auto-matched to a server. Team-work doesn’t work if your team doesn’t get it. So even if you personally don’t need these incentives to stick with your allies, they’ll help your allies stick with you.

I should note that while there’s no server browser, Ghost Recon Online does have a party system so you and your friends can be sure you’ll end up in the same game.

The cover system is surprisingly good – you see a highlight on the patch of wall you’ll hug, then press the cover key to move to it. If you then hit ‘Aim’, you can peer round bit by bit in first-person, so you only expose as much of yourself as you need to.

In a more conventional shooter, it’d probably be too effective. Choke points with only the a few pixels of enemies visible to shoot at. But cleverly, all three of the class abilities are designed to break stalemates. Knowing where the enemies are, and where they’re facing, lets you slip around them as Recon. An Assault guy barging in with full frontal protection makes them all flee cover to get away. And while I can’t tell you what the Specialist’s ability does, it certainly helps you get past an entrenched enemy line.

I have to admit I was pretty sceptical about a free-to-play Ghost Recon. I was imagining a drearily realistic online shooter with a bare-minimum design philosophy, and I feel like we’ve had enough of those. I was really happy to see that Ghost Recon Online is going for more than that, and it’s already fun.

taigi tai lyg COD ir Team Fortress sumaisius, ir grafiskai nors ir ne Crysis ,bet nera prastas irgi. kam idomu pirmas ispudis apie zaidimas verta pasiskaityt si teksta. zaidimas naudoja cover sistema bei losiasi nuo 3 asmens kol neperini i taikikli.

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Brian Crecente — This isn't Ghost Recon: Future Soldier, but it may be better, delivering tactical action and fast-paced play in an online only, free-to-play computer game.

 

Ghost Recon Online goes into beta this summer with plans for a broader release in the second half of the year, and from what I played I can't wait to spend more time with it.

 

The PC-only game is a third-person, cover-based tactical shooter developed by Ubisoft Singapore. In the game, players choose between a number of different classes and can upgrade and modify their weapons and abilities to finely tune their gameplay.

 

The demo I got my hands gave me a chance to check out three classes: Assault, Recon and Specialist.

 

Each of the game's classes has a specific style of play, and much more importantly, a special ability. The Assault class is a balanced soldier with a "blitz" special ability that allows him to deploy a shield and then charge at an enemy and knock them down. The recon class is a sniper-equipped, stealth class with a heart beat sensor that emits a detection wave that locates enemies in real time. The enemies show up as silhouettes that you can see across maps and through walls. Finally, the specialist is equipped with an "AEGIS shield" which acts sort of like a bubble shield.

 

Once the game is live, Ubisoft says they plan on adding more classes, with the help of suggestions from gamers.

 

The game's graphics and play seem to be on par with most modern shooters, though my time with an early build last week did have some lag issues.

 

In the rounds I played, my team of four needed to find and capture checkpoints to win a map. While the abilities sound like they could over-power the traditional feel of a shooter, they can only be used for a short time before needing to be recharged. And of course both sides have access to the same powers, so it sort of balances out.

 

The matches were flawed but fun. Most of the issues I ran into seemed to be directly tied to latency, which I hope will be ironed out prior to the game's full release. The ability to run through a specialize your weapons, tweaking everything from the stock to the barrel and scope was a neat, between-match, addition.

 

What isn't clear is exactly where Ubisoft will draw the line in terms of charging for "premium items." With the game being free-to-play, it appears this will be the only way it can bring in cash, but I'm hoping that they don't through the balance of gameplay completely out of wack with pay items.

 

What are your thoughts? Is free-to-play worth the time if you know that some people you'll be playing against will be buying premium content?

 

 

 

Tikiuosi cia nesikartoja. :thumbsup4:

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