INFO
Tom Clancy's Ghost Recon: Future Soldier
- Developer: Ubisoft Paris
- Publisher: Ubisoft
- Genre: Shooter
- Release Date: June 12, 2012 (US)
About Tom Clancy's Ghost Recon: Future Soldier
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, a form of active 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 enables 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 Ghost Recon: Future Soldier.
Gunsmith allows the player to customize their weapon extensively. After customizations are made, the player can test them on a firing range before entering a mission. Parts that can be customized include: optics, triggers, magazines, under-barrel attachments (e.g. foregrip or bipod), side-rail attachments (e.g. aiming laser), gas systems (standard, "over-gassed" for increased fire rate/lower accuracy, or "under-gassed" for decreased fire rate/higher accuracy), barrels, muzzles, stocks and paint (cosmetic only). In single-player, advanced parts are unlocked by completing missions and in-mission achievements (called "challenges"). In multiplayer, players unlock weapons and earn credits as they advance the level of their character. On the Xbox 360, players can use Kinect to customize their weapons through hand gestures and voice commands.
Players have use of drones, which are similar to UAVs. The drone can be launched covertly and controlled remotely, hovering or moving over the playing field for a limited distance. The player can leave the drone hovering in the air indefinitely, so long as it is not spotted by the enemy, and switch between normal view and the drone's camera view. The player can also order the drone to return. Drones can be spotted by enemies and shot, and if they take enough damage, they must be recalled for repair, which occurs automatically after a short period. The drone has a camera to provide an aerial view. Targets can be marked from the drone view. The drone can also be landed on the ground, at which point it maneuvers on wheels, has its own active camouflage, and a sonic blast that can be activated to disorient enemies.
Another automated element is the War Hound, used only in one single-player mission, which is a heavy walking robot, similar to BigDog, which can be controlled by the player and fires mortar rounds and TV-guided missiles. It can be used as portable cover.
A new feature in the series is adaptive camouflage, a form of active 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 enables 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 Ghost Recon: Future Soldier.
Gunsmith allows the player to customize their weapon extensively. After customizations are made, the player can test them on a firing range before entering a mission. Parts that can be customized include: optics, triggers, magazines, under-barrel attachments (e.g. foregrip or bipod), side-rail attachments (e.g. aiming laser), gas systems (standard, "over-gassed" for increased fire rate/lower accuracy, or "under-gassed" for decreased fire rate/higher accuracy), barrels, muzzles, stocks and paint (cosmetic only). In single-player, advanced parts are unlocked by completing missions and in-mission achievements (called "challenges"). In multiplayer, players unlock weapons and earn credits as they advance the level of their character. On the Xbox 360, players can use Kinect to customize their weapons through hand gestures and voice commands.
Players have use of drones, which are similar to UAVs. The drone can be launched covertly and controlled remotely, hovering or moving over the playing field for a limited distance. The player can leave the drone hovering in the air indefinitely, so long as it is not spotted by the enemy, and switch between normal view and the drone's camera view. The player can also order the drone to return. Drones can be spotted by enemies and shot, and if they take enough damage, they must be recalled for repair, which occurs automatically after a short period. The drone has a camera to provide an aerial view. Targets can be marked from the drone view. The drone can also be landed on the ground, at which point it maneuvers on wheels, has its own active camouflage, and a sonic blast that can be activated to disorient enemies.
Another automated element is the War Hound, used only in one single-player mission, which is a heavy walking robot, similar to BigDog, which can be controlled by the player and fires mortar rounds and TV-guided missiles. It can be used as portable cover.
Minimum System Requirements
- OS: Windows XP/Vista/7
- Processor: Intel Core 2 Duo @ 2.2 Ghz / AMD Athlon 64 X2 4400+
- Memory: 1 Gb
- Hard Drive: 25 Gb free
- Video Memory: 256 Mb
- Video Card: nVidia GeForce 8600 / ATI Radeon HD 3850
- Sound Card: DirectX Compatible
- DirectX: 9.0c
- Keyboard
- Mouse
- DVD Rom Drive
Recommended System Requirements
- OS: Windows Vista/7
- Processor: Intel Core 2 Quad @ 2.66 GHz / AMD Phenom II X4 @ 3.0 GHz
- Memory: 3 Gb
- Hard Drive: 25 Gb free
- Video Memory: 1 Gb
- Video Card: nVidia GeForce GTX 460 / ATI Radeon HD 5850
- Sound Card: DirectX Compatible
- Network: Broadband Internet Connection for Online Multiplayer
- DirectX: 11
- Keyboard
- Mouse
- DVD Rom Drive
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