Tom Clancy’s Ghost Recon: Future Soldier

Console Xbox 360
Publisher Ubisoft
Genre Action , Adventure
Region WW
Views 1,753
Downloads 972
Released May 22, 2012
File size 7.91 G
3.4/5 (1 vote)
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The fifth main game in the Ghost Recon series is Future Soldier. It is a tactical third-person shooter, similar to the previous iterations, in which a strategic approach centered on cover and stealth is preferred over going in all guns blazing. The game takes place in 2024, and the primary campaign consists of twelve objectives. It begins in Nicaragua when the ghost squad Predator aims to disrupt regional weapon trafficking. During the mission, the crew is killed by a dirty bomb, and a new team dubbed Hunter is sent in to investigate the source of the explosion. The player controls a group of four troops as they travel across Bolivia, Zambia, Nigeria, Pakistan, Norway, and Russia.

The game is played in the third person but transitions to the first person when you aim down the sights. Enemies can be dispatched with guns as well as silent melee attacks. Soldiers can move freely in the environment, usually from cover to cover, and have access to adaptive camouflage, which makes them invisible when moving slowly and is automatically enabled or removed. The body can be damaged, and the mask can be lost during an attack or shooting. Magnetics, a view that makes all metallic objects stand out in the environment, is another equipment component. Before beginning a mission, the loadout is set, including a primary and secondary weapon and two items. Guns can be fully modified in the Gunsmith mode, which allows for adding different attachments and modifications. Before beginning a mission, combinations can also be tried on a firing range. Sensor grenades, airstrikes, and remote-controlled drones are among the other weapons. The drone provides an aerial perspective, has camouflage and a sonic explosion to confuse foes, and may be used to label opponents in addition to a scope. The War Hound, a remote-controlled heavy robot, appears in one mission.

Sync Shot allows players to prioritize targets by marking up to four for a coordinated takedown by the entire squad. Team members do not chase targets unthinkingly and back down when it irreversibly jeopardizes their position. Independent AI unaffected by the player carries out their other acts. The tagging system replaces the previous games’ direct order system. When a player’s soldier is targeted by suppressed fire, the field of vision narrows, making aiming more difficult. Each campaign mission features four different goals that can be completed to gain access to new weapons and upgrades. Many plot components are offered through the team members’ conversations.

Multiplayer has a four-player cooperative mode with the narrative, a distinct Guerrilla mode in which an outpost must be defended, and competitive multiplayer with four-game styles based on the two factions, Ghosts, and Bodark:* Conflict: two teams compete for map objectives. After capturing a dream, it must be defended against the other team for a fixed period. When finished, a new goal is activated.

  • Decoy: two teams compete for three objectives over three ten-minute rounds. Two objectives are shams, and one is the genuine article. Once the latter is revealed, a fourth and final goal is revealed. Neither team knows the primary goal, so they alternate between defending and attacking. Attackers must fulfill all objectives to win a round, while the other side must protect them. When the fundamental objective is completed, the round timer is increased to give you extra time to go after the final one.
  • Saboteur: two teams compete to acquire a neutral bomb in the middle of the map and use it to destroy the opponent’s base. The person in charge of the explosives cannot run and must rely on a secondary weapon. If it is not detonated within 10 minutes, the team with the most cooperative acts wins.
  • Siege: the offensive team attempts to send intelligence in three rounds of five minutes while the defenders protect the objective. There are no respawns, and defenders initially spawn near the goal, while attackers spawn all across the map and have a ten-second spawning disadvantage.
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