Before Ubisoft's E3 press conference yesterday we got to play Ghost Recon: Breakpoint, and afterwards we caught up with creative director Eric Couzian to ask about the overall philosophy with this game, which is building upon the foundations laid with Wildlands in 2017.
"We wanted to give a sequel to Wildlands and we wanted to capitalise on the pillar of Wildlands, which is the total freedom of choice for the players," Couzian explained. "We consider that is a real pillar of the Ghost Recon franchise, so that you can play depending on your play style, the way you want. You can play sneaky, you can play all-guns-blazing, you can play as a sniper as you want."
"So we wanted to keep these pillars but we wanted to add new layers and especially the layers of authenticity and we wanted to put you in the shoes of a real spec ops soldier, so that's the reason why you have all these new layers, the new tactical layers. So features like the prone camo, for instance, which consists of covering yourself with mud if you want to get as invisible as Ghosts, or the survival mechanics, for instance, which are a real part of the spec ops experience when they are on the battlefield."
We also got to talking about the world that you'll be fighting in - the island of Aurora - and here's what Couzian said about this:
"As we were making an open world, to me it was quite obvious that [...] it will help us as game designers to have the world like an actor, something that you are really interacting with, and especially for all the tactical choices that you make in the world - to get a vantage point, to get an angle for the slope, watching the map and understanding how it is set so you analyse what is the best position - for us it was really interesting because now the open world really makes sense."
Ghost Recon: Breakpoint will be released on October 4 for PC, PS4, and Xbox One. Are you pleased with what you've seen so far?