Ghost Recon: Breakpoint's UX director Matthew Tomkinson talked with us recently at an event for the game about all things to do with Ubisoft's new shooter, including the fact you can discover the history of the island as you explore, but one area we talked about in particular was loot.
"We realised in the previous Ghost Recon games players played almost all the time with the same weapons, because at [its] core a Ghost Recon game is player skill-based, and the weapons are all deadly. So if you shoot in an enemy's head, you take them down instantly. It's only if they have a helmet that needs two bullets, but they are still always very effective, and it's something that we've kept," he explained.
"So it's still very realistic and very lethal in terms of gameplay, but we also wanted to bring also a reason for the players to keep on playing and getting new stuff, and also trying new weapons. So we've done a rarity system that brings small bonuses that will push you to try those different weapons. For example, we have 60 different stats that we can impact, and the impact that we have are very slight, but in the end - like in the real world - when you get some gear, it's not like it's going to make a world of difference, but getting just a bit better can be enticing for the players. It can allow them to personalise a bit their play style, and it will be a reason for them to look for the best weapons."
There is plenty of Ghost Recon: Breakpoint content on the site right now, so check all of that out if you're interested in the game.
Do you like the variety of choice promised here?